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

The Magnus Project – Update 1

I don’t expect to do these that often but maybe frequently enough to give myself a sense of time criticality as well as I continue to work through this project which I want, no, need to spend some more time focusing on.

So for tonight I don’t have anything too fancy but I do have a small teaser for something to come, hopefully something great and new and challenging.


His opening sentence had not one but three question marks against it. โ€œMerlin – Histories most famous advisor and wizard.. and histories forgotten King slayer. How Merlin rose to fame by murdering Arthur.โ€ He knew that his essay was correct. He had followed the brief and researched dozens of books, stories and papers and this is what he remembered.

Bringing out his text book he flicked through the pages and started reading again to make sure that he was right and had remembered it correctly. There was a quiet giggle behind him but he tried to ignore it. His heart started to drop when he found the passage about Merlin. He was nearly grateful when he saw the blue wedged shoes stop next to his desk and he stopped reading to look up at their owner. Mrs Quinn.

‘Looks like the History buff is going to try and teach us again.’ The boy behind him muttered, the class laughed and they all turned to watch Magnus now ready for another show. His blood boiled and ears throbbed. Chris, the smirking jerk behind him smiled wickedly but even as Mrs Quinn turned to say something to the bully his face turned to innocence as he pretended to have accidently have said something to loud. As Chris went to go say something else ‘We all know that Merlin was the advisor to King Arthur, that’s literally the title of the assignment. Did you read the wrong book again Magnus?’ he managed to get out before Magnus snapped.

โ€œShut the fuck up. You’re wrong idiot. Merlin manipulated the court and killed Arthur at the round table with Excalibur. Arthurs’ son Mordred then killed Merlin at the Battle of Camlann.โ€ Magnus snapped at Chris who just laughed in chorus with the other class members.


A few related excerpts from something I’ve been working with during spare moments to test the waters and to see it on a page. Hopefully more will come and then we can see where I take it from there!

Don’t forget that while I wont be posting daily I still will be posting on here regularly enough as I probably wont be able to help myself. While it’s not a gaming related update and just a teeny tiny sneak peak, I still want to remind you all to look for the adventure in every day of the week,
The Brazen Wolfe

The Rioting Familiars

Tonight the rioting familiars take the centre stage as they get ready to defend their right to life free from the yolk of oppression. Or something to that effect, not many people speak two-headed monkey.

So grab a coffee, some fruit or other snacks as we go into negotiations or combat in tonight’s encounter!


The Rioting Familiars

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The courtyard hung in uneasy silence, the weight of the moment pressing down as the adventurers stood before the assembled familiars. It was no accident, no trick of chance, the Charm of Concord glimmered faintly in the monkeyโ€™s grasp, its fractured bonds pulling beast and master alike into disarray. Yet here the familiars were, not fractured but united, eyes bright with a cunning far beyond mere obedience. The raven Sable croaked from a nearby wall, feathers slick with shadow, and in his call the others shifted as one, as though some silent command tied them together.

A choice now faced the party. They could draw steel and spells, prising the amulet back by force, but the united familiars moved with the certainty of those defending a cause rather than hoarding a prize. Or they could test a different path. Perhaps seeking to parley, to understand why creatures bound by magic had broken free and chosen to act in defiance of their masters. The air shimmered faintly, as though the Charm of Concord itself pulsed with anticipation. Every step, every word, would decide whether this forgotten courtyard became a battlefield or the birthplace of an unlikely accord with the rioting familiars.

For D&D Systems

D&D Statblock for Tailed Fox, Swarm of Ravens and Two headed Monkey – created in Tetra-cube.



Thanks for visiting tonight for another set of updates for this weeks adventure. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ashford-on-weir Courtyard

Tonight we look at the scene of chaos in the Ashford-on-weir Courtyard where the party find the gang of familiars who have stolen the Charm of Concord.

So grab a coffee, maybe a few bladders of jugs of water, as we check out tonight’s map!


Ashford-on-weir Courtyard

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Ashford-on-weir Courtyard – Created in Inkarnate.

As the party enters the courtyard they are greeted a forgotten, quiet, moss-covered space nestled between the cityโ€™s stone wall and the Eyeless Spireโ€™s looming faรงade. As they look in the cacophony of sounds stills and the air shifts. The midday suns glare warms the stone and makes the hidden courtyard, shattered fountain and shaded trees look very enticing. The little courtyard forgotten between walls and the houses of Ashford-on-weir lay still except for the smallest breeze that made the palms dance above and against the ten feet tall walls.

Tucked behind a glimmering golden statue of a coiled snake lay the ruined reliquary; its ward-crystals fractured and faint hums fading into uneasy silence.

Familiar cries echo from above, and suddenly the courtyard stirs. A murmuration of ravens circles overhead, wings slicing through pale light before settling on the charred edges of the reliquary and among shattered crystals. At first, the party suspects theyโ€™re dealing with a clever thieving gang that used the ravens, but this felt different.

Then the familiars reveal themselves. Not merely mindless minions, but agents of a singular purpose. A two-headed monkey swings in from a darkened corner, its fingers delicately wrapped around the Charm of Concord. Near it, the three-tailed fox; whose pale fur seems to glow even under the sun, stances protectively beside the amulet, snarling softly at any who draws near. A sleek owl, limp trays of parchment clutched in its talons, flutters into view, cooing gently as if urging calm.

The creaturesโ€™ eyes meet the partyโ€™s, and in that moment, the truth becomes chillingly clear: these familiars have orchestrated this heist. No panic flares as the party have strength, skill and size on their side but soon there is a tense, uncanny stillness, as if watching what the adventurers decide to do next. And its then that the party realise that there are more eyes on them than they originally thought.



Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Aleris and Sable

The categorist Aleris and Sable, her Raven, are the caretakers of one of the many vaults in the eyeless spire and it was under their apprentices watch that the talisman went missing. But something feels off to the party.

So grab a coffee, some parchment for notes as we delve into tonight’s adventure!


Aleris and Sable

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Aleris and Sable – Created in WordPress.

The Eyeless Spire loomed above the rooftops like a silent windowless sentinel, which is where it got its name the eyeless spire. Its smooth black stone broken only by narrow slits where birds flew in and out of delivering packages and messages. The streets around it were quieter than the markets, but still alive with the hum of people, commerce and of course, the magical beasts that called this city home. The flicker of wards and telepathic communication was everywhere and for some in the party the sense was dizzying.

Inside the spire, the air carried the faint scent of parchment, candle wax and dust. The party were recognised quickly and were shown to a room on the seventh floor where Aleris Quall, clerk of the Eyeless Spire, was waiting for them and tapping her foot nervously. She was a slender half-elf with silver hair pulled neatly back, she wore deep blue robes that matched the ink stains on her fingers. Behind her desk, piles of scrolls and ledgers were stacked with impossible precision, yet a small tray of half-finished letters hinted at how quickly the dayโ€™s events had unsettled her.

‘You met Sable,’ she began, her voice calm but strained. The black raven was perched on the back of her chair, feathers puffed and eyes darting around the room. ‘Heโ€™s usually the most dependable creature Iโ€™ve ever worked with. Since last night, howeverโ€ฆ’ She trailed off, glancing at the bird, who tilted his head sharply as if to cut her off and daring her to go further.

Aleris leaned forward, lowering her voice. ‘You may suspect why I’ve asked for you to come here. The Charm of Concord has been stolen. Itโ€™s no mere ornament or trinket. Without it, the bonds between familiars, magical beasts and their masters weaken with each passing moon. You may have noticed it already that the beasts, magical and otherwise,’ she gestured at Sable, ‘are acting strange. The Charm of Concord’s missing thatโ€™s why the beasts in the city are behaving strangely. If it isnโ€™t recovered quickly, the situation will worsen.’ she hesitated again before adding. ‘My apprentice Yasil, he was meant to be looking after it in the vault that we manage but he didn’t show up for handover this morning and I only found his leather satchel next to where the talisman was kept. Emphasis on was as it was missing when I found the bag.’

She explained that the talisman had been kept in the academyโ€™s reliquary, protected by layers of wards and guarded by herself, Yasil and their familiars. Whoever took it bypassed those defences without leaving a trace. The theft, she was certain, had happened less than a day ago when she entrusted its safe keeping to Yasil. She slid a folded writ across the desk, marked with the seal of the Eyeless Spire. ‘This will give you the right to investigate. I can promise you payment and the gratitude of the academyโ€ฆ but above all, if this is not resolved soon, Ashford-on-Weir will not be safe for anyone mage or mundane.’

Before dismissing them, Aleris gave the names of others who might offer insight. Master Othran Vey, the proud and tight-lipped Headmaster of the academy, had been quick to insist the matter remain ‘internal.‘ Serra Greenwhistle, keeper of the cityโ€™s draybeasts, had been struggling with animals refusing to work and attacking their handlers. And a boy named Fennik, a nimble-fingered street urchin who haunted the alleyways near the market, had claimed to see โ€œsmall shadowsโ€ moving together at night โ€” though he was more likely to speak for a coin than for free. She also mentioned when Sable wasn’t listening, that she had requested the city guard find Yasil as so far, he was the suspect for the theft but something felt off about his disappearance.

Outside her office window, the sun was already beginning its descent towards the horizon, the streets below long in shadow. Somewhere in those streets, the trail of the Charm of Concord was growing colder.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The River Spirit

Tonight we greet the River Spirit, powerful, commanding and dangerous. This creature commands the waterways near and around Riverfall and always demands a price for what it gives – and today it’s demanding payment.

So grab a coffee, maybe a net…? as we meet the River spirit in tonight’s encounter!


The River Spirit

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The River Spirit – Created in Copilot.

As Amal stood by the river and stared at the raging surface he turned to look at the party and his sister, Jessa, before uttering a single sentence. ‘The river awakes.’ and with that the river went still.

Moonlight rippled across the surface like silver thread across a mirror, and without warning the water bulged outward as if something vast stirred beneath. A low hum vibrated through the stones underfoot, resonating in the bones of every onlooker like a primordial call to nature itself. A warning of something to come, a herald of doom.

Then it rose.

A serpentine mass breached the surface, easily ten feet at its snout, its body undulating like a living current. Scales shimmered with iridescent blues and silvers, each one catching the moonlight and refracting it in shifting patterns across the riverbank. Its head, elongated and eel-like, bore no eyes only a smooth, glistening surface where reflections danced like eddies and whirlpools that caught the light like the scales of a fish under the waves. Faint runes pulsed along its spine and side, glowing in rhythm with the moon overhead.

Water cascaded from its form as it coiled upward, towering above the party as a deep sheen of water covered its body like a sacred vestment. Its breath , if it needed to breathe, sent mist curling through the air, thick with the scent of wet stone and ancient offerings. Where it moved, the river followed, drawn to it like a tide to the moon. And in its presence, the world felt quieter, smaller, like nothing before it mattered under its gaze and within its coils.

Then it spoke, not in words, but in layered echoes an rumblings that filled the minds of several villagers who began to repeat the same incoherent phrases repeatedly. A voice like rushing water and cracking rocks that spoke of the forces of nature, the life force of the spirit itself. It was then that Amal began to recite what he had first said to the party, but as he continued it changed, now something darker and more foreboding.

‘It rises with the moon. It will claim its tribute and the debt be settled. A tithe to be paid to the river itself, one of flesh and spirit and the river will be free once again to carve through this land.’ It was not a threat but a promise. It did not plead but it was simply a force of nature, bound by ritual, awakened by broken tradition and hungry like the flood consuming land and souls before it.

And it was waiting as it gazed at the party from just behind Amal.

For D&D Systems

D&D Statblock for River Sprit – created in Tetra-cube.



Thanks for visiting tonight for another set of updates for this weeks adventure. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Riverfall Crossing

Tonight we have the encounter being set up around the Riverfall Crossing where we have something rather ancient and dangerous crawling out of the water. But that’s giving away something for tomorrow nights blog.

So grab a coffee, maybe an umbrella as we check out tonight’s map!


Riverfall Crossing

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Riverfall Crossing – Created in Inkarnate.

The village of Riverfall is split in two by the rapid river which will swiftly whisk away anything that falls within. The south of the river is where the fruit orchards grows with several buildings purpose built to house those that tend to them, or, to store the harvest from the trees.

To the north there are more buildings consisting of logs, mud and reeds that come from the river bank which house more of the villagers that make use of the rivers themselves.

Several large rocks are scattered in the river which are spaced close enough to hop across for the daring or foolish. However, they are slippery and many people have had to be rescued from the river after slipping on a slimy rock.



Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Elder Rinn

The elder Rinn has concerns about the parties motivation to helping the village and especially when it was revealed that the river spirit is potentially involved. But despite his concerns the mayor enlists the parties help to recover the lantern and suggests talking to two orphans in the village to find out what they know.

So grab a coffee, maybe some food to go as we kick off into tonight’s adventure!


Elder Rinn

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The Elder Rinn stood over a silver lantern that they had managed to recover as they floated back down upon the strings that bound them to the totems that they were lashed to. As his weathered fingers trembling as he traced the remnants of the lantern while the other hand finished removing the woven reeds from around teh frame. ‘This was one of the sacred ones much like the one we lost to the river,’ he murmured, voice low and taut. ‘The other one held a key of sorts while this one held a feather.’ he said as he brought out a silver feather that seemed to shimmer with moonlight. ‘They are not just symbolic, but real relics of this villages past.’

