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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.

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