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May 15, 2026

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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

May 13, 2026

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Heroes of the Shire 3


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

Part 3: Whispers and Waxing Moons

The return to the Clover Shire was nothing short of a parade. As Cara marched into the square, the bag of boots clacking over her shoulder, a cheer went up from the barefooted masses. "My wingtips!" cried the baker. "My dancing brogues!" shouted the schoolteacher.

Once the footwear was returned (with only a few minor scratches from the Pooka’s mallet), Cara made her way to the Old Stump Tavern. If anyone knew why the Fae were acting under orders, it would be Elder Barnaby, a leprechaun so old his beard was more moss than hair.
Gathering Intelligence: The Elder's Tale

"They’re building a path, Barnaby," Cara explained, sipping a mug of warm cider. "The Pookas are working together, and the Pixies are acting as sentries. Something is pulling their strings in the Shadowed Grotto."

Barnaby’s face grew grave. "The Grotto is the ancient seat of the Far Darriq, Cara. Long ago, they lived in harmony with us, but they grew obsessed with the 'Shadow-Light' that glows in the deep caves. If they’re gathering boots and building stairs, they’re preparing for a Great Procession—a march to reclaim the Shire for their own messy whims."

Cara stood, her green coat catching the hearth light. She needed to persuade the Elder to give her the key to the Grotto's back gate—a shortcut that would save her hours.

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

Difficulty: Hard (DN 15) – Barnaby is protective of the old ways.

The Roll: [4, 16, 2]. Highest: 16.

Result: Success!

"Very well, Cara," Barnaby sighed, handing her a silver skeleton key. "You have the heart of a lion and the tongue of a diplomat. Use the Old Briar Path. It leads straight to the Grotto’s heart."

The Shadowed Grotto: Into the Deep
Following Barnaby's map, Cara bypassed the main woods and crept through a narrow stone crack. The air turned sweet and heavy, like overripe plums. Suddenly, the path opened into a massive cavern glowing with eerie, purple fungi.

There, standing on a pedestal of stolen tea-chests, was a Far Darriq—a Master enemy! He wore a coat of deep crimson and clutched a twisted black staff. This was Finnegan the Fretful, a Master of Mischief.

"More boots! More tea! More chaos!" Finnegan shrieked to a circle of mesmerized Fairy Lights. "Once we have the Shire’s comforts, they’ll have no choice but to let us move into their cellars!"

"That’s a rather poor housing plan, Finnegan!" Cara shouted, stepping into the light.
Round 1: The Master’s Challenge

Finnegan narrowed his eyes. "A Guard? How quaint! Lights—blind her!" He sent a swarm of Fairy Lights (DN 5 Minions) to dazzle her eyes.

Cara needs to use Acrobatics to dodge the blinding lights while readying her sling.

Task Roll (Acrobatics): Base 1D20. (Cara doesn't have this talent yet).

Difficulty: Easy (DN 5).

The Roll: [19]. Highest: 19.

Result: Success!

Cara performed a graceful cartwheel, her green coat fluttering like a leaf in the wind. The Fairy Lights zoomed past, crashing harmlessly into the cavern wall with soft pops.
Round 2: The Glimmer-Stone Strike

Now, it was Cara's turn. She aimed for the staff in Finnegan’s hand, hoping to disrupt his control.

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

Difficulty: Master DN (DN 10).

The Roll: [1, 10, 11]. Highest: 11.

Result: Success! (But a 1 was rolled!)

The stone struck the staff, cracking the crystal atop it! Finnegan yelped as his "Shadow-Light" flickered and died. However, as Cara released the stone, her finger got caught in the leather thong of the sling.

Mischief Counter: 2/3. (Careful, Cara! One more and she takes a wound!)

"My staff! My beautiful, brooding staff!" Finnegan wailed. He looked at the cracked crystal, then at the very determined Cara who was already reloading. "This is far too much stress for one afternoon! My complexion is suffering! Farewell, you... you... law-abider!"

With a puff of purple smoke, Finnegan turned and bolted into the darker tunnels, his red coat disappearing into the gloom. He wasn't gone forever, but his plan was in tatters.
The Aftermath

The Grotto fell silent. The Fairy Lights, freed from the staff's influence, began to hum a soft, pleasant tune. Cara looked around—there was a large, ancient-looking chest behind where Finnegan had stood. It wasn't stolen Shire goods; it looked much older.

To be continued...

Adventure Log

Mischief: 2 (Danger Zone!)

Luck Points: 1

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

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 11, 2026

0

Heroes of the Shire 2


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

Part 2: The Mystery of the Left-Foot Larceny


The morning sun over the Shire Market usually illuminated piles of fresh turnips and shimmering silks. Today, however, it shone upon a crowd of very grumpy, lopsided-looking Leprechauns. The "Boot Bandit" had struck again, and the village square was a chorus of bare feet patting against the stones.

Cara Gold-Whistle arrived, her Glimmer-Stone Sling tucked neatly into her belt. She knelt by an empty cobbler’s stall, her eyes narrowing as she looked for clues. Investigating a crime required a sharp eye—this was a moment for Perception.
The Investigation: Tracking the Tracks

Cara began searching for any trace of where the stolen footwear might have gone.

Task Roll (Perception): Base 1D20. (Since Cara chose the Shamrock symbol, she doesn't have the Perception talent yet, but she’s determined!)

Difficulty: Normal (DN 10).


The Roll: [15]. Highest: 15.


Result: Success!

"Aha!" Cara whispered. Near the edge of the fountain, she spotted a trail of glittering blue dust—Pixie Dust, but thicker and stickier than usual. It led away from the bakery, past the mill, and straight toward the tangled briars of the Whispering Woods.
Into the Emerald Gloom

The transition from the sunny Shire to the Whispering Woods was like stepping into a room with the curtains drawn. The air grew cool, smelling of damp moss and secrets. The trees here didn't just grow; they seemed to lean in to listen.

As Cara pushed through a thicket of ferns, she heard a rhythmic thwack-thwack-thwack. Rounding a massive cedar tree, she found a Pooka—a furry, rabbit-eared fae about the size of a goat—busy nailing the stolen boots to the tree trunks to create a "vertical staircase" up into the canopy!

"Excuse me!" Cara called out, her voice echoing with a literary authority. "Those boots belong to folks who quite enjoy walking on level ground. I’m afraid I must ask you to hand them back."

The Pooka turned, its large yellow eyes blinking. It let out a mischievous chortle and picked up a heavy wooden mallet. This wasn't a mere pixie; this was a Pooka Minion (DN 15).
Round 1: The Stand-off

The Pooka lunged, trying to bowl Cara over with its fluffy but forceful weight. Cara jumped back and attempted to Defend.

Task Roll (Defense): Base 1D20.

Difficulty: DN 15.

The Roll: [1].

Result: Mischief!

Cara tripped over a protruding root—perhaps her own shoelace was loose!

Mischief Counter: 1/3.

The Pooka didn't hurt her, but it did knock the wind out of her as she tumbled into a pile of leaves.
Round 2: The Gold-Whistle Gritty Resolve

Cara scrambled to her feet, cheeks flushed with a mix of embarrassment and focus. She reached for her Glimmer-Stone Sling. "A bit of a clumsy start, but let's see how you like a game of 'Catch'!"

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

Difficulty: DN 15.

The Roll: [14, 18, 5]. Highest: 18.

Result: Success!

The stone whistled through the air, vibrating with a soft golden hum. It didn't hit the Pooka, but it struck the mallet right out of its paws with a resounding CLANG.

The Pooka let out a startled "Eep!" and looked at its empty hands, then back at the determined Leprechaun. Seeing Cara reaching for another stone, the furry creature decided it had had enough "fun" for one day. It scrambled up the tree, leaping from branch to branch with incredible speed, disappearing into the mist of the upper leaves.
The Discovery

With the Pooka gone, Cara looked at the tree. Dozens of left-foot boots were pinned to the bark. But as she began to pry them loose, she noticed something unsettling. The boots weren't just being stolen for a prank; they were being used to build a path toward the Shadowed Grotto, the deepest part of the woods where even the bravest Shire-folk don't tread.

"Why would a Pooka need a staircase to the Grotto?" Cara mused, slinging the bag of recovered boots over her shoulder. The woods felt a little colder, and the mystery was growing feet—literally.

To be continued...

Adventure Log

Mischief: 1 (Two more and she’ll take a wound!)

Luck Points: 1

Status: Recovered the Shire's boots, but something bigger is lurking in the shadows.

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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