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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

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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

0

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
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