He paused for some time as he sat down to watch the parties. ‘The key that was lost was bound to the river spirit itself. Not something that outsiders would know or care about’ The party exchanged uneasy glances. The party hadnโ€™t known about the history of the ritual just that the festival itself was a highlight for many nearby villages and the people that called them home. Mayor Talia Reed stepped forward, her tone firm but sympathetic. ‘They didnโ€™t mean harm, Rinn. Theyโ€™re here to help.’

Rinnโ€™s gaze lingered on the adventurers, his eyes like moss-covered stone, ancient and unmoving. ‘Help,’ he echoed, bitterly. ‘Outsiders always say that. But the river doesnโ€™t forget. That lantern was part of the pact. Its fall is a warning to all those that take from it.’ Regardless how the party tried to explain the old druid was unconvinced until Rinn raised a hand to silence them. ‘If the spirit awakens fully, it may offer what fools crave most: restoration. But its power is not ours to wield.’ The tumbling of a pot from outside heralded eavesdroppers.

Two small figures darted away; bare feet slapping against the wooden board and mud that made up most of the walkways in the village. ‘Amal and Jessa’. The mayor sighed as he looked to the party. ‘Theyโ€™re orphans,’ she said softly. ‘Lost their parents to the river two years ago. Jessa barely speaks. Amalโ€ฆ heโ€™s not the same since he came back.’ Her voice faltered. ‘They listen because they remember. Even if they donโ€™t understand.’

‘You must find the key before itโ€™s claimed by something that doesnโ€™t know the bargain that is demanded.’ Rinnโ€™s expression shifted. Less suspicion now and more one filled with sorrow. ‘The river spirit can bring back the lost,’ he said, almost to himself. ‘But it doesnโ€™t distinguish between soul and shadow and it always takes a price without asking. If the key is found by one who seeks only reunion, it may twist that wish into something else.’ He turned to the party. ‘If you indeed only do care to help us then you must find it before someone else does. Not for power. Not for glory. But to keep the balance.’

Mayor Reed nodded. ‘Weโ€™ll support you, and I know that you need to make a living as well.’ she said with a look at elder Rinn, ‘The villagers will too, once they see your intent.’ She looked toward the door where the children had fled. ‘Start with them. Jessa dreams in symbols. Amalโ€ฆ heโ€™s drawn to the river. They may already be part of this.’

Outside, the moon hung low over Riverfall, casting silver light across the wheatfields and orchards that surrounded the river and its stones.


Thanks for visiting tonight for another update for this weeks adventure. Don’t forget to come back the last few nights this week to make sure that you don’t miss anything that happens with this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imiriel’s Fallen

Tonight we find ourselves face to face with Imiriel’s fallen high priests who believe whole heartedly that they serve their god and in the purity of their actions.

So grab a coffee, maybe some bolt cutters as we try to pry Carlo Cleardraw free in tonight’s encounter!


Imiriel’s Fallen

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The highpriests of Imiriel are mid-tier encounters for an adventuring party considering that there is two of them. Being able to hit a few opponents at once and to also, controversial, raise their fallen allies and call down flames from the sky, these enemies will make for a challenging encounter.

For D&D Systems

D&D Statblock for Highpriest of Imiriel – created in Tetra-cube.


For Daggerheart Systems

The above Adversary Stat blocks were sourced from the Daggerheart System Reference Document 1.0 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: Darrington Press CGL.

The Secret-keeper is what would represent the creature for tonight. They are strong leader adversaries that can summon a hound pack to keep their enemies at bay. I believe they would start with a few shadowy-demon hounds at the edge of the room to act as watch dogs before the party truly engage them. The Secret-keeper continuing to spotlight the demonic hound pack where possible to generate fear a could be a very strong opponent.

The challenge here is not having two minor demons show up if you have more than one secret-keeper. I’d thematically have it that they both just fall and summon a single demon and give it some slight buffs to make it Tier 2 – or keep it as it is. The hounds and the demon will be enough for most.



Thanks for visiting tonight for another set of updates for this weeks adventure featuring some additional Daggerheart content. Don’t forget to come back over the weekend for more updates and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imiriel’s Forgotten Church

Tonight the party venture into Imiriel’s Forgotten Church to rescue Carlo Cleardraw. But are they too late to save the twice blessed warrior?

So grab a coffee, maybe a bottle of holy water as we check out tonight’s map!


Imiriel’s Forgotten Church

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Imiriel’s Forgotten Church – Created in Inkarnate.

The pulses of foul magic can be felt from outside the doors at the end of the tunnels and the conflicted look of concern and rage danced upon the clerics face as he realised the error in what he was taught. Pushing against the doors he opened to the chamber where Carlo Cleardraw was suspended from chains as dark magic ripped essence from his chest.

Imiriel’s Forgotten Church – gridded – Created in Inkarnate.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe