Rivertown Environment

Now for a change of pace I present, something different. A zine for the environments around Rivertown which is a central hub for the settlers in my Rivertown bound adventure series (part 1, part 2, part 3), Rivertown Environments. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, Rivertown Environments, and that all your rolls are made with hope.


Rivertown Environments

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Rivertown Environments – Created in Co-pilot

Rivertown

As you step through the heavy wooden gates of Rivertown, the dirt streets stretch ahead, worn smooth by carts and boots. The smell of fresh bread and smoked fish drifts from the nearby market square, where stalls bustle with chatter and the clink of trade. To one side, narrow lanes wind between timber houses, while further ahead the street dips toward the docks, where the creak of moored ships and the shouts of workers carry over the river breeze.

Rivertown Market

The Rivertown Market is the bustling heart of the settlement, centred on a stout timber hall run by an ageing gnome whose sharp tongue and sharper eye keep trade fair. Around it, uneven stalls offer baskets of berries, bundles of herbs, smoked fish, and rough-forged goods, their mingled scents of sweet fruit, salt, leather, and spice filling the air. The square hums with life. Merchants haggling, children darting underfoot, guards barking orders, and crates shifting with every new wagon that arrives from the docks or nearby wilds. Bright cloths hang in the sunlight, traders call out their wares, and the din of barter and banter mixes with distant gull cries, giving the market an untidy energy that feels at once rough, hopeful, and vital to Rivertownโ€™s survival.

Rivertown Docks

The docks of Rivertown are never still. Little boats sit moored along the timbers, their hulls heavy with nets, barrels, and crates stacked neatly or haphazardly depending on the crew. The sharp scent of river water mingles with dried fish and damp rope. Dock guards stand with watchful eyes, spears in hand, their gaze sweeping over every cart and passenger that passes. Near the centre, the Dock Master, a broad-shouldered feline humanoid with striped fur like a tiger, directs workers with a booming voice and a flick of his tail, his presence enough to keep the traffic flowing. Two long piers stretch into the water, where a few patient folk fish with hand lines, content to sit among the bustle. Along the riverbank, children and the odd daring adult dart and shout in play, laughter cutting across the steady rhythm of dock labourers, who grit their teeth as the games scatter sand and splash water dangerously close to the stacked wares.



PDF adventure – Rivertown Environments

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created, modified and/or inspired from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Rivertown Bound – Part 3

Now for a change of pace I present, in new format zine, River Bound – Part 3. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 3, and that all your rolls are made with hope.


Rivertown Bound – Part 3

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Rivertown Bound – Fortua Ruins – Created in ChatGPT

The adventurers make it at last into the ruins of Fortua, a place spoken of in whispers but never seen so closely until now. The forest canopy broke to reveal crumbling walls and shattered towers, their jagged stones rising from the undergrowth like the tombstones of a long-forgotten people. At the centre of it all, piercing the canopy itself, stood the spire, cracked and weathered, yet still defiantly tall. From the first steps inside, it was clear these ruins remembered their fall, and the air hung heavy with the weight of forgotten history.

The adventurers took their time, gathering themselves after the ordeal of the Wraith Woods. This was no safe place, but even here they sought a moment to breathe, to dry their boots, and to steady their resolve. In the silence of the ruins, their conversations revealed new insights. Tales of old battles, half-remembered maps, and beliefs about what the people of Fortua once stood for. Every adventurer that made it this far shared what they knew like weaving a tapestry to reflect the story of this fallen fortress, retelling its history together.

Exploring deeper, the ruins became a patchwork of discovery. Broken statues hinted at forgotten gods, murals etched in crumbling stone told fragments of war, and ivy-bound halls revealed relics half-buried in moss and dust. Each discovery felt like peeling back layers of a mystery, with the adventurersโ€™ voices weaving Fortuaโ€™s story into something alive again. They found knowledge of Rivertownโ€™s path, relics that might yet serve them, and glimpses of the world that was lost when Fortua fell.

But peace never lasts long. The silence fractured with the harsh sounds of horns and guttural calls, the signal of hunters entering the ruins. The marauders were closing in, their whistles and cries echoing between the broken walls like wolves on the hunt. Whether the party slipped into shadow or prepared to stand against them, the tension of being stalked through the ruins was palpable.

From the top of the spire, Rivertown finally came into view; distant yet certain, a beacon of hope after so much peril. The path forward lay clear at last, though reaching it would not be without risk. The hunters pressed closer with every heartbeat, forcing the adventurers into a desperate choice: flee before they were cornered, or draw their weapons and fight in the shadow of Fortuaโ€™s fall.

When the adventurers departed the ruins, they carried with them more than just a direction. They bore fragments of Fortuaโ€™s story, the weight of its memory, and the gnawing sense that they were being watched, not only by marauders, but perhaps by something older that still lingered within those stones. The road to Rivertown had revealed itself, but the shadows of Fortua clung to them like moss on forgotten stone.



PDF adventure -Rivertown Bound – Part 3

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Rivertown Bound – Part 2

Now for a change of pace I present, in new format zine, River Bound – Part 2. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 2, and that all your rolls are made with hope.


Rivertown Bound – Part 2

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Rivertown Bound – The Wood Wraith – Created in ChatGPT

The adventurers escaped the raiders of the river only to find themselves stranded on a narrow, weed-choked shore. Behind them, their ship lay broken, half-submerged and silent save for the hum of fireflies circling the wreck. Before them stretched the Wraith Woods, a place whispered of in dread; a wall of twisted trees where few who enter are said to return. With little choice, they gathered what supplies they could and pressed onward, leaving the ruined vessel behind.

Within the woods, every step pressed deeper into unease. The silence was heavy, broken only by their own movement and the occasional echo that made the forest feel alive with unseen eyes. It wasnโ€™t long before the truth of those whispers revealed itself. Wolves, their bodies grotesquely bound with living vines and bark, emerged from the mist.

They drove the party deeper into the forest, until the very air shifted; cold, heavy, ancient and suffocating. From the roots and shadows rose the Wood Wraith, a monstrous fusion of vine, bark, and bone, its hollow cry shaking the ancient trees as it hungered for the warmth of the living. Sending out snaking corrupted vines it sought to feast well in the morning light.

The adventurers fought tooth and nail, but survival meant more than simple victory, it meant escape. Wolves and twisting branches chased them through the choking forest until, at last, they burst free onto shattered stone. There, rising out of the morning fog like broken teeth, stood the ruins of Fortua reflecting mornings light from its grey stone. Though they had escaped the Wood Wraithโ€™s immediate grasp, its dreadful presence lingered in their bones. The Wraith Woods had not claimed themโ€ฆ not yet.



PDF adventure -Rivertown Bound – Part 2

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Rivertown Bound – Part 1

Now for a change of pace I present, in new format zine, River Bound – Part 1. The idea is to still provide GMs and DMs more freedom to tinker with the adventure, how they want to run it to make it feel more free formed and flowing than the larger zines – although there is another one coming.

There are no references to other content other than what’s within the Zine itself and this week is Daggerheart specific. However, with all my adventures it wouldn’t be hard to tweak it to work for other Tabletop Systems.

So I hope you enjoy this weeks adventure, River Bound – Part 1, and that all your rolls are made with hope.


Rivertown Bound – Part 1

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Rivertown Bound – River Raiders – Created in ChatGPT

Our journey began aboard a small trade ship, its deck crowded with passengers and crew as it drifted steadily downstream. The river carried us past the looming shadow of the Wraith Woods, and far ahead the jagged ruins of Fortua rose against the setting sun. The crew muttered about ill omens, but for a while the river seemed calm; fireflies flickering among the reeds, fog curling low across the water.

That calm didnโ€™t last. Strange sounds broke the night; a scrape across wood, the low whistle of something moving unseen, and from the fog emerged shapes: swift raider canoes with sharpened spikes lashed to their prows. Fireflies swirled in glass jars clutched by the raiders as they rammed our vessel and vaulted aboard.

The fight was fast and chaotic. Blades flashed, firefly lanterns shattered against the hull, and the ship shuddered under the assault. We pushed back the raiders, though not without cost. In the end, those who survived the clash retreated into the fog, slipping back into the current with their stolen goods.

But victory was hollow. The ship had taken on too much water, timbers groaning beneath our feet. With the captainโ€™s desperate cry we grabbed oars, paddles, anything we could, and drove the battered vessel toward the shore. Exhausted and cold, we dragged ourselves onto the riverbank as the ship gave way behind us, sinking into the dark current.

That was where we leave it: huddled on the riverโ€™s edge, the fog heavy around us, the Wraith Woods looming ahead.



PDF adventure -Rivertown Bound – Part 1

This Daggerheart adventure was created using guidelines and information from the Daggerheart System Reference Document 1.0 which is the copyright of DRP, Darrington Press, who are the creators of the system. This content was created and/or modified from content within the SRD and is licensed under the DRP Community Gaming License which can be found here: Darrington Press CGL.



Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage,
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