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May 21, 2026

0

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

May 17, 2026

0

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
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