Now it’s been a while since I have done a theatre of the mind encounter for the week and tonight we have the Forsaken Church as our battle ground. Confined, with several ground obstacles that can help or hinder the party and an adversary that has had a very long time to prepare for an encounter here. Although they were not expecting for the party to appear.
So sit back, grab a coffee, close your eyes and let’s explore tonight’s mind map!
Forsaken Church
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The run down church had lost all iconology that had pointed towards which deity of the forgotten realms it was built for. The pews and benches were broken and splintered across the floor but someone had taken the effort to push them into small groups like obstacles either side of the main walkway towards the alter. The rafters in the high ceilings had spider webs hanging down like curtains covered in dust which drifted lightly in the breeze that came from some gaps in the walls.
A gloomy light pierced through the broken window behind the alter at the other end of the room and at several other points through holes in the roof or walls which created faint beams of light that revealed how much dust drifted through the air.
The ground that would have been smooth stone steps was now littered with plant life trying to retake their land. The stones themselves were not uneven, some wobbly and some missing all together which made for hazardous environment to be walking around if you didn’t know that the hole, raised stone or wobbly step was there.
Potential Church obstacles for consideration
While this weeks encounter is already prescribed there are other considerations to look at when heading into a place like this church.
- Uneven Ground: The floor is littered with broken pews and splintered wood, creating difficult terrain. Characters may need to make Dexterity checks to avoid tripping or getting injured by sharp debris.
- Cover and Obstacles: The rearranged pews serve as cover for both the party and enemies. Navigating through these obstacles may require Athletics or Acrobatics checks to move efficiently and avoid attacks.
- Spider Webs: The rafters are draped with thick, dusty cobwebs that can obscure vision and hinder movement. Characters caught in the webs may need to make Strength checks to break free depending on the size of the spiders…
- Spider Infestation: The presence of large spider webs suggests that giant spiders or other creatures might be lurking in the rafters, ready to drop down on unsuspecting adventurers.
- Gloomy Light: The faint beams of light may create illusions or cast deceptive shadows, potentially leading characters into traps or ambushes.
- Limited Visibility: The dim light filtering through broken windows and gaps in the walls creates areas of shadow and concealment. Characters may need Perception checks to spot hidden enemies or traps.
- Weak Structure: The church’s decaying walls and roof pose a risk of collapse. Heavy impacts or explosive spells could cause sections to fall, dealing bludgeoning damage to anyone underneath.
- Dust, Debris and Allergens: The air is thick with dust, which can cause coughing fits and reduce concentration. Characters casting spells may need to make Constitution checks to maintain their focus.
Thanks for visiting me tonight to look at a encounter in the theatre of the mind. Don’t forget that this week isn’t quite over so don’t forget to come back tomorrow and the weekend for more content, and as always, don’t forget to roll with advantage,
The Brazen Wolfe









