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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.
Keep Reading

May 17, 2026

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Heroes of the Shire 5


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

The smoke rising from the North Gate wasn't the lazy curl of a chimney fire; it was thick, black, and smelled of singed gorse. Despite the throbbing in her right ankle, Cara tightened her new Belt of Steadfastness. She didn't have time to be a patient; she had to be a protector.

Part 5: The Siege of the North Gate


Every step toward the Shire was a battle of will. Cara’s right leg felt heavy, a sharp reminder of her tumble in the Shadow Maze. But as she crested the final hill, the sight before her banished the pain. A swarm of Fairy Lights and Devilish Pixies—dozens of them—were dive-bombing the North Gate, carrying tiny embers to set the thatch roofs ablaze.

The Shire Guard, young volunteers with shaking hands, were huddled behind their wooden shields. "They’re too fast!" one cried. "We can't see them through the smoke!"

Cara limped into the center of the fray, her green coat scorched but her eyes flashing with authority. "Shields up, lads and lasses!" she commanded, her voice ringing over the crackle of flames. "Form a circle around the well! We bring the water to the fire, and the stones to the sky!"
The Trial: Leadership Under Fire

Cara needed to organize the panicked Guard into a functional unit. This was a test of Leadership.
Task Roll (Leadership): Base 1D20 + Talent (Leadership) 1D20. (Note: Since this is a mental/vocal task, her injured leg doesn't penalize the dice pool, but the stress is high!)

Difficulty: Hard (DN 15).

The Roll: [17, 6]. Highest: 17.

Result: Success!

The volunteers, seeing Cara’s steady hand despite her obvious limp, found their courage. They formed a bucket brigade and raised their shields in a "tortoise" shell, protecting the village's water supply.
The Mid-Boss: The Dearg Due Initiate

From the smoke emerged a figure far more dangerous than a pixie. It was a Dearg Due—a pale, ethereal Fae with hair like spilled ink and eyes the color of a setting sun. This wasn't a full Master, but a powerful Minion (DN 15) sent to oversee the destruction.

"The Shire belongs to the night now," the Dearg Due hissed, raising a hand to summon a blast of chilling wind.

Round 1: The Hero's Stand

Cara stepped forward. The pain in her leg flared as she planted her foot to aim. Because she was using her leg to brace for the shot, her Wound penalty applied.

Task Roll (Attack): Base 1D20 (Reduced to 1D20 due to leg wound). Wait! She has the Lucky Pendant (Item) and Ranged (Talent).

Dice Pool: 1D20 (Leg) + 1D20 (Talent) + 1D20 (Pendant) = 3D20.

Difficulty: Hard (DN 15).

The Roll: [1, 5, 2]. Highest: 5.

Result: Failure and Mischief!

Mischief Counter: 1/3.

The pain caused Cara’s hand to slip. The stone went wide, shattering a flowerpot instead of hitting its mark. The Dearg Due laughed, a sound like glass breaking, and sent a shard of ice toward Cara!
Round 2: The Belt’s Protection

Cara had to Defend. This is where her new treasure, the Belt of Steadfastness, would prove its worth!

Task Roll (Defense): Base 1D20 + Item (Belt of Steadfastness) 1D20.

Difficulty: DN 15.

The Roll: [15, 20]. Highest: 20.

Result: Critical Success!

Luck Earned: Cara gains 1 Luck Point!

The belt glowed with a warm, golden light, creating a shimmering barrier that vaporized the ice shard instantly. The surge of magic gave Cara a second wind.

"My turn," she whispered.
Round 3: The Glimmer-Stone Strike

Cara used her newly earned Luck Point to focus entirely on the shot, ignoring the fire and the pain.

Task Roll (Attack): 3D20.

The Roll: [4, 9, 11]. Highest: 11.

Result: Failure.

Luck Spend: Cara spends her 1 Luck Point to reroll!

The New Roll: [18, 2, 14]. Highest: 18.

Result: Success!

The Glimmer-Stone caught the Dearg Due right in the center of its shimmering brooch. The jewelry shattered, and the creature’s form began to fade. "This... this is not the end!" it wailed, dissolving into a mist that was quickly carried away by the wind.
The Aftermath: A Bitter Victory

The fire was out, and the enemies had fled, but Cara collapsed onto a bench, her face pale. Her right leg was now swollen and purple; she had pushed it too far. The villagers gathered around, offering thanks, but Cara knew she couldn't defend the next gate like this.

"Elder Barnaby," she gasped as the old leprechaun approached. "The Grotto... there were herbs there. Blue-leaf moss... I saw it near the chest. I must go back. I can't lead if I can't stand."

To be continued...

Adventure Log

Wounds: Right Leg (1/2 Wounds).

Mischief: 1/3.

Luck Points: 0.

Items: Lucky Pendant, Glimmer-Stone Sling, Silver Skeleton Key, Belt of Steadfastness.

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.
Keep Reading

May 15, 2026

0

Heroes of the Shire 4


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

Part 4: The Echoing Deep and the Trial of Shadows

Cara did not pause to celebrate her victory. She knew that a Master like Finnegan the Fretful was like a damp firecracker—likely to spark again if left alone. Ignoring the chest for now, she plunged into the narrow tunnel where the purple smoke still lingered.

"You can't hide in the dark forever, Finnegan!" she called out, her voice echoing off the damp limestone. "The Shire doesn't want your chaos, and the woods have enough of their own!"

The Trial: The Hall of Whispers
The tunnel opened into a vast, silent chamber. Suddenly, the shadows on the walls began to move independently of the light. This was a Hard challenge. Finnegan was using the last of his magic to create a "Shadow Maze." To find her way through without becoming hopelessly lost, Cara needed to use her Leadership talent—not to lead others, but to lead herself through the doubt.
Task Roll (Leadership/Willpower): Base 1D20 + Talent (Leadership) 1D20 + Item (Lucky Pendant) 1D20 = 3D20.

Difficulty: Hard (DN 15).

The Roll: [1, 4, 9]. Highest: 9.

Result: Failure... and Mischief!

The shadows swirled, whispering Cara’s own fears to her. "You’re just a girl in a green coat," they hissed. Cara grew dizzy and stumbled, her foot catching in a crevice.

Mischief Counter: 3/3. WOUND TAKEN.

Because Cara reached 3 Mischief, she takes her first wound. Let's consult the Wound Chart (D20):

Wound Roll: [14].

Location: Right Leg.


Effect: Cara’s ankle is badly twisted. She can now only roll 1D20 for any action involving movement or use of that leg until she rests or heals.

Round 2: The Final Stand

Finnegan stepped out from behind a stalagmite, cackling. "Lost your footing, little hero? Now, let's see how you handle my Devilish Pixies in the dark!"

Two Devilish Pixies (DN 10) flew out, brandishing tiny pitchforks glowing with spite. Cara was pained and pinned down. She had to act. She decided to use her Luck Point to try and push through the pain.

"I may have a sore ankle," Cara grunted, "but my aim is still true!"

Task Roll (Attack): Base 1D20 + Talent (Ranged) 1D20 + Item (Lucky Pendant) 1D20 = 3D20.

Difficulty: DN 10.

The Roll: [3, 8, 7]. Highest: 8.

Result: Failure!

Luck Spend: Cara spends her 1 Luck Point to reroll the entire pool!

The New Roll: [11, 19, 2]. Highest: 19.

Result: Success!

Cara let fly two stones in rapid succession. The first knocked the pitchforks from the Pixies' hands, and the second struck a cluster of glowing fungi above Finnegan’s head. The fungi exploded in a cloud of sneezing powder!

"A-choo! Oh, the indignity!" Finnegan wailed, his eyes watering. "My nose! It’s going to be red for a week! I’m leaving! I’m going to the South Valleys where the heroes are less... pointy!"

Finnegan and his pixies fled into the deep vents, completely defeated. He wouldn't be bothering the Shire again anytime soon.

The Reward: The Ancient Chest
Limping slightly, Cara made her way back to the main Grotto and approached the ancient chest. She used the Silver Skeleton Key Elder Barnaby had given her. The lock turned with a melodic chiming sound.

Inside, resting on a bed of velvet moss, was an item of great power: The Belt of Steadfastness.

New Item: The Belt of Steadfastness. (This item grants an extra D20 to all Resistance and Defense rolls).

Cara buckled the belt over her coat. Immediately, a warmth spread through her, dulling the pain in her twisted ankle. She felt taller, stronger, and more like the protector the Shire needed.

Adventure Log

Wounds: Right Leg (1/2 Wounds Marked).

Mischief Counter: Reset to 0/3.

Luck Points: 0

Items: Lucky Pendant, Glimmer-Stone Sling, Silver Skeleton Key, Belt of Steadfastness.

Cara has faced her first true injury and come out the other side with a powerful artifact! As she emerges from the Whispering Woods, she sees smoke on the horizon—not from a campfire, but from the Shire’s North Gate. It seems Finnegan was just a distraction for something else.

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.
Keep Reading
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