Race Around the Rook

Now for the next Zine of the year I present, in single page zine format, Race Around the Rook. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

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, Race Around the Rook, and that all your rolls are made with advantage.


Race Around the Rook

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Race Around the Rook – Created in WordPress.

The party stood at the docks, watching the ships prepare for the race, each with its own crew and eager spectators wagering on the favourites. Like other contenders, Gareth had hired adventurers—not just to aid his voyage, but to ensure its safety. Although attacking rivals was illegal, it remained common due to the immense stakes involved, prompting organizers to permit guards aboard vessels. Gareth’s crew had been recruited to protect the Surf Skimmer, a small but formidable craft, with the promise of solid payment and a generous bonus if they helped secure victory. With piracy and competition making the waters dangerous, strong defences were necessary.

Gareth kept a low profile, blending in among weaker contenders to avoid drawing attention. His true strength lay in his experience—he was a third-generation sailor who understood the sea like few others. As the race announcer spoke, Gareth reflected on his father’s past attempt, a promising endeavour that ended in disaster when pirates forced him onto the treacherous Rook. When the second crack of energy signalled the start, Gareth and his childhood friend Silvana acted swiftly, loosening the moorings and releasing the sails. The Surf Skimmer glided into the open waters with calculated precision.

Harnessing the wind with its unique sail design, the Surf Skimmer quickly gained ground, overtaking rival ships without the aid of magic. Gareth mused about the advantages of a wind charm—it could accelerate their speed, but controlling the craft would be impossible. He focused instead on the rhythm of the waves, knowing true victory would come from reading the ocean, rather than brute speed alone. Though they were not yet in first place, they had left most competitors behind, moving swiftly through the moonlit waters while enemy crews glared at their unexpected advance.

Their success did not go unnoticed. The second-place ship was visibly displeased to see them closing in, and dusk brought shifting winds that slowed the larger vessels while the Surf Skimmer pressed forward. A pirate ship had briefly attempted to intercept them, using ropes and nets to hinder their movement, but the party had quickly fought them off. Despite the setback, trained guards aboard the rival ship had been watching them closely, and their presence raised concerns about further conflict.

Trouble soon arrived when the Surf Skimmer jolted violently – spiked barrels had lodged into its hull, disrupting its movement. As the crew struggled to free the ship, a second barrel struck, further slowing its progress. Then the attack began. Flaming bolts rained down, embedding themselves in the deck, while arcane-infused arrows hissed through the air. Though the specially treated sails were resistant to fire, the ship itself was vulnerable. The first harpoon soon struck, pulling the Surf Skimmer closer to the massive form of the Sea Krait, followed by another as tension dragged them sideways. Gareth barked commands as mercenaries advanced, and the air crackled with magic—the fight for survival had begun



PDF adventure – Race Around the Rook



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Battle for the Skimmer

This week we have the party trying to protect not just Gareth but his ship in the Battle for the Skimmer. As the larger vessel pulls off more stunts to try and stop them; permanently, the party need to defend not only the ship but themselves as the battle rages on.

So strap in as tonight’s going to be a bumpy one in tonight’s map!


Battle for the Skimmer

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Battle for the Skimmer – Created in Inkarnate.

The distance between the ships will make a lot of the combat hard – that is before boarding lines and boats come out to play. The party then can take the fight to the bigger ship or remain on the deck of the shorter, smaller ship to fight from there if need be.

The ships are moving fast enough that only quick thinking or magic will prevent people from disappearing into open ocean behind the ships. So that’s a hazard the party will need to brave as they fight it out during the Battle for the Skimmer.


A simple one tonight with some small modifications to existing ships. Four textures were put into the waves, three colour variations and then something to add a bit more depth into the water that dulled some of the choppy wave parts.

The ships were luckily existing assets that I added more rope. Masts and sails to to get to where I wanted them to look. Barrels suit the narrative this week with them slowing down and impacting on the hull of the skimmer.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sea Raiders

The sea is a wild and dangerous place, and that’s not including Sea Raiders, pirates that prey above the waves and the monsters that live below. But while the party and Gareth may be looking above the waves but its below them that they really need to worry about.

So buckle in, keep your eyes peeled as we are the hunted tonight’s adventure!


Sea Raiders

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Sea Raiders – Created in WordPress.

The waves had settled and for the most part the day had been smooth sailing. They had just moved to into view of the larger sailing ship of the crew in second place and based on the movement on deck they were not pleased to see the Surf Skimmer on their tail.

At dusk the breeze had held up well but had changed direction over the last hour which had caused the other ships to slow down. But the unique sail design of the Skimmer let Gareth move his vessel within shouting distance to the other ship. With just two more days to go until the race would be over they had to put in a lot of effort into making sure they were on track. They had a brief encounter with a pirate vessel that had tried to stop them with ropes and netting. But the party had dealt with them quickly which was much to Gareth’s delight at hiring them for the voyage.

As they settled in just behind the other larger ship they lit some small lanterns around the ship to make sure that visibility wouldn’t be an issue. The amount of preparation and movement on deck had worried Gareth and the party had noticed several trained looking guards that had been scouting them out for quite some time. As they were about to tuck in the second last night of hard rations the first sign of trouble appeared.

The Surf Skimmer’s hull hit something on the side which caused the ship to pull slightly to that side. Rushing to investigate a large spiked buoyant barrel had lodged itself in the hull and was interfering with the ships ability to cut through the waves. A second thud came a few moments later and the Surf Skimmer slowed down noticeable as a barrel connected to a hook by rope was lodged into the Skimmer again. As they started trying to free themselves from the impediments that’s when the next wave of attacks came.

Bolts of fire and wood rained down on them. Many hissed into the waters around them but some found their mark cutting through the canvas sails and embedding the flaming projectiles into the deck. Luckily the canvas would not light, it was designed that way, but the wood was not so lucky. The air buzzed with arcane magic as darts of arrow rained down around them – flung by a duo of mages that stood at the back of the ship that they were now nearly alongside of.

It appears that a fight was upon them and the true test of their skill and Gareths trust in them was about to start.


Thanks for visiting tonight to stay up to date with what I am working on here. Don’t forget to come back the last few days of the weeks as we continue to expand this adventure further. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Vipers Smile

Now for the next Zine of the year I present, in single page zine format, The Vipers Smile. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

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, The Vipers Smile, and that all your rolls are made with advantage.


The Vipers Smile

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The Vipers Smile – Created in WordPress!?

The party arrived in Imgard, weary from the road, lured by whispers of an opportunity suited to their talents. Whether slipping through merchant gates or braving the city’s seedy underbelly, they quickly grasped the harsh truth—coin dictated survival. Towering structures and golden-lit markets painted a scene of wealth and deception, where promises were as fleeting as the wind. Seeking discretion, they found themselves at the Wonky Mule, a tavern steeped in the scent of roasted meat and ale, where conversation swirled in a tangled mess of traders, mercenaries, and thieves.

Over two days, familiar faces emerged—an old storyteller spinning tales of lost glory, the battle-scarred bartender twins keeping order, and a finely dressed stranger sinking into a rigged card game among dubious company. Then, a cloaked figure stumbled near the party’s table, dropping a peculiar coin before vanishing upstairs. Recognizing the signal, the party followed into the shadows above, where secrecy reigned over promptness. Climbing the loudest stairs they had ever encountered, they soon found another of the strange coins beneath a door and knocked, stepping into a dimly lit room.

Within, the ragged figure before them shed his disguise, revealing himself as Lace, a Harper tracking the city’s disappearances. His grim tale unfolded: suspected abductors had been found dead, yet their likenesses continued appearing across Imgard and beyond. The Harpers, compromised by their notoriety, needed outsiders—neutral eyes that the infiltrators wouldn’t recognize. As the party left, a fleeting moment of unease gripped them when they locked eyes with a pale-faced figure descending the stairs, his passage eerily silent despite the groaning wood beneath their own steps.

Tracking the stranger through the dim-lit streets, the party watched as he slipped into a building. Listening in, they heard his hushed words—recruitment for fresh infiltrators, replacing those whose usefulness had expired. Yet, as his voice shifted, its masculine edge dissolving into something unnerving, the party peered through a window and barely contained their shock. His human face melted away, revealing the unmistakable serpentine features of a Yuan-ti. The realization struck hard—this infiltration ran deeper than they had feared. Before they could retreat, hulking figures stepped from the shadows, and the door creaked open. There would be no easy way out.

The Yuan-ti sought only blood, hoping to kill the party and assume their identities, but they had not accounted for their strength. The battle was swift, decisive, and left no witnesses. Within the room, a hidden compartment revealed parchment detailing infiltration efforts, key targets, and—most crucially—a scheduled gathering in the coming nights. With fresh intelligence and a semblance of a plan, the party disposed of the bodies and set their sights on Imgard Sanctum, where the city’s fallen heroes were honoured. But upon arrival, the guardians greeted them not in common tongue but with a hiss, allowing them entry. Beneath the glow of the fountain, they saw the unsettling reality—dozens of infiltrators moving with casual ease, their chatter masking coded exchanges. And when a group approached them, a wave of unease washed over the party, their instincts warning them that something was deeply wrong.



PDF adventure – The Vipers Smile



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imgard Sanctum

Tonight we have the Imgard Sanctum – a garden that pays respect to heroes that have been lost defending the people of Imgard. But it happens to be also a great meeting spot for those who are up to no good.

So as we close in on the infiltrators make sure to grab yourself a warm coat as we enter the Imgard Sanctum in tonight’s map!


Imgard Sanctum

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Imgard Sanctum – Created in Inkarnate.

The grave stones to the north of the area pay homage to the heroes once lost. These appear be graves but there are no bodies buried here – its just a memorial. The gardens were built around the memorials and have grown to be a place to reflect. However, many people use this as a place to meet to exchange information, goods or other nefarious things which has become its main use over the years.


A simple map using some of my favourite assets. A single texture with this one (for quick use) to create the grassy background and the night filter placed over the top makes it a bit darker. Two types of trees gives variety to create more visual appeal when looking at the repeated assets of the graves and tombstones. Lanterns on pillars and a fountain add another item to create both a light source as well as something to provide cover other than trees.

Small orbs of coloured light could reflect a magical effect or fire flies that flitter through the gardens at night. Either way the Imgard Sanctum was a fun and quick map to create.


Thanks for visiting tonight to find out more about the Imgard Sanctum. As we continue on the adventure this week we with the creature stat-blocks tomorrow night we inevitably get closer to the conclusion on the weekend. So don’t forget to come back the remaining days this week to stay up to date with what’s happening at my tabletop. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Infiltrators Identified

As we reach the tipping point of this weeks adventure its only fair that we have the infiltrators identified. However, these individuals will not go down easily and even if one is identified the possibility of infiltrating their midst is very, very unlikely.

So grab your best disguise, settle down with a coffee as we kick off tonight’s adventure!


Infiltrators Identified

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Infiltrators Identified – Created in WordPress!?

The party had managed to track down the person they saw in the hall way outside of Lace’s room and using the information Lace had given them they believed them to be one of the infiltrators. The man in question was moving with haste down the empty streets with only the space lamplight to guide their way. Despite being a rough part of town that they travelled through the man they were following moved with a determined haste.

As they neared the man he quickly ducked into a doorway – just as swiftly the party hid from view and watched as he checked if he was being followed before entering quietly. A few moments later the party snuck up to the building and listened. ‘It’s going well. I have found the new faces of our cause since these ones’ usefulness is wearing off.’ a mans voice said. But, even as it spoke something changed within it. Gone was the masculinity and it was replaced with a lisp and feminine sound.

Looking through a small window they had to repress their shock when the face of the man they followed was shifting and melting off to reveal serpentine features beneath it, Yuan-ti’s. As they started to move away in shock a two towering figures stepped out from either side of the building and the door opened. It looks like they would have to talk or fight their way out.


As it turned out the Yuan-ti’s did not have talking in mind. Wishing to kill the party and assume their identity as a way of further infiltrating the groups trying to route them out. But they hadn’t accommodated for how powerful the party were or that they would be prepared for a fight. As the party secured the area and made sure that no one had seen the fight that occurred they scouted the room.

In a secret compartment in the table there was a stack of parchment. Details on the plans to infiltrate, who was being infiltrated and – more importantly – a meeting spot with a time and date. There was to be a gathering of the infiltrators in a few nights time within the city.

Armed with information and the semblance of a plan they disposed of the bodies and got ready for their next move.


Thanks for dropping in for tonight’s expansion to this adventure. Don’t forget that we will continue to expand this adventure each night this week. So don’t forget to come back each remaining day this week to stay up to date with how the adventure is expanding. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cave Invasion

Now for the next Zine of the year I present, in single page zine format, Cave Invasion. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

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, Cave Invasion, and that all your rolls are made with advantage.


Cave Invasion

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Cave Invasion – Created in WordPress!?

As the party moved through the outskirts of Wyrehaven, the distant sounds of battle filled the air—goblin war cries mixed with the terrified shouts of common folk. Rushing forward, they found a cart riddled with arrows, its horse lying dead with a spear jutting from its chest. A small group of humans struggled to defend themselves, their guard expertly using his shield to deflect goblin attacks while others jabbed spears at their attackers. Blinded by the harsh sunlight, the goblins could barely fight back as the party charged in. Within moments, the tide of battle had turned, and the goblins were either slain or scattered, leaving the humans safe but shaken.

The grateful travellers shared their story, explaining how they had been ambushed while passing near a tree-lined hill. Though they had expected the threat of bandits, goblins had caught them off guard. Their guard, Sven, admitted their luck in surviving the attack, particularly with the goblins’ poor ability to fight in bright light. As he hitched his own horse to the cart, the travellers urged the party to accompany them to Wyrehaven, where the local guard offered bounties on goblins and other troublesome creatures. They hinted that the party might find work in the city if they were looking for coin or reputation.

Arriving at Wyrehaven, the party followed Sven to the Iron Gauntlet’s barracks, the city’s guard and militia headquarters. While waiting for Sven to speak with the captain, they overheard rumours and speculation about recent events. When Sven returned, he was accompanied by a short woman with cropped hair and tired, calculating eyes—Captain Jin. She acknowledged the party’s report and expressed concern over the unusual behaviour of the goblins. Sven agreed, recalling previous efforts to contain them when their numbers grew too aggressive. Jin then offered the party a mission: investigate why the goblins had moved so far from their usual territory. She warned of the risks but promised good rewards and provisions should they accept.

Not long after leaving Wyrehaven, Sven rejoined the party, explaining that Jin had sent him to assist and report back any findings. Taking the rear guard, he helped keep watch as they travelled. The party rode on horses provided by the guards, not the best but reliable enough. Their pursuit of the goblins quickly revealed signs of their retreat, with the wounded and dying left behind. As the trail led them deeper into the wilds, they encountered surviving goblins, leading to a brief skirmish before an uneasy night’s rest. Come dawn, the party examined the fallen, discovering strange wounds—puncture marks like those from spiders or snakes, alongside old battle scars.

Pressing forward, they followed the goblins’ trail until they reached the foothills of the mountains. There, they found a small goblin camp abandoned only recently, as well as tracks belonging to various beasts—lizards, spiders, wolves, and others resembling goblin footprints yet oddly different. As they entered the deserted goblin village within a large cave, the destruction was evident. Huts had been burned and torn apart, bones scattered across the ground, gnawed clean and cracked open. A pungent stench of musk, metal, and sulphur filled the air, making them gag. Whatever had taken over this place had rooted itself deep within, and if it had driven a goblin clan to flee, it could pose a far greater threat to the nearby settlements



PDF adventure – Cave Invasion



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Fowl Play

Now for the next Zine of the year I present, in single page zine format, Fowl Play. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.

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, Fowl Play, and that all your rolls are made with advantage.


Fowl Play

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Fowl Play – Created in WordPress!?

The town of Cherpa is on the brink of disaster. Every year, the grand Festival of the Iron-Shelled Hunt brings glory to the finest Cherpa hen handlers as they compete in retrieving the elusive shellfish from the depths of the great lake. But something is terribly wrong—the Cherpa hens have vanished. Their empty roosts leave the town eerily silent, save for the desperate calls of their handlers. A mystery shrouds the lake, and the festival stands on the edge of ruin. The town’s leaders have sent out a call for heroes to uncover the truth, recover the missing birds, and save Cherpa’s most treasured tradition before time runs out.

Cherpa Mills – Smaller image – Created in Inkarnate

Cherpa is a peaceful village that thrives because of its great lake. The mighty Cherpa hen, a powerful bird that bonds with its handler, helps the villagers fish for the prized iron-shelled fish. Each year, the town holds a grand competition to showcase the skill and trust between handler and bird. But something has gone terribly wrong—every Cherpa hen has disappeared without a trace. The festival hangs in the balance, and whispers of dark figures lurking near the lake spread through the town. Desperate, the elders offer a reward to anyone brave enough to solve the mystery.

The party arrives in Cherpa, expecting to see the legendary birds. Instead, they find a town bursting with festival sounds but missing its main attraction. As they explore, they overhear an argument between merchants—one of them, frustrated, claims the birds are truly gone. Then, an elderly halfling woman pleads for help. The mayor, Gerald, went to search for the missing hens but has not returned. Her young grandchildren beg the party to find their grandfather and bring him home.

Near the lake, the party finds Gerald fighting for his life—two enormous frogs are trying to swallow him whole! After saving him and returning to town, the celebration resumes, but their relief is short-lived. A panicked child bursts through the door: “Help! Corey’s in trouble!” Chasing after Casey, the party arrives at an old windmill, its wooden beams broken and rotting. Inside, strange creatures prowl around a mass of frightened birds, shielding a crying child from the beasts’ attacks. The mystery deepens, and danger grows—what force threatens Cherpa’s beloved birds, and can the party save them before the festival is lost forever?



PDF adventure – Fowl Play



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Gorthhollow Peak Cave

Tonight we uncover the main body of the Gorthhollow Peak Cave map as the party travel deeper into the winding cave they find something that’s in a bit better condition than the outer structures. But the new residents are less than impressed with visitors.

So sit back, grab a coffee as we delve deeper into tonight’s map!


Gorthhollow Peak Cave

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Gorthhollow Peak Cave – Created in Inkarnate.

The party had pushed passed the wooden structures that had been burnt and smashed apart and were passing deeper into the cave system. Finding the right path was not too difficult as various creatures had been left to defend the path as well as frequent traps. The smell increased but so did the noise – a kind of Yipping that carried through the caves.

Kobolds.

The party pressed on as a clan of Kobolds this size could post a threat if one of their larger cousins, a dragon, were to take interest in the cave system. And with so many willing servants to tend to its needs it could threaten a wider area than a cave full of goblins. As they pressed deeper they came to a wider cavern that had several lava tubes that connected to the outside much further up, based on the light and presence of a breeze.

As they looked around several goblin tents were current teeming with kobolds and their animal pets. Large scorpions, spiders, a dire wolf and other creatures were caged or tied to the tents as the kobolds went about their business. It appears like the party found the heart of those who had displaced the goblins deep within the Gorthhollow Peak cave.


A rather simple map with a few different textures this week. The main call out is the pre-made tents that fitted well with the theme of this adventure as well as the cave walls that made it a lot easier. Some interesting other art assets for points of interest (like a cave in and some treasure) as well as a main central loot horde – perhaps a potential offering or established horde for a dragon – this cave is pretty scalable to what the party could need it for.


Thanks for stopping by tonight for another map. Don’t forge that the week isn’t over so make sure to come back over the next few days. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

New Residents of the Peaks

As far as one-shots go this one is turning out a bit bigger than normal with the new residents of the peaks being discovered. While not too dissimilar from Goblins these new kids on the block are perhaps just as dangerous but its not just them that the party have to worry about.

So sit down, grab a coffee and let’s tack down tonight’s adventure!


New Residents of the Peaks

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New residents of the peaks – created in WordPress!?

It wasn’t long until the party had left Wyrehaven that Sven rode up along side them. ‘Jin thought you could do with some local help so has asked me to accompany you. Also it means that I can report back anything else we discover for the sake of the guards.’ he explained as he started to take the rear guard for the party. The guards had provided them with horses, not the best but they would make do where they didn’t have their own beasts to carry them.

The party had been travelling for only a few hours when they found evidence of the goblins pretty easily as they left many of the dying or wounded behind in their attempt to retreat back to where they came from. Following the trail left behind from the goblins until night fall. It appeared that not all the goblins who were left behind died like the ones they had been finding.

After a brief encounter with some desperate but no longer blinded goblins they had a rough sleep and decided to inspect the bodies of the goblins when they had light to do so. Looking for a sign of infection, disease or something else manipulating the creatures they found some of the goblins had puncture wounds like that of a spider or snake bite in irregular places. Others had healing cuts, gashes or bruises that were the sign of fighting – perhaps from the party but some appeared older.

Mulling over the information as they rested they welcomed dawn and continued in the direction they were heading, stopping to check the trail when they could but keeping a good time as they moved onwards. Eventually after another uncomfortable nights sleep they came to the foot of the mountains where a small goblin camp could be seen amongst the trees at the bottom. Up above were signs of a goblin village in a large open mouthed cave but even from here the party could tell there were no goblins in the caves.

The camp was deserted, recently so based on what they had left and more strange tracks were found. Some were from beasts like lizards, giant spiders and even some similar to a large wolf but there were others. Similar in size to a goblin but different all the same. Following the tracks they were led to the gave where the goblins once lived and immediately they could tell something had moved in.

Many of the goblin huts had been ripped, burnt or otherwise destroyed leaving shells and refuse of where they once were. Bones of goblins and of other small humanoids were littered throughout the room, gnawed clean of any meat and cracked open to ensure nothing had gone to waste. There was also the stench. A heady aroma of pungent musk and something metallic and sulfuric blended through which was almost enough to make the party gag.

What ever had driven the goblins out was setting in its roots and if it had disrupted a healthy goblin clan it could not be good news for the party or near by civilised settlements.


Not an overly uncommon one this week but moving from lots of goblins to something else as the main antagonist can keep the party guessing. The list of what could kick a goblin clan out of their cave and drive them to desperate measures is quite numerous. But we have something that should cater for most party levels this week. So don’t forget to come back each day this week to stay up to date and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe