Stealing Shards

Tonight we kick off this weeks adventure with the party investigating a group of thieves who are focusing on stealing shards. Those who wish to steal the dark shards can only have bad intentions. So the party will have their hands cut out this week!

So come with me as we stroll into the temple and onward into tonight’s adventure!


The problem with having something irreplaceable and something indescribably evil is that it always attracts the wrong kind of attention. The Temple of Helm in Kestel houses one of the Dark Shards, a slither of a cursed blade that was once used to slay the founding king of Kestel and beyond.

While visiting the head cleric of helm the party stops an attempt at stealing the shard. The high cleric asks the party to investigate the incident while they check in with the other temples that hold the other shards of the cursed blade.


Stealing Shards

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Stealing Shards – Created in WordPress!?

The party can’t help but admire the spires of the Temple that reached into the sky. The temple of Helm had hired the party to retrieve some medical goods that had been taken by bandits on their way to the city. As they moved through the door with the bags of goods the clerics out the front let them pass with a broad smile on their face.

‘We knew the high cleric had good eyes when hiring you to go after those bandits. He is just inside and will be glad to see that you have returned.’ the woman said as they approached. After passing the large doors the party saw Tyson, the high cleric smiled and finished chatting to a noblewoman who thanked the cleric before leaving past the party.

‘I see that you have returned with the supplies and that you are in good form.’ he said smiling at the party. As he started to enquire about the bandits and how the job went the party notice two suspicious looking people sneaking into a room that the party knew to be Tyson’s quarters.

As they enter the room they catch three people, a third dressed in a dark cloak. The people stared at the party who stared back as the thieves were in the middle of pulling out drawers. A sudden burst of movement saw a cloud of smoke erupt from where the foes were and the party felt the thieves rush into them. A quick fight broke out where the party managed to apprehend two our of the three intruders.

Tyson took the thieves away for questioning but he suspected he knew what they were after. ‘This temple to Helm is one of a few sister temples that all hold a Dark Shard, a fragment of a cursed blade that slew the first king of this Land and Kestel. I don’t know what they would be wanting with that item but it’s the only thing I can think of them being after to attack us in such a manner.’ he paused and thought for a moment.

‘I will also check with the sister temples to see if they have had any trouble. If I could be so bold to quickly ask you to perform another job for the temple.’ he paused to watch the men taken into custody with the city guards that had come to grab the thieves. ‘Can you work with the guard to investigate what they want. I believe that there was three of them but we apprehended two, maybe locating the third thief would illuminate what they are after?’



Thanks for visiting tonight, don’t forget that this is just the start of the week and we have another four nights of content at my tabletop. So don’t forget to come back each day this week and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Murder at Mouler’s Peak

Now for the next Zine of the year I present, in single page zine format, Murder at Mouler’s Peak. 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, Murder at Mouler’s Peak, and that all your rolls are made with advantage.


Murder at Mouler’s Peak

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Murder at Mouler’s Peak – Created in WordPress!?

The man sits before them and looks nervously at the party before smiling at the girl next to him, his daughter, before talking more. โ€˜Thanks for seeing us, I know that adventurers of your reputation would be quite busy as it is and I promised my late wife that I would do the best for her daughter.โ€™ he said, smiling at the girl. โ€˜Feli is all I have left of her late mother and I need to get her away from the city so she can avoid the bad arranged marriage to a fiendish man.โ€™ he said at the party. โ€˜I just need her escorted to Moulderโ€™s Peak, a little fort in the mountains, a day’s travel. Feli can show you the way as her uncle will be waiting for her there to take her where she canโ€™t be found.โ€™ he hesitated as he debated whether he should say something, โ€˜She may be followed though. The man in question is known to send thugs after people who stood against them. I am happy to pay for danger money to ensure she gets there safely in the rare case that she is followed.โ€™ he says tentatively but itโ€™s obvious he is hiding something.


The party left the main road from Kestel, heading east towards the fort at Moulerโ€™s Peak. Their mission was to escort Feli, their employer’s daughter, to her uncle at the fort, escaping an unwanted marriage. Feli, a quiet but intelligent companion, proved valuable as they navigated through the city and onto the open road. Along the way, they caught glimpses of men following them, prompting the party to choose a less-travelled back road through fearsome woods, where only the city guard dared venture.

During their journey, Feli hunted small game to sustain them, and around a concealed campfire, she revealed her troubling past. Betrothed to a ruthless gang leader to settle her mother’s debts, Feli’s voice was cold and she shivered as she spoke of the danger she fled. After thanking the party and retiring for the night, the group remained on high alert, sensing the eyes of a predator upon them. The next morning, they discovered deep tracks of a large beast near their camp, realizing the importance of heightened vigilance as they continued their perilous journey towards Mouler’s Peak.


PDF adventure – Murder at Mouler’s Peak



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

Sunset over Dawnshade

Tonight I wanted to do another quick adventure promp using the same format from earlier this year. So the adventure, Sunset over Dawnshade, was created with the idea of fabricated monsters and a the real monster being capitalism – that old trope.

So sit down as another quick adventure is just moments away!

Sunset over Dawnshade

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Sunset over Dawnshade – Created in WordPress!?

Title: Sunset over Dawnshade

Adventure Hook: The quiet village of Dawnshade has been recently become engulfed by fear as villagers report sightings of monstrous creatures emerging from the nearby Crystal Cavern. The cavern, once a source of wonder due to its beautiful, shimmering crystals, has become a place of fear. No villager or miner is willing to go into the Cavern and as the local lord is concerned about the villages livelihood.

The lord seeks brave adventurers to investigate and eliminate this threat to the village and its people.

Notable NPC: Ronan Ironbeard – A stout and strong dwarf with a temper problem. Once a former miner no the only man who is willing to brave the mines with the monsters being reported. Only he knows the Crystal Cavern like the back of his hand and is willing to show the party. Ronan is quick to judge but loyal to those who prove their worth. His knowledge of the caverns and mining experience make him an invaluable ally. Despite his tough exterior, he has a soft spot for the village and its people who accepted him when his clan did not.

Location: The Crystal Cavern – A magnificent underground cavern system connected by twisting tunnels that formed a labyrinth under ground. The cavernous spaces are filled with sparkling crystals that cast an eerie glow and refract light which reacts to magic in the air. The cavern’s beauty is marred by some of the cruder pathways of which some are half built. These treacherous half constructed pathways are not the only thing that is dangerous within the cavern as there is a lurking presence of something sinister that all that enter can feel.

Hidden Plot Twist: The party don’t find any trace of anything evil or monster within the caverns. They do however find a source of monstrous greed – the lord of Dawnshade. He has found a buyer for the crystals and needs the villagers to believe that the caverns are no longer safe. He organised for Ronan and the party to be in the mines and to be murdered in order to make it look more dangerous that what it is.

The party finds evidence of mining the crystals out which Ronan helps identify as recent before they find themselves face to face with the miners and the hired thugs of the Lord. One of the Lords house guards is with them and he reveals the plan before the combat starts.

Social Encounter: The party are able to house guard to betray his employer as he is only in it for the money the lord is paying him. The bag of gold is not worth his life, and if the party can convince him as such he declares before agreeing to reveal the lords plot in exchange for his life and their protection from the lords men.

Combat Encounter: The adventurers can fight the thugs and the house guard at which point the house guard would beg forgiveness before he is defeated. There are two thugs for every party member and while some of them work well together many evidently don’t know how to fight as a team.

Antagonist: The Lord of the Village has been overcome with greed and wants to sell the crystals to a merchant company. The village believe they are tied into the ancestors reason to settle nearby and almost treats the cavern as a religious place. The village council lets the Lord get away with what he wants as his guard have protected the townsfolk a few times when attacked by bandits or raiders.

Thanks for joining me for another quick adventure tonight. Don’t forget to come back tomorrow for the end of week Zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Feli and the Felons

Another standard night for one of my adventures where we meet Feli and the Felons. Some re-skinned existing stat blocks for D&D but enough variety to help make it feel exciting and different, I hope.

So let’s hold our ground, stand firm as Feli and the Felons rush our front ranks in tonight’s adventure!


Feli and the Felons

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As the rough inmates rush across the worn stone of the courtyard they pick up any weapon they can. Some have raided the guard house, or had weapons thrown to them and are sporting heavy crossbows and maces – the weapon the guards at Mouler’s Peak. Feli makes another appearance handing a dagger to an escaped prisoner before darting behind more rushing madmen it which point the party lose sight of her.

It’s obvious now that Feli, their employer wanted to create the prison break and to frame the party but the reason was still not known. As the guard and the party stood firm against the felons as they rushed, stabbed, shot, slashed and swung at the defenders a hushed wave of quiet washed over them.

Feli walked next to a towering man who must have had giant or at least orcish blood in his veins. He stood at least eight feet tall and was busy pulling on the armour of a guard that still had the blood of its previous owner on it. This man must have been Feli’s target as he was given scimitars from a bag that Feli had on her hip and a bandoleer of daggers.

Drendle Bloodknuckle – Created in Tetra-cube.

‘Drendle Bloodknuckle’ several escapees muttered and made room for the hulk of a man as he strode forward rolling his shoulders as if preparing for the fight ahead. The one thing that the wannabe warlord of Kestel needed was a weapon and that weapon was this man it seems. Played hook, line and sinker.


Thanks for visiting again tonight for the combat stat blocks. One standard one and two modified one makes up the encounter of this week. Don’t forget to come back this weekend for more tabletop content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Prison Break at Mouler’s Peak

The map for tonight is capturing the tense night time scene of the Prison Break at Mouler’s Peak. The instigator should be known to the party, but not really the reason – although that was hinted On Tuesday. But prison scene where several guards have been slain, the prisoners are running around with looted gear and the party have a tough decision. Stand with the guard or flee.

So gear up, find a combat buddy and let’s strike out in tonight’s adventure!


Prison Break at Mouler’s Peak

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Prison Break at Mouler’s Peak- Created in Inkarnate.

The biggest issue here is the sheer size of the map, the unknown terrain, hidden corridors and the prisoners. There are so many prisoners here. But the party have a choice of where to be when they engage in combat, or not, and they are not alone as guard desperately try to get it back under control and order restored.

But despite the aid there is an overwhelming number of criminals here who will do just about anything to be free, including murdering all the guards and any who stand in their way.


About time I find myself enjoying creating a map that uses walls and building components. Normally I dread these maps but tonight I found myself enjoying it. There is maybe four textures in total to get the stony courtyard, walls and outside world looking alright. several different wall assets including some wooden palisade to create the walls themselves. Some archways to show movement between parts of the battlefield, torches for visibility and light and then three of several prison cells. Overall a fun and simple night.


Thanks for visiting tonight to get a glimpse inside the prison for this week. Don’t forget that we will reveal a a few stat blocks tomorrow for the encounter component of this weeks adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Betrayal at Mouler’s Peak

Tonight we witness the betrayal at Mouler’s peak where the job is not a real job and is, indeed, a setup. A night of twists and turns results in bloodshed as the most dangerous criminals are set loose upon the prison and its up to the guard, bolstered by the party, to keep order.

So let’s gear up, get ready as we charge into tonight’s adventure!


Betrayal at Mouler’s Peak

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Mouler’s Peak Gate – Created in WordPress!?

As the party reaches the imposing gates of Mouler’s Peak the sight of towering walls and heavily armed guards causes them a moments hesitation. As the scene of the heavily fortified gate, the guards looking inwards towards the keep and the glimpse of the fortifications beyond they realize that the fortress is not just a keep, but a fortified prison. The guards, eyes narrowed with suspicion step forward and greets the leader of the patrol before addressing the party with a stern voice.

‘We’ve received an anonymous tip about an attempted jailbreak orchestrated by a group matching your description,’ the guard captain declares, eyeing the party warily. The tension grows as the guard continues. ‘We didn’t think anyone would be stupid enough to attempt a jailbreak from Mouler’s Peak but here I stand, surprised and disappointed in the disparity between what we were expecting and what has appeared before us.’ the man doesn’t appear to be aggressive or hostile, but the way he is looking the party over he is definitely assessing them as threats.

Before as the guard starts to question them more, focusing on the lack of ward or client to be guarded, the party notices Feli climbing the last few feet of the wall. Before they can cry in alarm , her lithe form disappears over the walls and into the prison. The party’s outburst rewards them with the guards weapons being drawn as they are surrounded and the guards seized them. ‘You are to be detained until we can organise the truth to be discerned.’ The guard captain calmly yet firmly warns them. The distraction of the guards watching the party for their response provides just enough cover for her to make her move.

As the party start to argue with the guards, pleading their innocence and explaining the job they were given but the guards are not swayed. Instead more guards appear to watch them from within the keep and from the wall in anticipation of violence. ‘We have nothing to do with any jailbreak,’ one of the party members protests, stepping forward with hands raised in a gesture of peace. ‘We were hired to escort Feli to her uncle here at Mouler’s Peak. We’re not the villains here.’

The guards remain unconvinced, their expressions hardened by years at Mouler’s Peak. ‘It’s not up to us to take your word for it,’ the guard captain replies. ‘You’ll be coming with us for questioning.’

Just as the guards prepare to escort the party into the prison, a sudden commotion erupts beyond the walls. Shouts and alarm bells echo through the air, and the sound of hurried footsteps reverberates off the stone walls. The guards’ attention is drawn to the source of the disturbance, where the news spreads like wildfire of a lifeless body of one of their own being found in a pool of blood.

‘Intruders!’ one of the guards shouts, pointing towards the wall. ‘Sound the alarm!’

The party seizes the moment of chaos to make their case, pleading their innocence further. The guard captain’s eyes flicker with uncertainty as he assesses the situation. The urgency in the party’s voices and the sincerity in their eyes give him pause. ‘Come with me, take their weapons from them and don’t miss their foci and symbols. We’ve dealt with magic users before. They must have an accomplice within the walls.’

The party, now unarmed is escorted into the prison as the alarms continue to blare. The sight of the fallen guard being hurried to the infirmary serves as a grim reminder of the dangers that lurk within and outside the walls of Mouler’s Peak.


Thanks for visiting tonight for another expansion of the adventure. Don’t forget to come back each remaining day this week more more content. Tomorrow we will build upon the map and scene setting so don’t miss out!. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Path of Lies

Tonight we walk the path of Lies, what do I mean by this? Well I guess you’ll have to find out by joining us on this adventure!

Tonight’s a mixture of action and intrigue so sit down, grab a coffee and let’s roll into tonight’s adventure!


The Path of Lies

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Feli – Created in WordPress!?

As the sun sets after the next day of travel the shadows lengthen and stretch from the several patches of trees that grow on the side of the road. The attempted forest causes the wind to dissipate and after the fire is extinguished down to a few fundamental coals an uneasy silence falls over the camp. The party remains vigilant with their watch after being followed the night before and aware that there is the risk of the other pursuers from Kestel. Suddenly, the silence is shattered by savage growls and yipping calls as the sound of heavy paws thudding against the ground as the owner of the footprints charges into the camp with crude weapons. Gnolls, grotesque humanoid hyena creatures, accompanied by their ferocious hyenas, burst into the clearing and rush towards the party and their horses.

The party quickly springs into action weapons drawn as the gnolls close in. The fiendish eyes of the gnolls gleam with bloodlust and madness as their wicked laughter echoes through the forest. The hyenas, driven by primal hunger, leap at the party’s horses, bringing them down with brutal efficiency despite the parties best attempt to save the creatures. Chaos ensues as the party fights valiantly against the onslaught, but they are initially outnumbered and overwhelmed.

In the midst of the fray, Feli vanishes into the darkness, her absence going unnoticed amidst the chaos. The battle rages on, with the party desperately trying to fend off their attackers. Eventually, the gnolls, bloodied and broken, collapse into twitching masses near the lifeless bodies of the horses and the wounded party members.

As the dust settles and the adrenaline fades, the party realizes that Feli is missing. Just as panic sets in, she reappears from the shadows, unharmed and seemingly unperturbed. Her sudden disappearance and reappearance is odd but she explains she ran away and watched by a nearby tree until she knew it was safe. However, something doesn’t add up and the party’s suspicion grows around their ward.

The following morning, the party encounters a group of guards patrolling the road. Before the guards can spot her, Feli slips away once again without anyone noticing, leaving the party to face the guards’ scrutiny alone. The guards, wary and suspicious, demand to know the party’s intentions. Without Feli to vouch for them, the party’s explanation seems feeble and unconvincing.

The guards, not satisfied with the party’s answers, insist on escorting them to Mouler’s Peak. As they make their way to the keep, the party is left to wonder about Feli’s true nature and the secrets she harbors and where she went.

They get the sense more than once as they travel towards the keep that they are being followed and watched but no one is able to catch their follower, but the party assume its Feli keeping pace with the guarded escort of the party.


Thanks for visiting tonight to get a deeper view of Feli and the path of lies that she walks. Don’t forget to come back tomorrow for more content and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mouler’s Peak

This week we capture the party as they are moving swiftly, quietly and securely to Mouler’s Peak. This weeks quest is a standard escort mission where they have to ensure that their new companion makes it to the mountain fortress safely. But Mouler’s Peak is more than meets the eye and the party are in for more than their fair share of trouble.

So sit down, keep your eyes peeled as we hit the quite roads into tonight’s adventure!


The roads to Mouler’s Peak was never the problem, nor was it the animals or the other inhabitants of the woods. It was always those who travelled the roads towards the peak that were the most dangerous. A prison for the most dangerous criminals disguised and hidden from all as a fortified keep for keeping order in the lands.

The only people who go there are criminals or, those who seek information from those who are locked behind the walls and steel gates. But will the party find this revelation before they arrive at Mouler’s Peak or will they unwillingly allow evil in, or out of the hidden prison.


Mouler’s Peak

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Mouler’s Peak – Created in WordPress!?

The party left the main road from Kestel and head east into the setting sun towards the mysterious fort known as Mouler’s Peak. Their employer only wanted their daughter, Feli, to go see her uncle at Mouler’s Peak but the father feared that she was going to be stopped as he was trying to get her out of a bad marriage.

Feli had proven to be a quiet yet intelligent travelling companion while they went through the city, left the gates and hit the road. A few times the party caught sight of men following them but they decided to lose them and soon they had come to a cross roads, where they needed to decide to stay on the main road where more people may come looking for Feli and them or, should they head through a backroad that only the city guard use due to the fear of the creatures that lived in the woods.

Not fearing beasts, as the party had dealt with many of them before, they had left the main road where Feli had managed to hunt some small game birds and a rabbit. As they sat down and ate their meal over a half concealed fire Feli explained that the many she had been betrothed to by her mother was an aspiring gang leader in Kestel and her mother had used her marriage to pay off debts she had accrued while gambling. While she spoke she had cold tone to her voice and she shivered as she spoke. ‘That man only needs one more thing to rule the city, even be more powerful than the guard and he will use anything, anyone as pawn pieces to get what he needs.’

Apologising for her revealing too much she thanked the party for their assistance in taking her to see her uncle and she retired for the night. Another three days of travel lay before them and there was still the issue that they couldn’t guarantee that they wouldn’t be followed. As they sat on watch a few times times that night they felt like they were being watched, like a predators gaze was watching over them but it quickly disappeared when the party was roused.

In the morning the party found deep tracks that resembled a canine or large cat some distance from where they had camped. Something had visited the camp last night, likely lured by the smell of the horses and the cooking meat. They would need to be more vigilant over the coming nights.



Thanks for visiting tonight where we kicked off this weeks adventure. We have a week full of twists, turns and surprises so don’t forget to come back each night this week to keep up to date. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Rotting Fields

Now for the next Zine of the year I present, in single page zine format, Rotting Fields. 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, Rotting Fields, and that all your rolls are made with advantage.


Rotting Fields

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Rotting Fields – created in WordPress!?

The party travels to Temal, a small farming village known for its unique Mallow water, and they witness a heated argument between the locals. Simon, a farmer, accuses a boy named Roy Jameson of vandalizing crops, but Mayor Tibs insists they need proof before taking any action. The village guard, in chain and leather armour, steps forward, and the argument escalates until Simon and his group storm off.

The Mayor approaches the adventurers and requests their help to discreetly investigate the vandalism. He explains that with the harvest moon approaching, the Mallow crops are being damaged, and Simon believes Roy is responsible. The Mayor emphasizes the importance of resolving the issue before it leads to unnecessary harm or unwarranted justice.


The party has spent a bit of the day asking around the village with little lead apart from Royโ€™s feud with Simon and a few other historical spats and cases where unproven vandalism claims have been made over the years.
Captain Garet, the primary guard of Temal, meets the party at the Tipsy Daisy Tavern, showing signs of stress. He explains that blood feuds have plagued Temal since the Mallow crop was first harvested, as it’s the only place the plants grow. Garet reveals that Roy Jameson, who loves Simon’s daughter Sara, sought her hand in marriage, which enraged Simon. Since then, Sara has been kept under close watch.

The next morning, the party is alerted by commotion outside and finds a woman accusing Simon of destroying her Mallow plant. Simon denies it, blaming Roy instead. Captain Garet intervenes, and the woman shows the party where she found a uniform worn by Simon’s farm hands. The clothes are filthy and surrounded by ash-like dust, radiating evil, malign magic. The party discovers a finger near the clothes that disintegrates into dust which is touched. The man did not disappear into thin air after all.


The party plunges into the fog-filled fields, their senses assaulted by the cloying sweet scent of the Mallow plants mingling with the putrid stench of the undead. The thick, cactus-like Mallow plants obscure their view, creating shadowy figures as they navigate through the uneven terrain, dotted with large holes where zombies have clawed their way out of shallow graves. In the distance, a woman’s voice calls out, filled with fear, pain, and panic, urging them to break through the undead barring their path.

As they move deeper into the fields, shambling figures emerge from the fog, their rotting forms barely visible until they’re almost upon the party. Weapons drawn, the adventurers engage the zombies in fierce combat. The fog swirls around them, occasionally revealing glimpses of the eerie scene, zombies tearing at Mallow plants, limbs and viscera falling to the ground.

The clash of steel against decayed flesh and the groans of the undead fill the air. Amidst the chaos, the party hears the woman’s voice again, closer this time, calling for help as the sound of flight and battle can be heard. With every few heart beats the party cut down the zombies, making their way towards the source of the anguished cries. 

Then there is something else cutting down zombies, a large putrid revenant that defends a woman, Sara Tode – Simonโ€™s daughter. As she looks weakly at the party the revenant rushes at the party to defend its creator.

Sara Tode – Created in Copilot.

PDF adventure – Rotting Fields



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

Undead Farm Hands

Tonight to no surprise we have undead farm hands for our encounter. But we have two different additionsto the standard zombies that we could be expecting.

So let’s kit up, stretch and get ready for a big fight with tonight’s adventure!


Undead Farm Hands

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Undead Farm Hands – created in WordPress!?

A normal Zombie stat-block will do nicely for our Farm-hands while Simon wasn’t opposed to also trying to hide dead farm animals in his fields too.

Farm hands will form the bulk of the attacks in this weeks primary encounter. Where as the Draft horse zombie will be a singular figure. It moves a bit faster, is a bit (not much though) more durable than the normal zombie but its animalistic strength will make it hit harder.

But the antagonist I hear you asking? Well young Sara Tode, Simon Tode’s daughter who grew tired of her fathers meddling in her life and resented him from his abuse of her budding magical talent. Used for years to rot the crops of her neighbours while bolstering her father she grew tired of the evil he made her do. So using the farm hands he disposed of against him and his crops was easy.

Sara Tode – Created in tetra-cube.

The encounter depends on the parties level. If they are strong enough to face Sara and five zombies then have that go. Sara can summon a strong undead ally using Summon Undead. She will select Putrid due to her affinity with zombies but if the party aren’t ready to face her then have the undead turn against her and they now need to decide if they save her from her creations or let fate decide.


Thanks for coming back tonight for another quick adventure. Tomorrow we will delve back to Wilderfeast as I’ve got a hankering that needs to be sated for that TTRPG. So don’t forget to come back tomorrow and on Sunday for the end of week zine. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe