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May 23, 2026

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Heroes of the Shire 8

 


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

The air in the Clover Shire was thick with the scent of baked bread and cold iron—a strange, clashing aroma as the villagers prepared for the fight of their lives. Cara stood at the center of the square, her left arm bound tightly to her chest in a makeshift sling, but her voice was as steady as a mountain stream.

"Listen up! The Golem is massive, but it’s just a shell! I need the Guard to swarm its legs. Hooks, ropes, whatever you’ve got! Keep its eyes on the ground. When I give the signal, pull with everything you’ve got!"

Part 8: The Battle of the Bronze Pins

The ground trembled. THOOM. THOOM. The Clockwork Golem crested the final hill, its rusted limbs screeching. Atop its shoulder, Morna the Banshee let out a keening wail that turned the sky the color of a bruised plum.

"Now!" Cara shouted.

The Assault: The Bravery of Pip
From the bushes, a familiar figure leaped forward. It was Pip Bramblebuck, brandishing a heavy iron grappling hook. He wasn't trembling this time; he looked like a hero from the old tapestries.

"For the Shire! For Cara!" Pip roared, throwing the hook with surprising strength. It caught on the Golem’s rusted knee. Dozens of other volunteers followed his lead, anchoring the mechanical beast to the cobblestones.

Trial: The Ground Distraction
Cara had to lead the charge to keep the Golem's massive fists from crushing the hook-wielders.
Task Roll (Leadership): Base 1D20 + Talent (Leadership).

Difficulty: Normal (DN 10).

The Roll: [14, 9]. Highest: 14.

Result: Success!

The Guard moved in perfect synchronization, darting between the Golem’s slow, heavy feet. The machine groaned, its internal gears grinding as it tried to swat the "pests" away.

The Roof-Run: The Sniper's Perch
Seeing the Golem occupied, Cara didn't waste a second. She scrambled up the trellis of the Stumpy Turnip Inn, her boots clattering on the thatched roof. Every movement sent a jolt of pain through her numb left arm, but she reached the chimney stack just as the Golem lurched within range.

She reached into her pouch. She only had three specialized "heavy-weight" stones left. She needed to hit the three bronze pins holding the chest plate.
Round 1: The First Pin

Cara braced herself against the chimney, using her teeth to help tighten her sling.

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

Difficulty: Hard (DN 15) — The Golem is moving and the target is small.

The Roll: [19, 4, 11]. Highest: 19.

Result: Success!

PING! The first pin flew out, spinning into the air. The Golem’s chest plate sagged, revealing a flickering violet light within.
Round 2: The Banshee’s Wrath

Morna spotted the sniper. "You again! Be silent, little pest!" The Banshee unleashed a Wail of Despair. Cara had to resist the magical sound to keep her aim.

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

Difficulty: Hard (DN 15).

The Roll: [15, 2]. Highest: 15.

Result: Success!

The Belt of Steadfastness glowed white-hot, creating a field of silence around Cara. She didn't hear the wail; she only heard the steady beat of her own heart.
Round 3: The Final Strike

Cara loaded two stones at once—a risky move. She had to hit the remaining two pins in a single, masterful shot.

Task Roll (Attack): 3D20.

Difficulty: Hell (DN 20).

The Roll: [3, 1, 20]. Highest: 20.

Result: Critical Success!

Luck Earned: Cara gains 1 Luck Point!

The stones whistled through the air, striking the remaining pins simultaneously with a sound like a cathedral bell. The Golem’s chest plate fell away with a thunderous CRASH. Thousands of Fairy Lights, finally freed from their clockwork prison, swirled upward in a beautiful, blinding spiral of gold.

Without its "heart," the Golem shuddered and collapsed into a harmless heap of scrap metal. Morna the Banshee screamed—not in power, but in frustration—as she was tossed into a nearby haystack.
The Hero’s Reward

The Shire fell silent, then erupted into a roar of joy. As Cara climbed down from the roof, Pip was there to catch her, his face smeared with grease but his smile brighter than any treasure.

"We did it, Cara," Pip whispered, helping her steady herself.

Cara looked at the boy who had once been a clumsy poet and now stood as a defender of the gate. She leaned against him, her numb arm finally starting to tingle with returning warmth. "No, Pip," she said with a tired but triumphant grin. "We did it."

Morna poked her head out of the haystack, saw the entire Shire Guard pointing pitchforks and slings at her, and decided that perhaps a vacation to the distant mountains was in order. She vanished in a swirl of gray mist, leaving the Clover Shire in peace.

Adventure Log

Wounds: Left Arm (Healing), Right Leg (Healed).

Mischief: 0/3.

Luck Points: 2.

Final Status: The Shire is safe, the Golem is a new playground for the children, and Pip has finally earned a seat at Cara’s table at the Old Stump Tavern.

THE END... for now!


What a journey, Cara! That final critical 20 was the perfect way to end the siege. Should we leave our heroes to enjoy their hard-earned Black Pudding and cider, or do you think a new mystery is already brewing in a different corner of the Shire?

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

May 21, 2026

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Heroes of the Shire 7

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

The air in the Grotto had grown thick with the scent of ozone and old iron. Cara looked at Pip, her hand resting firmly on his shoulder. "Pip, listen to me. This drumming... it’s the heartbeat of something terrible. You’re the fastest runner in the district. You have to get back to the Shire. Tell the Guard to double the watches at the South and West gates. Go!"

Pip looked like he wanted to argue, but the iron in Cara's gaze silenced him. He nodded once, gripped his lopsided hat, and vanished into the brush like a startled rabbit.

Cara turned back to the depths of the Grotto. She wasn't just a guard now; she was a scout.

Part 7: The Iron Heart of the Grotto

To move unseen, Cara shed her bright green cloak, revealing a dark leather vest beneath. She moved like a shadow, using the Acrobatics of her leprechaun heritage to cling to the damp limestone ledges high above the cavern floor.

The Infiltration: Shadow Dancing
Below her, the Grotto had transformed. The "war drum" wasn't a drum at all—it was a massive, rusted Clockwork Golem, a relic of a forgotten age, being hammered back into life by a dozen Pookas under the command of a Banshee (Master DN 20). The Banshee, Morna of the Grey Mist, stood atop the golem’s shoulder, her keening wail acting as a rhythmic pulse that powered the machine.

Cara needed to get close enough to see the golem's weak point without being spotted by the Banshee's spectral eyes.

Task Roll (Stealth/Acrobatics): Base 1D20 + Luck Point (Spent for extra D20) = 2D20.

Difficulty: Hell (DN 20) — The Banshee’s senses are supernatural.

The Roll: [20, 7]. Highest: 20.

Result: Critical Success!

Luck Earned: Cara regains the 1 Luck Point she just spent!

Cara moved with the silence of falling snow. She swung from a stalactite, landing perfectly on a high pipe that hissed with steam. From here, she saw it: the golem’s chest plate was held in place by three glowing bronze pins. If those were pulled, the "heart"—a swirling vortex of captured Fairy Lights—would dissipate.

The Capture: A Hero’s Sacrifice?
As Cara prepared to retreat with this vital intel, a stray puff of steam from the pipe hissed loudly. Morna the Banshee stopped her keening. The cavern went deathly silent.

"A little bird... perches in my rafters," Morna whispered, her voice like wind through a graveyard. She didn't strike; she simply gestured. The gravity around Cara seemed to double.

Cara tried to leap away, but the Banshee's magic was like a net of cold silk.

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

Difficulty: DN 20.

The Roll: [1, 14]. Highest: 14.

Result: Failure and Mischief!

Mischief Counter: 3/3. WOUND TAKEN.

The magical weight crushed Cara against the pipe.

Wound Roll: [1].

Location: Left Arm.

Effect: Cara’s left arm goes numb and limp. She can only roll 1D20 for any action involving that arm.

"The Gold-Whistle girl," Morna hissed as the Pookas swarmed up to bind Cara's feet. "You shall be our guest of honor. You will watch from the Golem’s head as we march upon your precious Clover Shire. Imagine the despair of your friends when they see their hero led as a trophy!"

The Escape: The Hero Returns
The Pookas threw Cara into a cage of ironwood. But they made one mistake: they didn't check her pockets for her Silver Skeleton Key.

Cara waited until the Golem began its first heavy steps—CRUNCH, CRUNCH—toward the exit. The vibrations shook the cage. With her one good arm, she fumbled for the key.

Task Roll (Escape/Thievery): Base 1D20 (Reduced due to arm wound). Wait! She still has her Lucky Pendant (Item).

Dice Pool: 1D20 (Arm) + 1D20 (Pendant) = 2D20.

Difficulty: Hard (DN 15).

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

Result: Success!

The lock clicked! Cara tumbled out of the cage as the Golem exited the Grotto. She didn't stay to fight Morna alone. She slid down the Golem's rusted leg, hit the soft moss of the forest floor, and began the most important run of her life.
The Return: The Hero at the Horizon

As the sun began to set, the sentries at the Shire’s South Gate saw a lone figure emerging from the woods. It was Cara, her left arm tucked into her vest, her face covered in soot, but her eyes burning like embers.

"Sound the horns!" she gasped as she reached the gate. "The Golem is coming! Form the lines! I know how to stop it!"

To be continued...

Adventure Log

Wounds: Left Arm (1/2 Wounds).

Mischief: Reset to 0/3.

Luck Points: 1.

Intel:
The Golem is powered by Fairy Lights and held by three bronze pins.

The final battle for the Clover Shire is at hand! The Clockwork Golem and Morna the Banshee are approaching. Cara is injured but knows the secret to victory.

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 19, 2026

0

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
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