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May 19, 2026

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Heroes of the Shire 6


The adventures of Cara Gold-Whistle continue from this other post.

The smoke is still settling over the North Gate as Cara limps toward a pile of debris. Her jaw is set in a line of grim determination. She knows that a hero who can’t stand is a hero who can’t lead the next charge.

Part 6: The Shadow in the Support

Cara found a splintered piece of oak from a shattered Shire Guard shield. With a strip of linen torn from her spare tunic, she began to fashion a splint.

"You shouldn't be doing that alone, Cara," a soft voice said.

Standing there was Pip Bramblebuck, a young leprechaun with a lopsided hat and eyes that had followed Cara’s every move since they were children in the Clover School. Pip was known for being a bit of a daydreamer, often found composing bad poetry to the moon, but his devotion to Cara was the worst-kept secret in the Shire.

"Pip, I need to get back to the Grotto," Cara grunted, tightening the linen. "The Blue-leaf moss is the only thing that will knit this bone before the moon rises."

"Then you’ll lean on me," Pip said, stepping forward and offering his shoulder. "I'm not much of a fighter, but I’m a sturdy enough crutch."
The Journey: The Whispering Trail

As they entered the woods, the silence was heavy. Pip was unusually quiet, his eyes darting toward the shadows. Cara, focused on the agonizing rhythm of step-thump-step, didn't notice the way Pip’s hand trembled—not from fear, but from a strange, cold chill emanating from his pocket.

The Trial: Perception of the Heart
As they reached the entrance to the Grotto, Cara felt a prickle on the back of her neck. Something was wrong. Pip wasn't just nervous; he was acting... heavy.

Task Roll (Perception): Base 1D20. (No talent/item applies).

Difficulty: Hard (DN 15) – Cara is exhausted and in pain.

The Roll: [16]. Highest: 16.

Result: Success!

Cara noticed a faint, oily purple smoke curling out of Pip's coat pocket—the same smoke she saw when Finnegan vanished!

"Pip," Cara whispered, stopping in her tracks. "What is in your pocket?"

Pip’s face contorted. His eyes, usually warm and brown, flickered with a sickly violet light. "He... he promised, Cara," Pip stammered, his voice sounding like two people speaking at once. "Finnegan said if I brought you back to the Grotto, he’d make sure you were safe from the war. He said you’d be a Queen in the dark, and I’d be your King."

He pulled out a Shadow-Glass Shard. The "brave volunteer" had been infiltrated by a splinter of Finnegan's dark influence!
Round 1: The Heart vs. The Shadow

Pip (under the influence of the Shadow Shard) is now a Minion (DN 10). He doesn't want to hurt Cara, but he’s trying to use the Shard to put her into an enchanted sleep.

Cara has to Brawl him to knock the Shard away, despite her leg.

Task Roll (Brawl): Base 1D20. (Reduced to 1D20 due to leg wound).

Difficulty: Normal (DN 10).

The Roll: [1].

Result: Mischief!

Mischief Counter: 2/3.

Cara lunged for his hand, but her splint caught on a root. She tumbled forward, falling right into Pip’s arms. The Shadow Shard pulsed, and a wave of exhaustion washed over her.
Round 2: Breaking the Spell

Cara bit her lip to stay awake. She didn't want to hurt Pip; she wanted to save him. She reached for her Lucky Pendant, hoping its pure amber light could break the violet haze.

Task Roll (Persuasion/Willpower): Base 1D20 + Talent (Persuasion) 1D20 + Item (Pendant) 1D20 = 3D20.

Difficulty: DN 10.

The Roll: [20, 12, 5]. Highest: 20.

Result: Critical Success!

Luck Earned: Cara gains 1 Luck Point!

"Pip! Look at me!" Cara shouted, her voice cutting through the magical fog. "This isn't love, and it isn't safety! It’s a cage! You’re a Bramblebuck of the Shire—you don't take orders from cowards in red coats!"

The Pendant flared with a blinding, sun-bright light. The Shadow Shard in Pip’s hand turned to soot and blew away in the wind. Pip blinked, the violet light vanishing from his eyes, and he collapsed to his knees, sobbing. "Cara... I'm so sorry. I just... I didn't want you to die."
The Healing

Cara, breathing hard, reached out and patted Pip’s head. "Help me to the moss, Pip. We’ll talk about your 'poetry' later."

With Pip’s (now genuine) help, they found the Blue-leaf Moss near the ancient chest. Cara pressed the cool, glowing plant against her ankle.

Healing Roll: (To see how well the moss works).

The Roll: [18].

Result: The moss works wonders! The swelling vanishes, and the bone knits with a soft click.

Cara is no longer Wounded.

Adventure Log

Wounds: HEALED! (0/2)

Mischief: 2/3.

Luck Points: 1.

Status: Pip is back to his senses, and Cara is at full strength.

But as they stand to leave, they hear a deep, rhythmic thumping coming from inside the Grotto walls. It's not a Pooka. It's not a Pixie. It sounds like a drum... a war drum.

The adventures of Cara Gold-Whistle continue in this blog post.

If you are interested in Heroes of the Shire you can find it here.

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