Tricksters of Meldwel

The Tricksters of Meldwel forest couldn’t even take away from the view when the sun rises over the Darkstone Mountains, casting long shadows and a golden glow across the rugged terrain towards their destination. The party has survived numerous trials and now sets their sights on the Meldwel Forest, a dense and ancient woodland that lies to the northeast. Within this forest, hidden beneath the ancient trees, is the crypt that holds further secrets to the Red Lord’s fate.

So grab a coffee, or festive drink, and keen your senses as we explore tonight’s adventure!


Tricksters of Meldwel

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As dawn breaks, the party stands on the precipice of the Darkstone Mountains, the chill of the night slowly giving way to the warmth of the morning sun. The Blank Citadel had made the time feel like mere moments between Dusk and Dawn however as they witnessed the rising sun there could be no doubt that time passed differently beyond the portal. The path ahead leads back down into the valley several paths trek over the mountains towards the Meldwel Forest, a place of ancient magic and hidden dangers.

The trees of Meldwel rise tall and imposing, their branches intertwining to form a thick canopy that casts deep shadows on the forest floor below. The journey to the forest was surprisingly quiet with only a few goats daring to walk near where the party travelled with their cleric companion. The air grows cooler as they descend into the valley, the shadows lengthening as the party approach the edge of the forest with a trickling river moving towards the canopy of leaves and branches.

The scent of pine, blossoming trees and earth fills the air and the sounds of birdsong and rustling leaves create a serene yet eerie atmosphere. The parties footsteps crunch softly on the forest floor as they enter the Meldwel Forest in full, the path winding between towering trees and dense undergrowth.

As the party delve deeper into the forest the air grows thicker and more dense as a curtain of mist appears over the trees. The party stop to have a short rest while they wait for the mist to clear but it instead thickens until a dense layer covers the ground and rises in wafts to about chest height. The bird song and afternoon rays of sun give the forest an otherworldly presence as they continue deeper heading in the direction that Elara can feel the faintest of surges of the Red Lords connection to her and the Red Candle, which remains the same nearly inert flame as before.

The shadows seem to dance and shift, playing tricks on the senses of the parties eyes. Bird song mingling with the trickle of water near by starts to sound like soft flits of laughter, light and airy as it echoes through the trees and the fog that has refused to yield to the sun. Soon the party begins to catch glimpses of small, glowing orbs moving through the fog, fireflies they hope, and as the sun drifts lower they start seeing figures flitting between the branches.

The forest grows darker and more foreboding as they venture deeper, the once steady sounds of wildlife giving way to an uncanny silence. Suddenly, a chorus of laughter erupts around the party, and tiny, glowing orbs launch out from the trees towards the party causing them to to duck and dive and slip into the mid that was hidden by the cloud of fog. The party rise covered in mud prepared to fight but a chorus of laughter greets them as the trickster of Meldwel Forest, appear in short bursts before disappearing from sight. These are beings of mischief and mirth who have followed the Red Lord for as long as history can retell and they delight in spreading joy and chaos in equal measure.

Finally after a series of escalating pranks the trickster spirits appear before the party, their eyes twinkling with mischief and the tears of their delight at the parties expense. They giggle and whisper among themselves, their voices like the jingling of bells.

‘Well, well, well, what do we have here? Travelers in the forest, hmm? Seeking secrets best left hidden, hmm? Tell us, do you bring mischief, merriment or perhaps,’ the creature paused its eyes turning cruel for a moment betraying its fey heritage, ‘trouble?’

The party attempt to convince the creatures of their intentions. After a while and a game of riddles and tests that the creatures set as they goad the party deeper into the forest. Eventually the party manage to succeed in convincing the trickster spirits , their demeanour changing immediately from cruel and mischief to gleeful and friendly. ‘Very well, brave travellers, we see your hearts are true and you seek not to take our source of joy and merriment from us. The Red Lord has been kind to us, and we shall aid you in return. The place you seek is a crypt that lies deep within the forest, hidden beneath the roots of the oldest tree. Follow our guidance, and you will find it.’

The trickster spirits lead the way, their glowing forms illuminating the dark forest as they guide the party through the maze of trees and undergrowth. After dusk has come and gone the party arrive at a massive, ancient tree whose roots twist and burrow deep into the earth.

Beneath the roots, the party find a hidden entrance covered in moss and ivy. The trickster spirits gather around, their orbs of light casting eerie shadows on the ancient stone doorway.

‘Here lies the entrance to the crypt where once the forces the Red Lord and the Forgotten one battled along side their deities. Be wary, for within you will face trials that test your courage and resolve. But fear not, for we believe in your strength. May the Red Lord’s light guide you’

With the entrance to the crypt revealed, the party prepares to descend into its depths.


Thanks for joining me tonight for the next piece in the puzzle for this adventure. Tomorrow we will likely have an action packed day so don’t forget to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Gatekeeper of the Citadel

The gatekeeper of the Citadel bears witness to all the items believed to be too cursed for even the gods to deal with but yet he understands what’s at stake when he is deceived into guarding the Sacred Red Candle – until the party arrive that is.

So sit back, grab a blanket as its a bit cold in tonights adventure!


The Gatekeeper of the Citadel

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Their journey has been arduous and the party pushes forward with exhausted bodies as they put more distance behind them and the body of Brother Colin. After hours of climbing the steep path they are so close to their destination, the legendary Blank Citadel. The sky begins to darken as the sun begins its descent behind the horizon. As it sets the Darkstone Mountain pass doesn’t look so hostile and unwelcoming as a golden glow washes across the landscape.

As the path they travelled flattens out the sun begins to sink below the horizon, its dying light casts long shadows across the jagged peaks of the Darkstone Mountains. As the temperature drops, and a biting chill settles in clouds of the parties breath swirl around them as travel across the landing looking for the location described by the hidden temple guardians. Ahead, the path stops, and the party find themselves standing before a sheer cliff face covered in ancient ice. Elara walks up to the ice and places a tired and bruised hand against the surface. Nodding she confirms what they all suspected, this is the entrance to the Blank Citadel.

As they look around a blinding flash of light hits them in the eyes from a pillar that is covered in bushes. The party recall the cryptic message about the setting sun and the entrance to the Blank Citadel and examine the pillar and beam of light. Sure enough at the top of the shoulder high pillar is a clear multifaceted gem placed which is sending a refracted beam of light onto the wall opposite it. After a few moments of pondering it is clear that the gem must be rotated just right so that the suns setting light can reveal the hidden entrance.

With a concerted effort, the gemstone turns, refracting the sunlight into a focused beam that strikes the ice wall. The ice begins to melt and crack, revealing a hidden doorway etched with ancient runes. The entrance to the Blank Citadel stands before those before it, foreboding, ancient and cold and yet it beckons the party inside.

As the party step into the Blank Citadel, the air grows colder, and an eerie silence envelops you. The walls are lined with ancient inscriptions and artifacts with a warning to not touch or linger too long on the cursed items forsaken by the gods. A breath of frigid air washes out from the chasm and along with it a foreboding presence whispering of a time and a think long forgotten. The path leads to a grand chamber, its centrepiece a pedestal upon which rests a candle of vibrant red – the Sacred Red Candle.

As Elara walks towards the candle transfixed on the artefact of her deity that stands on the pedestal before her a dark toned creature with inhumanly long arms and legs watches the party closely and the cleric, Elara, most intently, its eyes filled with a deep sense of regret.

‘Welcome, travellers. I am the Oracle, guardian of this sacred place. Long have I watched over the cursed items that have been sent to me and now this, the sacred Red Candle,’ it took a deep breath to steady itself as if not used to talking, ‘ensuring it none of them fall into the wrong hands. But I fear I have been deceived as the Red Candle is not unholy nor cursed nor a threat to any who know what it is.’ it paused as is moved closer to the party and Elara its long arms unfurling more like an arachnid than humanoid. ‘The one who came before you… his intentions were dark and twisted and when he left the candle and declared the oath be fulfilled I felt the authority of a god in his command and obeyed. But he was no god.’

‘The Sacred Red Candle was meant to be a beacon of mercy and hope, but it has been tainted by deceit. I entrust it to you now, for I sense your hearts are true and do reek of vengeance less than the one that brought it here. But be warned, the candle will only burn for those who are true to its teachings. The path ahead is fraught with peril and darkness is closing in as that which was forgotten comes front of mind for the first time in an existing.’

The Oracle gestures towards the candle, its flame barely flickering as the party contemplate their next steps. With the candle found and still alight, barely so, then the Red Lord must be alive. Elara’s elation could be seen as she tentatively walked forward to pluck the candle from the pedestal, the Oracle watching intently.

The oracle spoke breaking the tense moment with is pained voice ‘The Red Lord is held within a place of darkness, where despair and isolation are his sole companions. Seek the ruined fortress within the Meldwel forest to the east of the Darkstone Mountains, beyond the reach of mortal light. There, you will find the answers you seek and the means to restore the Red Lord.’


Thanks for visiting tonight for something a bit different to my normal Friday plans. But don’t fret as there is more planned for this adventure as we continue on with day 14 tomorrow! So don’t forget to come back tomorrow for more Dice-ember and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Darkstone Mountain Pass

The Darkstone Mountain pass is a hazardous place to travel through let alone rest or do combat in. So tonight we cover that combat scene in a bit more depth, explaining the terrain, some of the hazards and what we can expect from a map in the cliffs of these mountains.

So sit back, grab a coffee and let’s explore tonight’s map!


Darkstone Mountain Pass

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Darkstone Mountain Pass – Created in inkarnate.

Setting the scene for the Darkstone Mountain Pass encounter this week we have the clearing in the Darkstone Mountain pass where Elara and the party connect as well as Brother Colin revealing his true colours. There is more to come tomorrow but the map takes centre stage today.

Along with a rather large, roughly 40 feet by 75 feet, area to fight in, there are many areas that the party or their aggressor can attack from or move to. This makes the combat dynamic and feel more engaging than a 1v5+ fight.


Recap

The tension in the air was palpable as Brother Colin, his speech delivered and his eyes burning with malevolent intent, stood before the party and Elara. The once calm clearing now seemed to hum with dark energy, and the ground beneath their feet felt unstable, as if it too was ready to give way to the chaos about to unfold.

With a flick of his wrist, Brother Colin summoned a sphere of dark energy that crackled with malevolent power. He hurled it towards Elara, who barely managed to conjure a shimmering veil of red fire that deflected the worst of the attack. The party sprang into action, weapons drawn and spells at the ready.

The party moved quickly to surround Brother Colin, hoping to cut off his escape and overwhelm him with their numbers. Their weapons clashed against his shadowy defences, and bursts of magic illuminated the dark clearing as the magic itself seemed to fizzle before coming into contact with the corrupted cleric. The sound of metal on metal and the hiss of arcane and divine energy filled the air as the first moments of the intense battle erupted.

The party, already weary from their encounter with the patrol, moved to protect Elara who, positioned at the rear, chanted prayers to the Red Lord, her holy symbol of a red candle glowing brightly. Her divine magic flowed through the party, mending their wounds and bolstering their resolve just as quickly as their foe ripped it away with the shadowy reflection of the divine magic that Elara produced. She called upon the Red Lord’s mercy to shield her allies from harm, creating protective barriers that shimmered in the cold air as hammers of dark energy wailed on them, trying to beat them into the earth.

As the magic clashed and the party, and Colin, were thrown into the wall of the cliff, rocks began to tumble down pelting the party and the cleric alike. But despite this nuisance the dark magic still flowed and lashed out hoping to drag the party into the true isolation that only death can bring.

Brother Colin fought with a fierce determination, his spells weaving dark tendrils that sought to entangle and immobilize his foes as needles of magic tried to pierce their flesh. He conjured shadowy minions to distract and harass the party, forcing them to split their attention between him and the spectral assailants. His voice echoed with a cruel taunt, ‘You cannot hope to defeat me. I do not wield the weak power of forgiveness and mercy but that of the determination to bring you the truth. Power is absolute, isolation and despair comes to all those that idolise mercy and comradery.’

As the battle raged on the rocky terrain grew more lethal as the combatants’ spells and attacks churned the earth and weakened the small clearing ledge that they battled on. Loose gravel and earth coupled with narrow paths required careful footing where any misstep could send them tumbling down the steep cliffs to their likely demise below.

Brother Colin’s dark magic began to falter under the relentless assault. He attempted to retreat, weaving through the rocky terrain, but the party pressed forward with determination to prevent him from hunting them down again, this interference from the corrupted man would be hist last. A well-placed attack caught him in the shoulder, and he staggered back, the protective magic he weaved slipping from his control.

In a last-ditch effort, Brother Colin summoned a massive wave of dark energy, intending to obliterate everything in its path. Elara stepped forward, her voice rising in a fervent prayer. ‘Red Lord, grant us your mercy and protect us from this darkness.’ A brilliant light erupted from her holy symbol, clashing with the dark wave and neutralizing most of it’s destructive power but in return it tossed Elara backwards against the cliff.

Seizing the opportunity, the party launched their final assault. The final attack struck true, shattering Brother Colin’s defences and delivering a fatal wound. As he fell to his knees, his shadowy form began to dissipate, and a shard of a mirror spilled out of his cloak, reflecting the otherworldly realm of the hidden temple.


Environmental Hazards:

  1. Loose Gravel and Rocks:
    • Hazard: The ground is littered with loose gravel and small rocks that can cause characters to lose their footing.
    • Checks: Characters moving quickly or engaging in combat must make Dexterity (Acrobatics) checks (DC 13) to avoid slipping and falling prone.
  2. Steep Cliffs and Drop-offs:
    • Hazard: The clearing is bordered by steep cliffs and drop-offs, posing a significant fall hazard.
    • Checks: If a character is pushed or falls near the edge, they must make a Dexterity saving throw (DC 15) to catch themselves or a nearby ledge. Failure results in falling 20 feet, taking 2d6 bludgeoning damage.
  3. Rockslides:
    • Hazard: The unstable terrain can trigger small rockslides.
    • Checks: During the battle, there is a 1-in-6 chance each round that a rockslide occurs. Characters in the affected area must make a Dexterity saving throw (DC 14) to avoid taking 2d4 bludgeoning damage and becoming restrained by the debris. Explosions or collisions with the wall of the hill above the party may also trigger these rock slides.
  4. Narrow Pathways:
    • Hazard: Some areas of the clearing are connected by narrow pathways along the cliffside.
    • Checks: Characters moving along these pathways must make Dexterity (Acrobatics) checks (DC 12) to maintain their balance. Failure results in falling prone and potentially slipping off the edge (see Steep Cliffs hazard).
  5. Thin Air:
    • Hazard: The high altitude and thin air make physical exertion more difficult.
    • Checks: Characters engaging in strenuous activity (e.g., running, fighting) must make a Constitution saving throw (DC 13) every 10 minutes or gain one level of exhaustion. This is more relevant if they decide to retreat and a chase occurs or if they wish to create substantial distance for themselves from whatever else Brother Colin may be working with

Combat Aftermath

With Brother Colin defeated, the clearing fell silent, save for the laboured breathing of the party and the faint whisper of the wind. Elara knelt beside the fallen cleric, her eyes filled with a mix of sorrow and resolve. She retrieved the shard of the mirror, wondering if it held the key to the next step in their journey as she retold the stories she remembered from the early days of her initiation.

‘We must hurry,’ Elara said, her voice steady despite her energy. ‘I can feel the Red Lords presence growing closer, but it is still so faint as if there is a cloud surrounding it that his light can’t pierce.’


Thanks for visiting tonight for another map night with a bit of an expansion from combat scene from last night. But tomorrow we are back on track to powering through to the last half of this years seasonal adventure. So don’t forget to come back each day to stay on top of what’s happening here, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Heraldry, Healers and Horns

This week’s Zine is the single page format that emphasises giving the DMs inspiration but not dictating how they run the adventure. This has resulted in a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think it’s still working well, so without any further waiting I present Heraldry, Healers and Horns, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Heraldry, Healers and Horns, and that your rolls are made with advantage.


Heraldry, Healers and Horns

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Rushing Minotaur – Created in Copilot.

In the bustling city of Jostaire, nobleman Radulas Rustlestone lies bedridden, struck by a mysterious affliction that no healer could cure. His wife, Kathryn Rustlestone, desperate to save her husband, has reached out to the party, renowned for their heroism and their ability to complete any tasks that they are charged with. A messenger from the distant Church of Lathander arrives, bringing news that Clarice Brightborn, a healer from the church, believes she can cure Radulas. However, Clarice is being targeted and requests an escort to the nobleman’s side. With a generous offer of gold, titles, and land, Lady Rustlestone implores the party to undertake this perilous journey to save her husband and restore order to their city.

Recognizing the urgency and the potential foul play at hand, the party must decide whether to accept this high-stakes mission, knowing the rewards could transform their lives forever. Their decision could change the fate of Jostaire and its people.


The party made it to Narrowbreath where the church of Lathander stood proudly in the morning light. They had been ambushed three times on the way to the small city and even as they walked along the streets there was signs that they were being watched everywhere. But despite this no one dared to approach them as the guards, the local clergy of Lathander and their reputation surrounded them like a cover of awe for many people. They spent their day finding information out about their future ward, Clarice, as they prepared for the trip ahead of them. Finally as Clarice stepped out of the temple to Lathander it was evident that her keen senses picked up on the party watching her. Not surprisingly so as from what they had found out it had been a tough few weeks for her, filled with threats and actual attacks. Her priestly robes were replaced with battle ready armour and equally tested and tried weapons, a testament to the danger she had faced.

The party watched as she made her way to the Mindful Badger, the tavern they were meant to meet her at which confirmed that she was indeed the woman they were looking for. As she takes her usual seat and sips her water, the party catches her eyes as they enter the tavern. Approaching her booth, she raises a cautious hand, warning them of her rough week and testing their intentions by mentioning Lord Rockenworth. When they present Lady Rustlestone’s letter, she breathes a sigh of relief.

“Please forgive my deception,” she says, explaining the numerous attempts on her life and the growing desperation of her attackers. “So tell me, when can we leave to cure the lord?”


As the party departs from Narrowbreath, they find the journey unexpectedly calm, free from the usual threats they’d encountered before. On the second day at dawn, they carefully break camp, ensuring their surroundings remain secure. Just as they finish preparing, a distant, mournful horn echoes through the air, hinting at a hunt or impending danger.

Clarice comments on the sound, suggesting it might be noble hunters from Jostaire or Narrowbreath. They begin their trek, but the horns sound again, accompanied by the ominous thud of hooves. The dawn light reveals a smooth, polished and lightly ridged object moving among the trees. Realization dawns too late: it’s the horn of a massive Minotaur.

Bursting through the foliage, the Minotaur’s broad, armoured form becomes clear. It bellows a mournful call, soon echoed by several more of its kind, all bearing the same clan symbol on their armour and shields. The party quickly understands this isn’t a random encounter; the Minotaur’s are here with a purpose, likely targeting Clarice.

With weapons drawn and senses heightened, the adventurers brace themselves for the impending battle, knowing that this fierce opposition is far more than just a chance encounter.


PDF adventure – Heraldry, Healers and Horns



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hidden Temple

Tonight the party have left Lorkan’s shop the party went towards the next place they needed to go was to confirm the information they received and discover, the hidden temple. But this is just the beginning as un foreseen twists await the party and it’s only still the beginning.

So sit back, grab a coffee and let’s run through tonight’s adventure!


The Hidden Temple

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With the further evidence gained at Lorkan’s that pointed to Brother Colin as the mastermind behind their framing, the party sets their sights on the Temple of the Red Lord in Felmore. They had one goal in mind, to investigate the location where the Sacred Red Candle was last seen and uncover any further clues that could lead to the Red Lord’s whereabouts if he still existed.

Felmore was an ancient city with a rich history before it became the bustling trade hub that the party knew it as today. A lot of the architecture still dates back to the original city and this was more prominent near the city centre. The temple of the Red Lord stands proudly in the city centre, an welcoming structure with high flag posts that flutter their red flags in the breeze. The atmosphere within the temple is sombre, as the clergy and worshippers are still praying for their from the recent events.

The party arrives at the temple under the cover of the shadows of dusk, hoping to avoid drawing too much attention from the people who would be after them. They blend in with the evening worshippers, making their way towards the clerics rooms and the guarded sanctum where the Sacred Red Candle was kept.

Amongst all the rooms there was a large central chamber guarded by a lone cleric who was quietly standing guard and watching in the other direction. Once the party had convinced him to let them pass they were greeted by a small, dimly lit chamber filled with ancient relics and statues of various deities. In the centre of the room stands a large statue of the Red Lord, with a serene expression and an outstretched hand.

Recalling the amulet they found earlier in Brother Colin’s room in the Temple to Tyr in Morlam, the party realizes its significance. They place the amulet in the outstretched hand of the statue, and a soft, pulsating light fills the room. The statue’s appearance begins to shift and move, revealing a mirror like surface instead of the stone surface of the pedestal supporting the figure of the Red Lord —a gateway to a temple between realms.

The party steps through the portal and finds themselves in an otherworldly temple suspended between realms. The architecture is ethereal with floating platforms and shimmering waves of energy. The air is filled with a sense of ancient power and mystery. However several thin, and spectral elves drift down towards them.

‘Visitors, you have the taint of the man who last visited. He soon realised his errors’ the spectral elf emphasises the last word. ‘State your business with the temple between worlds’.

The party are able to find out that the temple is to a deity of isolation, the Forgotten Deity. One that was banished to loneliness despite having several chances to take their ways. They were able to subdue the angry spirits who have been sentenced to tend to the temple in isolation even past death – as a punishment from the deity that rules this realm. The further insult to injury is that they can not hear or see each other so that their sentence passes long into their next lives.

They coerce the spirits, who are finally happy to have someone they can see and talk to, to give them information. The Deity who rules this realm seeks to imprison the Red Lord who strives to give people a second chance and prevents them from being destined for loneliness. But they were unable to kill the deity but cut off their connection from the red flame of his candle.

With newfound knowledge and an understanding of the enemy they face, the party must plan their next steps. They have unravelled part of the mystery behind the Red Lord’s disappearance and the framing, but more challenges lie ahead. Armed with the secrets of the hidden temple, they prepare to confront the forces that threaten their world and restore hope and mercy to the land.


Thanks for visiting tonight for the sixth expansion of this years Christmas adventure. Don’t forget that we aren’t even half way there yet so make sure to come back each day in the future to keep up to date! And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Lorkan’s Shop

The party makes their way back to Felmore where they once had business with their previous employer who owned Lorkan’s Shop. A man not known for his imagination or honest he had been called out in the evidence they had found in Brother Colin’s room as working against them and falsifying evidence. The goal was simple, find evidence of wrong doing and begin to clear their name.

So sit back, grab a coffee and let’s explore tonight’s encounter!


Lorkan’s Shop

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Armed with the information that they had liberated from the Temple of Tyr the party travels to Felmore determining that investigating their previous employer as a source of information. With Brother Colin completely disappearing they had to chase up their next lead and starting withy Lorkan, their previous employer where they left on unfavourable turns.

Felmore was a bustling trade city known for its merchants and craftsmen in addition to the main temple to the Red Lord. The parties primary goal was to uncover more evidence of Brother Colin’s manipulations and beging to get enough information to clear their names.

As they enter Felmore the vibrant city with crowded streets, noisy markets, and a mix of cultures and races. The air is filled with the sounds of hawkers, blacksmiths, and street performers. The party must navigate through the city’s maze-like alleys and busy squares to reach their former employer’s place of business.

Investigating the Lorkan’s Shop:

The employer, a wealthy merchant named Lorkan, operates out of a large, building in the heart of the city. The exterior is adorned with banners and signs, dedications to his self envisioned prosperity and influence. However despite how he see’s himself not many people were keen to do business with Lorkan as he had a bad reputation for cheap goods and worse manners.

The party knew from their dealings with Lorkan that he kept a chest in his office where he stored his important business dealings. If they could get into his office and into that chest they were sure they’d be able to get some information that would aid them in their quest. However the first problem that they faced was the thugs and experienced mercenaries that the paranoid merchant had hired to keep his business safe.

Thug – Created in tetra-cube.
Gladiator – Created in tetra-cube.

Thanks for visiting tonight one of the encounters that would have happened this week. There is a fair bit behind the scenes for this one so don’t forget to check out the final Zine when I post that sometime around Christmas! And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Temple to Tyr in Morlam

The party makes their way to the Temple of Tyr in Morlam, where Brother Colin’s temporary chambers are located. They have a hunch that something in his room could provide the evidence they need to prove that something about his testimony was fabricated. But complications arise when the temple is bustling with activity, as the clergy and worshippers go about their daily routines.

So sit back, grab a coffee and let’s explore tonight’s map!


Temple to Tyr in Morlam

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Temple to Tyr in Morlam – Created in inkarnate.

The Temple of Tyr is an imposing structure with high ceilings, grand columns, and intricate mosaics depicting the god of justice. The air is filled with the scent of burning incense and the low hum of prayers. The party must blend in with the crowd to avoid drawing attention as they make their way towards Brother Colin’s private quarters.

The party slips into the temple however they see fit, disguised, magically cloaked or otherwise. They move through the hallways, avoiding direct eye contact with the clergy and worshippers. As they near Brother Colin’s room, they notice Sage Aramis speaking with a group of senior priests. He catches sight of the party and subtly signals for them to proceed while he engages the priests in conversation.

Inside Brother Colin’s Room:

The party quietly enters Brother Colin’s chambers. The room is modest, with a simple bed, a wooden desk cluttered with papers, and shelves filled with religious texts and artifacts. The soft light from a small window illuminates the space, casting long shadows.

Investigation:

  1. Searching the Desk: The party begins by examining the papers on the desk. They find letters and notes, some of which are written in a code. After deciphering the code, they discover correspondence with their previous employer – the one who gave testimony against them. The letters are from their employer and it discusses the party in some detail, describing what they look like and, wrongly so, the wrongdoings they did to the employer which is later admitted to being fabricated..
  2. Hidden Compartment: While searching the shelves, one of the party members notices that a section of the wooden panelling is loose. Behind it, they find a hidden compartment containing a sealed vial of a strange, dark liquid and a dagger with an unusual emblem, a symbol they don’t recognise immediately.
  3. Personal Journal: They find Brother Colin’s personal journal, which stopped two weeks ago despite being written in daily up until that point. The last few entries talk about haunted dreams and a dark presence in the temple in Felmore.

Other skill Opportunities:

  • Deciphering the Code: The party uses their skills to decode the letters, revealing the plot against them.
  • Finding the Hidden Compartment: A keen eye or an investigative check leads them to discover the secret hiding place.
  • Reading the Journal: As they read through the journal, the party learns about the days leading up to, what they assume, the candle being stolen.

Sage Aramis

While the party searches the room, Sage Aramis keeps the clergy occupied, preventing them from interrupting the investigation. He subtly manoeuvres the conversation to keep the senior priests engaged and away from Brother Colin’s quarters. When he notices the party is nearing the end of their search, he orchestrates a minor distraction in the temple to ensure they can exit without suspicion.

Outcome:

Armed with the evidence of Brother Colin’s falsehoods, the party must now decide their next steps. They can choose to confront the imposter directly, gather more allies, or present their findings to the Council in a bid to clear their names. The journey to uncover the truth behind the Red Lord’s disappearance and their own innocence continues, with new leads and challenges ahead.


Thanks for visiting tonight for another map night but this time with a twist! Tomorrow we continue with something a bit spicy and hopefully amusing as we push forward with this loosely, for now, Seasonal adventure! So don’t forget come back tomorrow for more content, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Valley of Fire

This week I continued with the creating a shortened Zine, something that fits on a single A4 sheet of paper with just enough information to set the scene, plot and hook with some NPCs sprinkled through that it could be used in any system.

I think it’s still working well so without any further waiting I present Valley of Fire, in the short format, as a fun one-shot to assist GMs when they need a night out of the books whether you run Pathfinder, Open Legend RPG, D&D or any other RPG System.

There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.

So I hope you enjoy this weeks adventure, Valley of Fire, and that your rolls are made with advantage.


Valley of Fire

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Valley of Fire – Created in Nightcafe.

The party had received word of a job that was the highest priority and seeking only the best. Of course that meant that it was exceedingly well paid and that they were the right people for the job. The guild leader in Musca acted as the middleman between them and their client but the royal seal on the letter indicated that their client was the royal family of Musca.
‘I need a group of adventurers to come and secure the Rekuldor and ensure their safety. My most trusted men will assist you and one of them, Rovi, will meet you and escort you to where we need your help.’


True to the king’s word Rovi arrived the next morning at the guild hall with the horses that they would be taking into the valley. ‘It is good to meet you. The Guild has spoken highly of you and I am glad that you will join me into the Mascalar valley. Once we reach the ridge we will leave the horses and continue on foot into the valley itself.’

The next day of travel was easy going with many soldiers on the roads patrolling and ensuring the public’s safety. However the business quickly evaporated when they reached the edge of the valley where they began to travel on foot over the ridge and deeper into the valley beyond. There were plumes of smoke here and the smell of burning soil and wood. Rovi showed his true prowess here pointing to tracks, stopping and redirecting the party to avoid a particular unfriendly denizen of the valley and even finding them fresh food.

As the party moved deeper, the signs of human presence and the smell of burning grew stronger. They reached a concealed camp, where Jovi was welcomed back by scouts who reported seeing the first Rekuldor and signs of other intruders. It did not take long for them to reach the camp that they had been travelling to where Jovi introduced the adventurers as crucial support, highlighting the need to identify and mitigate any variables that could disrupt the migration. His pointed look at the party signalled that he expected their input and readiness to help.


As the white robed man bearing a flaming sword fell, the scout they came with called out ‘I’ve got it’ as the barrels stopped smoking and the drip fed vial of flaming chemicals was disposed of. An hour passed as they cleaned up the barrels and the bodies and slowly the first of the Rekuldors appeared. Their long necks were covered in wrinkles of armoured skin and they plodded along on large sloth-like arms and claws. As they passed by irate shouting could be heard coming closer.

The Rekuldors paused before moving back towards the party and away from the barrels which had stopped smoking now. 

‘Those idiots probably forgot to use the flame charges!’ a woman shouted as several more guards surrounded a black robed figure. ‘Oh. That explains why there was no explosion. But now I can deal with the pesky Musca warriors who have been interfering with our orders. Kill them, leave one alive for questioning.’ she ordered.


PDF adventure – Valley of Fire



Thanks for joining me today for another Zine this year. This is a condensed version of the Zine, but I hope the format works and is good to look at! Please feel free to leave comments if this format is appealing – so make sure to grab a copy of the PDF.

Next time you get a party together consider running this adventure and I hope that you enjoy it.
I hope you don’t miss a thing so come back daily in the coming week and year. This is so you can experience the creation of the next adventure as it evolves and shapes out. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Gremire Temple

Now the Gremire temple started its days as a ritualistic place for those who worshipped nature and the primal gods. However, as time went on and the worship of gods moved from primal to the ones we seem ore frequently now the temple fell into ruin, mostly. A new force started to live within its depths and still worshiped the older gods, the forgotten ones.

So sit back, grab a coffee and let’s explore tonight’s map!


Gremire Temple

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Gremire Temple – Created in inkarnate.

As the party enters the centre of the ziggurat after a series of heated encounters with the lizardmen guards and their pets. As they push past the last few feet of the descending steps, their torches flicker with the air that they have been feeling for some time now. As their torches battle the wind eerie shadows appear on the landing ahead of them and the jagged, uneven and crumbling edges of a massive central platform.

The air is thick with a greenish glow that is emanating from an ornate, central structure in the cavernous space beneath the ziggurat. This structure is a large, square platform with intricate designs, radiating an otherworldly thrumming light from a ornate jewel light object that is centralised on the platform. Around them, the floor is marked with the grid-like tiles that they have seen in other parts of the temple that reflect the ancient craftsmanship that created this temple to the gods an eon ago.

However cracks and broken sections indicate past damage and large cracks in the floor suggest instability, making every step potentially dangerous with the consuming shadows within not initially showing how deep the fall would be. The greenish light pulses as a screeching lizardfolk voice can be heard urging the energies to pulse in a steady flow. The light creates deep shadows amongst some scattered rubble which makes it difficult to see hidden threats or traps aside from the hulking form of the largest lizardfolk they have seen who keep a watchful gaze over the source of the screeching voice.

The atmosphere is tense and foreboding with the sound of chanting and the thrum of arcane energy. The central structure draws their attention, as the gem-like structure pulsates with energy and as even as they watch it pulse their feet are covered as snakes and lizards come down the passage and across their feet, called to the central structure and the call of the Reptilian Regeneration.


A ‘simpler’ map tonight with most of the objects being the cliffs asset that creates the cracks and crumbling edge of the platform. a few other pieces rotated and duplicated for the central plaza with a bit removed with some careful carving with an over-paint of the shadow texture over the top. My favourite light-asset creates a glow at points in the cavern and there is a very simple texture painted for the template sections (a temple-tile and a stone overlay) and the dark beyond being a simple shadow.

A simple but rewarding map for tonight that was fun to create.


Thanks for visiting tonight for another map night! Don’t forget that tomorrow I will create the encounter for this weeks bigger-than-normal writeups. So don’t forget to come back tomorrow for the last piece of the puzzle, and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Regeneration of the Jungle

This week the adventure takes the party deep into the Gremire jungle where a lizardfolk leader has created a cult around a an artefact in the name of regeneration of the jungle and their tribe. The regeneration of the jungle becomes more prominent tonight as we look at what it truly means and the impacts for the party.

So let’s grab a coffee, grab some mosquito repellent and let’s get ready to dive in deeper past the swamps, trees and vines!


Regeneration of the Jungle

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The party had run into some of the local denizens of the jungle earlier that morning. It had been just over a day of travel on their journey into the heart of the jungle and their guide was getting more skittish as they went deeper. C’tik was a renegade lizardfolk and had steered them clear of dangers plenty enough times but as they waited for him to come back from a brief scout ahead they were attacked by several large snakes. They dispatched the creatures quickly after suffering only a few wounds however C’tik changed after that encounter.

He didn’t let the party out of his reptilian eyes as they moves deeper into the jungle and was more alert and skittish. He brushed off his nerves when questioned by the party as not wanting to disappoint and fail his orders but there was an inflection in his voice as he spoke, fear. But as the party rested for the second time that day to empty their shoes of water and leaches he appeared more relaxed and even jovial.

‘Not long now, no not long.’ he had repeated when they had asked the reason for his change in mood. The jungle also seemed to reflect his mood as the ground, grasses and ferns sprung back nearly instantly as they passed. Creatures of all kinds were abundant here and it wasn’t long until they had caught enough of them that so they could have a meal later that night if needed. But even as they pulled the arrows from the creatures the creatures refused to die and their would would start to heal quickly.

‘It’s the influence of the temple. It is near but we are in no hurry.’ C’tik repeated as he looked almost happily around. There was a river that cut through the trees nearby and dozens of frogs could be heard singing happily from its banks. The trees here were dense and tall with a net of vines and leaves hanging from the branches making it difficult to find where the branches actually were beyond them. A thick canopy wove overhead where birds and other tree life moved about caring not for the adventurers below or the small smokeless fire that they had started below.

Slowly the creatures stopped making noise, the birds songs stopped, the frogs stopped croaking and only the nonstop hum of insects could be heard. It droned on and caused those present at the small camp to begin to get heady and unsteady as they looked around. Something was obviously not right and only the happy lizardfolk remained normal and a constant. Large reptilian shapes emerged from the water with colourful frills from the back of their heads going behind their shoulders which bore crude armour. Lizardfolk emerged and stalked towards the party as the insects droned on and despite the obvious danger the party struggled to prepare themselves for the encounter.

‘Now the order is complete. C’tik is free and the Regeneration can commence!’ the little lizard folk cackled moments before an arrow pierced his chest and caused him to roll backwards. Even as he fell he joyously laughed as dozens of lizardfolk warriors rushed towards the party and their unseen ally loosed another series of arrows from their concealed position.


Thanks for joining me for a mid-point for this adventure. I feel like this will be a big week as there is still a lot to go and cover before we can wrap this one up. So don’t forget to come back the next few days to cover what we have in store and, as always, don’t forget to roll with advantage,
The Brazen Wolfe