The Path of Forgotten Fortua

So having a go at getting some notes down for Daggerheart’s Campaign frames and wanting to have something that feels like something I’d actually run. It’s no secret that I use a lot of inspiration from mainstream, or obscure, pop culture but I try to create everything from scratch where possible – to really immerse myself not only in the process but in the end product.

So while I work on a larger campaign frame for some of my adventures I wanted to get something out to help guide the last three Zines, Rivertown Bound – Part 1, Rivertown Bound – Part 2 and Rivertown Bound – Part 3. So I created some notes based on some analysis, and a lot of summarisation, with the attached document as a quick template to fill in to begin setting up the campaign frame, to trigger thoughts and begin that creative journey.

Campaign Frame: The Path of Forgotten Fortua

Previously, the Fortua civilisation called these lands its own, but their fall has been lost to time and memory. What was once built with stone, steel and will has long since been swallowed by moss, root and ruin. The wild has taken back the bones of their world, twisting them into something new and feral. Now the ruins stand like broken teeth against the horizon, reminders that even greatness can be devoured.

You arrive in a fragile moment, when hope and ruin wrestle for dominance. The new settlements cling to life, precariously perched on the riverโ€™s edge or nestled in valleys that the wild eyes hungrily. Places like Rivertown promise fresh starts and better tomorrows, but they are surrounded by dangers that whisper of Fortuaโ€™s mistakes. Raiders prowl the waterways, marauders stalk the ruins, and in the depths of the Wraith Woods, the very forest seems alive with malice.

Whispers speak of the Taint, a lingering corruption that warps flesh, mind and nature itself. No one knows if it is curse, contagion or vengeance, only that it spreads and festers in the shadows of Fortuaโ€™s fallen towers. Yet even here, secrets remain. Forgotten knowledge lies in stone vaults, relics wait beneath the roots, and maps may lead to salvationโ€”or to truths better left buried.

This is a story of discovery and survival, where civilisation pushes into a world that does not want it, and where the past gnaws at the edges of the present. Will your group protect these fragile settlements, carve their own path through the wilds, or be swallowed by the same forces that destroyed Fortua? The ruins are waiting, and they remember.


Core Concept

This is a story about discovering a new world, its dangerous populace, the fragile settlements that civilisation struggles to anchor, and the forgotten past that shows this land was not so different to where they came from.

Tone: tense and brutal, mythical and wondrous, history-deep, survival at all costs.


The World and Its Wounds

The untouched wilds are feral, overflowing with untamed magic and twisted tribes.
Cursed ruins, warped creatures, and the lingering echo of wild magic scar the land.
Yet something is worth saving here โ€” the growing settlements like Rivertown, fragile sparks of hope in a hostile world.


The Central Tension

  • Will the new settlements survive, or fall like Fortua before them?
  • What drives peaceful people and creatures to madness, rage, and corruption?
  • Can civilisation persist here, or is the land itself cursed against it?
  • What happened to Fortua, and what warning lies in its fall?

Factions and Forces

The River Raiders โ€” settlers who turned to piracy and plunder.

  • Want: control of trade, power through raiding.
  • Dangerous: ruthless, organised waterborne hunters.
  • Temptation: bargains for survival or wealth.

The Taint โ€” a living corruption.

  • Want: hunger, corruption, to consume the living.
  • Dangerous: twisted beasts, silence, warped minds.
  • Temptation: forbidden knowledge and Fortuaโ€™s secret.

The Marauder Clans โ€” corrupted humanoid hunters.

  • Want: dominance, control of ruins and passages.
  • Dangerous: cunning, relentless, savage.
  • Temptation: power in joining or bargaining with them.

Settlers Council (future faction)

  • Want: survival, stability, expansion.
  • Dangerous: demanding, ambitious, self-serving.
  • Temptation: a place to belong, but at a cost.

The Places of Play

  • Rivertown (Hub): vibrant, hopeful, fragile. The safest place, for now.
  • The Wilds (Frontier): shifting, tainted, alive with danger and change.
  • The Ruins of Fortua (Mystery): broken spires and relics. Knowledge and power, but heavily contested.

Player Hooks and Themes

  • Who in Rivertown depends on you to succeed?
  • What fear keeps you from trusting the woods?
  • What secret do you hope Fortuaโ€™s ruins might reveal?
  • How have you faced the raiders before?
  • What have you seen of the taint?
  • What vow drives you to survive?
  • Why did you come here โ€” choice or decree?

Arc of Play

  • Stage One: Discovery โ€” Raiders, the Taint, the ruins of Fortua. First glimpses of a larger world.
  • Stage Two: Escalation โ€” The Taint spreads, marauders grow bold, raiders vanish. Pressure builds.
  • Stage Three: Reckoning โ€” Will the players defend Rivertown, evacuate the settlers, or carve a new fate elsewhere?

Tone and Safety

  • Tone: mythic, foreboding, survivalist with hope.
  • Boundaries: avoid graphic cruelty. Focus on tension, not torture.
  • Spotlight: resilience, sacrifice, haunted history.

Recurring Motifs

  • Fireflies glowing in darkness, hope in fragile lights.
  • Broken stone swallowed by moss, civilisation consumed.
  • Horns and hunting cries echoing over silence, the sound of predators.

Flexibility Check

  • If Rivertown is ignored: players may join raiders, carve their own haven, or venture deeper into the woods.
  • Every faction can evolve โ€” ally, escalate, collapse.
  • Failure pushes the story forward, never halts it.

Thanks for joining me for another night here at my blog. Don’t forget to check in from time to time to see what I am up to as I plan to still publish RPG Zines as often as I can. Stay tuned for more regarding the Path of Forgotten Fortua and the adventures that lay within its forgotten and feral lands.
The Brazen Wolfe

Blog update – August


Blog Update – August

The Blog so far:

  • 27 August 2021 โ€“ First blog post published: โ€œWhy Brazen Wolfe.โ€ The official launch of the blog.
  • 2021โ€“2022 โ€“ Early posts begin exploring tabletop RPGs, storytelling, and the โ€œBrazen Wolfeโ€ identity.
  • 27 August 2022 โ€“ 1st year anniversary post.
  • May 8, 2022 โ€“ Post titled โ€œThe Shadows First Moveโ€ published, one of the early story-driven campaign pieces.
  • 2023 โ€“ Expansion into more campaign blogs, reflective essays, and narrative world-building. Focusing on Zines rather than campaign style.
  • 2024 โ€“ Continued progressive Zine writing (could be used as a series of One-shots for a broader campaign), refining of voice and style, broader thematic explorations.
  • August 2025 โ€“ Blog approaches its fourth anniversary (27 August 2025).

After another busy week where work all but consumed every waking moment I had a chance to reflect on what really matters and what is going on in this space.

Firstly – I still intend to create weekly adventures and to chase the dream of 52 Zines in a year (its a lot… I know…) but currently the format of posting every night is becoming more taxing than I would have imagined at the start of the week.

So this adventure just gone marks the week I have posted consistently this year alone and with this blog update its around the… 1327th…? night posting in a row – which is a big deal really as its over three years I have been writing adventures on here.

However, I think I’ve reached the limit of posting nights in a row for now. There is just too many things I need to focus on and spend my time on to post updates every night. But that doesn’t mean I’ll stop – more that I get to focus on other more exciting things in my spare time.



Thanks for stopping by, I am excited to see where the blog goes from here with less demand on a daily basis which hopefully will let me focus on bigger things over all. So don’t forget to come and check on where the blog takes me as I continue to reflect, refine and evolve what I do here. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Reflective Update: The Aftermath of The Familiarโ€™s Favour


Reflective Update: The Aftermath of The Familiarโ€™s Favour

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After another wild week where things don’t seem to be getting easier I wanted to reflect on what this weeks blog was trying to do.


When I first outlined The Familiarโ€™s Favour, I intended a simple mystery: a missing talisman, a nervous clerk, a missing assistant and a party tasked with recovery. But as the days unfolded, the narrative took on a different texture. What emerged was less a heist to be solved and more a question of trust, between mage and familiar, master and servant, city and the creatures that keep it alive. The Eyeless Spire and Ashford-on-Weir became the backdrop for something larger: the unsettling possibility that the bonds we consider unbreakable may in fact be brittle.

This resonated pretty hard with me this week as certain truths began to surface about a few things to do with work and assumptions that I had about quite a few things. While understanding ones truths is essential for any line of work when these truths are questioned or even completely unravelled before you it becomes a frantic climb to get back on top of the wall as it starts to topple. Maybe that concept is good material for the next D&D zine…

The reveal that it was the familiars themselves who had stolen the Charm of Concord recast the entire adventure. Until then, the clues could be explained away as sabotage, negligence, or a rivalโ€™s plot. But to see the beasts act with purpose, to coordinate and protect one another, transformed the theft into something more profound. It was no longer about recovering an object, but confronting the unsettling truth that those who were “bound” might have been waiting for the chance to act freely all along.

As I wrote each dayโ€™s entry, I found myself layering in these subtle questions almost unconsciously. The nervous tapping of Aleris Quallโ€™s foot, the growing unease among market beasts, the strange footprints leading nowhere, each detail was less about pointing toward the missing talisman and more about creating that dawning realisation of autonomy. The adventureโ€™s structure mirrors discovery itself: a slow peeling back of assumptions until the courtyard scene forces both characters and players to ask, what do we do now?

What struck me most, in hindsight, was the moral weight of that question. The party hold all the power, strength, spells, and steel, yet the familiars hold the truth of the matter. Do you subdue them and reassert the bond? Do you negotiate, recognising that the creatures have a will of their own? Or do you accept that something fundamental has shifted, and that Ashford-on-Weir may never return to what it was? In that tension lies the heart of the story: not the theft, but the choice of what balance between freedom and control should look like.

This gives the party that moment where they control the story, the fate of an entire city of people they will never meet in real life. That sense of accountability and responsibility of all those involved is what helped to drive this adventure further along the path to where it landed this week.

That is why I write adventures like this: not only to provide a framework for encounters and discoveries, but to offer space for deeper connection to the world in which we, the DMs and GMs, spin these tales for our players.

The Familiarโ€™s Favour was never just about a stolen charm. It was about the fragility of trust, the unseen loyalties that shape a world, and the uncomfortable reminder that the “lesser” voices in our stories often have the most to say. I am curious to hear how others choose to resolve this tension at their own tables, and whether Ashford-on-Weir emerges safer, stranger, or perhaps forever changed.



Tonight I continued on the trend of last weekend instead of stretching myself to think of new content I wanted to take another moment to reflect and analyse – something I’ve been doing a lot of lately.

Thanks for dropping by, don’t forget that every week is an adventure if we just look deeper at what we do, who are the actors in our life and as we focus on “what would I do next” let’s take a moment to pause, think and if time permits it, Roll the dice to determine the outcome we follow. With another week just around the corner don’t forget to come back for more of what the future may hold and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Catch up – a wild week and the river serpent


Catch up – a wild week and the river serpent

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It’s been a wild week and while I take some time to reflect on what a whirl wind it’s been.

First the river spirit is meant to be something that holds grudges. Like its currents, the memories it holds run deep and cut into stone cementing in the the wrongs, the loss and the broken promises of those who rely on its good will. Much like a busy week, or year in fact, a The river doesn’t really forget and neither does it always forgive. This week is a bit like that, I can feel it watching silently and waiting for another chance to drag me away from what really matters as I hold onto the loss of motivation, the broken promises to myself and the frantic need to catch up with what I missed out on.

Sometimes its just the stress that bursts its bank and then it feels like there is a hungry serpent ready to devour you, take what it feels like its owed without any bargaining of mercy.


The children kind of represent the unfinished stories, the blog that I have. Starting this week a few days late (not being able to post the pre-written blog updates due to transit and work) and then trying to catch up to maintain the pace was a bit of a stress. This sense of loss, a voice silenced and the crushing need to complete what I promised myself that threatens to drag me under kind of drove the inspiration for the twins this week.


The end of the week saw the Spirit revealing itself, a realisation and confrontation of what I had left on my plate, what I wanted to achieve and also what I had waiting for me in this week. I am a man that can not juggle but I am quickly finding that the eggs that I have been frantically trying to keep airborne are hatching into chickens – something that is confronting and a bit of an emotional reckoning of perhaps I don’t have all my hens in a row.

This post marks the end of a week that is finishing, the beginning of a new one where I am still behind. But, some ground has been made and its not as dire as the week before. But its probably a call out to look after myself and take it a bit slower when I can – the week or year even is not over.


The last notes for this weeks adventure of turbulence, the feeling of overwhelmed drive to complete a promise to myself to post a blog entry every day of the year this year as well as maintain work and personal relationships. It’s realising that I, at my centre, am a creature of routine, habit and trust that things will work out. This week like the silver key is kind of reflecting that my routine was smashed and lost for a bit there beneath the rapids.

Something that I am very proud of is the nights that I write in a row and rarely, if ever, do I post something in the past. But with the problems trying to upload this week while travelling with bad data connection I found myself stuck. The format had broken, the routine dashed and work was piling up. So to give myself a break I stopped for a few days and resigned myself to fixing it once home. And so the frantic week has come to the end with me returning to some kind of routine.



Tonight was a bit of a different pace. Reflecting on what made me write this adventure, re-write parts and expand it to what it is now I can see how my own work-week and life is reflected in the adventures I create on here. There is potentially something to say when I look at the more grim-dark adventures that I post occasionally. If you like this reflecting addition to the end of the week, let me know as it was actually a bit of fun as a very reflective individual at work it’s not that much of a stretch to do it at my table either. So thanks for dropping by, don’t forget that we have another week of adventure just around the corner and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Cleveral’s Environments

The pattern the past few weeks finds us investigating the environments for our adventure and tonight is no different as we investigate Cleveral’s Environments for this weeks adventure in Daggerheart setting.

So sit back, grab a coffee or preferred choice of drink as we scout out tonight’s adventure!


Cleveral’s Environments

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Aligning with some of the rules for this week’s zine, Cleardraw Conspiracy, we have two environments from the daggerheart SRD. These should cover two of the main areas we find our party in this week.

The temple to Auronel or Vorthunn fits the bill for a Hallowed Temple pretty well. A place of healing and guidance the party starting their investigation here with the Summers Clasp group.

The Cult Ritual fits, obviously, the Imiriel’s lost church where the ritual is occurring to rip out Carlo’s divine favour by the fallen High priests.

The above environment Stat blocks were sourced from theย Daggerheart System Reference Document 1.0ย and are the copyright of DRP, Darrington Press, who are the creators of the material (Adversary Stat Blocks). This content was not modified is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.



Thanks for joining me tonight for a little expansion for this weeks encounter where we look deeper at some of the environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the start of a new week of adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Solbrook’s Environment

Tonight we are investigating Solbrook’s Environment and we start off with the ruins and the Ooze Temple itself. While I continue to create a little repository of environments to use I focus on reuse where possible and the mechanics can be twisted to suit on other adventures pretty easily – which I like.

So sit back, grab a coffee or other hot beverage and let’s roll into tonight’s adventure!


Solbrook’s Environment

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The Solbrook ruins have drawn the Scholars of Yole to come investigate the knowledge that the ruins may offer. With the party aiding in the search they may find useful secrets or even better – relics that explain what happened here. But be warned as there are traps littered through the rooms, the hallways and on the doors that smash, squish and pulverise those who get to close.

Further into the ruins where its danker and darker they might even encounter the cleaners of these rooms – oozes or slimes that search for food deep into the ruins as they creep outwards from the Ooze Temple.

The temple itself is surrounded by pools of slime and water as the creatures call not just the pools but the surfaces home and their hunting grounds. The largest of the slimes, those that create the others, call the pox marked – half consumed statue as their house and they defend it greedily. Which is a shame as the urns, boxes and other magically protected vessels hold items and wealth that would be a monumental find for anyone – let alone the Scholars of Yole.

The above Adversary and Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from the Daggerheart System Reference Document 1.0 and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me tonight for a little expansion for this weeks encounter where we look deeper at some of the environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the end of week Zine and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Derja’s Curse

Tonight we have the outcome of Derja’s curse with these environment and adversary stat blocks for the extra detail Saturday additional post.

So sit back, grab a coffee or other hot beverage and let’s roll into tonight’s adventure!


Derja’s Curse

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The library itself has become the house to a curse, which we explored last night in Shadows and Magic eaters, and tonight we reveal the environment that helps to store, conceal and house cursed objects and the creatures that come with them. We have two Environments with Cursed Library giving an ability for the PCs to find the information they seek but also, we have darkness at every corner which looks to create smaller adversaries that stalk, hunt and impede the party at every turn.

However Shadows are not particularly powerful especially for a Tier 3 encounter so the party should find these are more nuisances rather than dangers that they have to face. Derja’s curse makes them more threatening with the ability to spend a fear to impose disadvantage on attacks when magic damage is used as the relics designed to repel and restrict the use of magic react to their abilities. This can find the party having to apply different tactics or look at creative ways to avoid the curse if possible.

It also beefs up the adversaries for this encounter substantially but not too much, I hope.

The above Adversary and Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from theย Daggerheart System Reference Document 1.0ย and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.



Thanks for joining me tonight for a little expansion for this weeks encounter where we look deeper at some of the environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the end of week Zine and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Armele’s Other Environments

Armele’s other environments help set the scene outside of the warehouse, where the final confrontation occurs, where we find the party trying to find information on the merchants who stole from the Trusted Axe Cartel.

So sit back, grab a coffee or other hot beverage and let’s roll into tonight’s adventure!


Armele’s Other Environments

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Armele’s Other Environments

The smell and sounds of the market place were overwhelming at first as the clash between goods raged on. Carts selling produce, stalls selling cooked food and the smell of hot iron mixed together to a confusing mix that left the party feeling heady. However, the market sprawled before them and after just a few moments they spotted a stall that interested one of them.

It didn’t take long for them to find another stall that sold something else of interest and soon they were getting the information they were after. There was a merchant at the market that was selling dwarven goods and despite the mercenary of the elf they asked attempting to intervene between the party and the baker who offered the information for a handful of gold.

The above Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from the Daggerheart System Reference Document 1.0 and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me tonight for a little expansion for this weeks encounter where we look deeper at some of the environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the end of week Zine and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Streets of Felkirk’s Environments

Tonight I give a sneak peak of what I am working on as part of this three week adventure where tonight we look at the streets of Felkirk’s environments. Now if that’s confusing don’t fear as I will go through it momentarily as I cover some of the GMing mechanics for Daggerheart.

So sit back, grab a coffee or other hot beverage and let’s roll into tonight’s adventure!


The Streets of Felkirk’s Environments

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Creating Environments – Created in WordPress.

The streets of Felkirk’s Environments can be varied depending on the time of the day. For my adventure that takes place over three larger scenes I wanted the setting to be a dark, tense and anxiety charged atmosphere to help fuel the feeling of an invasion going on. But before I get too far into that let’s take a step back.

In Daggerheart its not just Adversaries; the critters, creatures, monsters and hostile humanoids, that the Game Master, GM, can use to create tense atmospheric moments for the PCs its also the Environments that can change, evolve or manipulate the flow of the adventure. For the sake of this quick post tonight let’s treat an Environment as an Adversary as they have a tier, a type, something akin to Motives & Tactics in the form of Impulses as well as a Difficulty and Features.

Like Adversaries some Environments will have passives which alter the area in which the party are in. Examples might be Oppressive Heat where parties who travel through their Traversal environment mark an additional stress on all failed rolls due to the oppressive heat. Or like in my examples it gives a set of actions that he party may be able to take, or impede certain actions that the party may want to take.

The other type of feature that the Environment shares with Adversaries is actions (many do actually) which is an action. Whether this is a spout of burning hot lava erupting from the ground at the Fire-marsh where the Oppressive heat sometimes erupts form the ground causing PCs to make an Agility reaction roll or suffer burns from the boiling water and steam. Or where the GM can activate the Environments natural residence to make an appearance – summoning fire toads to leap from the boiling water to attack with blistering tongues – triggering an encounter. This may or may not cost a Fear, the GMs resource that they get from around 40% of dice rolls, but if it does then it may be a more powerful creature, or set of creatures, that are being summoned.

So treating Environments like Adversaries also comes down to how they look. Environments also have stat blocks and that is precisely what I wanted to show off tonight! So have a look below at some of the Environments for the scene of Felkirk’s Foot Traffic.

The above Environment Stat blocks were created by me. Rules were adapted and inspired by adversaries and environments from theย Daggerheart System Reference Document 1.0ย and any likeness is the copyright of DRP, Darrington Press, who are the creators of the material (Environment Stat Blocks). This content was modified/created is licensed under the DRP Community Gaming License which can be found here:ย Darrington Press CGL.

Now while these Environments aren’t going to be game changing they add a bit of depth and structure onto what the adventure will do. If you read The Night of Silent Feet the scene plays out pretty closely. The Party are at the Lost Anchor Inn and they can perform some actions there while a timer ticks down – 1 action per player with the Countdown being the number of players. Once the countdown reaches 0 then the door opens and a guard falls in. The party leave the Inn to immediately get ambushed – the Ambush Encounter event. This is a small easy encounter to ease people in and once its over then they run through the streets.

This may trigger another encounter but it will get the party used to the mechanics of rolling dice to try and get a few successes before failure – and it shows consequence. Afterwards we move onto other smaller scenes (Social encounter at the Makeshift Barracks for scene two. Followed by another Felkirk Streets that moves to Market Street and then Forward Base.) By treating the travel like an adversary then it becomes less prone to becoming dull and the least favourite part of the journey. Many DMs / GMs have covered this type of travel before so I won’t go into it – but I do recommend that you look into it!



Thanks for joining me tonight for a little introduction into Environments for the Daggerheart RPG system. Don’t forget to come back tomorrow for the start of a new week and new adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ever Watchful Eye

Tonight I wanted to expand the current adventure and take it one step forward with the ever watchful eye of a mage keeping an eye on things.

So catch your breath, keep an ear out for danger and and eye on the skies as not all is over yet.


Ever Watchful Eye

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Ever Watchful Eye – Created in WordPress.

As the crackling flames spread across the deck of the ship from the braziers that spilled during the fight. The party moved to the boat that was attached to the ship and climbed down into the relative safety of the small rowboat. As they cast off the flames flickering on the waters surface and the bubbling and hissing of falling alight debris seemed calm and soothing compared to the intensity of the battle that saw the damage to the galley – causing its demise.

But as they moved across the water their eyes were drawn to a dark shape that stood on the top of the large masts. A bird, possibly a large raven, watches them as they push off from the galley. As the flames get higher on the galley itself the bird does not move, not even as the flames start to lick at its feet and feathers before it takes off and flies overhead above the party and off towards the district where many merchants call their home.

As the bird flew off the party lost sight of it crossing over the warehouses where the trail of smoke from its cindered feathers blended with smoke from the burning ships and buildings. Beyond the smoke the party did not see the pale flesh underneath the patchy features, nor the broken beak, rotting claws or the open wound on the raven. The bird circled downwards towards a large figure amongst a gathered crowd. The tangy smell of open wounds, and the rank pungency of the freshly made dead rose here.

The gathered undead swarmed around a man in long grey robes in a breastplate. Holding out his hand the raven landed upon it and after moment the unholy life from the bird was whisked away causing the unanimated corpse to fall to the floor – the magic no long sustaining it.

‘It seems like we need to pick up the pace.’ the man mused as he urged the freshly risen dead to push forward.



Thanks for joining me tonight for a bit of the setup for the next weeks adventure as we move onto the last part of this three part adventure. So don’t forget to come back tomorrow for the Zine and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe