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
Now for the next Zine of the year I present, in single page zine format, Cleardraw Conspiracy. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Cleardraw Conspiracy, and that all your rolls are made with advantage.
Cleardraw Conspiracy
531SaClCo
Cleardraw Conspiracy – Created in Copilot
Through the twilight-shrouded streets of Cleveral, the city mourned beneath banners of sacred blue and gold, honoring Carlo Cleardraw, the twice-blessed hero thought to be unshakable. His funeral procession moved with solemn reverence, petals and prayers scattered for the man who had been a beacon against darkness and a voice of divine purpose. But as the procession reached the temple of Auronel and the coffin was placed at the altar, its lid split open after a bearerโs faltering grip, and the impossible was revealed. The coffin was empty.
Confusion and panic erupted within the templeโs sanctum as divine wards sealed the mourners inside. The high priest, stunned but steadfast, declared that Carloโs death defied divine law; no illness nor blade should have taken him. Within the casket lay only a trace of ash and a pale blue feather, an echo of Auronelโs presence, sacred and ominous. Whispers stirred that Carlo had not died, but vanished through means older and stranger than death itself. In the featherโs glow and the priestโs trembling voice, the room breathed an unrest no prayer could soothe.
Within the templeโs quiet chambers, three casket bearers met with the party, worn from travel, heavy with memory. Tharen, the seasoned warrior, spoke of Carloโs recent heroism; Brenna, the dwarf rogue, shared her sorrow at his unwavering belief in her. And Elaric, the older cleric, recounted a strange wound delivered in battle, one he had dismissed until now. Their recollections spiralled into guilt, suspecting that they should have seen the signs. But Elaric’s pious serenity began to crack, and the party felt unease settle like dust. Something in his tale did not align with Carloโs fate.
That fracture split open when Brenna, consumed by fury, dragged Elaric before the group. She accused him of betrayalโthat he had delivered Carlo into a trap masked as divine mandate. Elaric confessed to being manipulated by Imirielโs high priests, who claimed Carloโs blessings endangered cosmic balance. Twisting silence into duty, they had convinced him sacrifice was necessary. His remorse was deep, his gods distant, and his faith shaken. As Brenna hurled a prayer crystal and Carloโs journal at his feet, Elaricโs grief turned to resolve.
The journal revealed Carloโs final thoughts, a warning and a plea, hinting at knowledge beyond his fate. Elaric read the words and begged for redemption, offering to lead the party to Carloโs prison beneath Imirielโs church. A single feather descended as he knelt, a soft seal of divine acknowledgment, not of forgiveness, but of purpose yet unfulfilled. The party, raw from betrayal and aching with hope, chose action over doubt. Carloโs story was not over.
Guided by Elaric, they found their way to the forgotten church, a place quiet in distance but thrumming with foul magic. Outside its sealed chamber, the air pulsed with corrupted essence. Elaricโs face twisted between fury and regret as he realized the depth of his error. With trembling hands, he pushed open the final door, and within, Carlo hung in cursed chains, his light siphoned, his soul endangered. The party had arrived at the brink, and their next steps would not be taken lightly.
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
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
Now for the next Zine of the year I present, in single page zine format, The Hidden Well. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Hidden Well, and that all your rolls are made with advantage.
The Hidden Well
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The Hidden Well – Created in Copilot
From the dusty road into Solbrook, the party spotted a crowd and a rough tent city mushrooming out by the edge of the farmland. News had spread like wildfire, some ancient thing had been uncovered beneath the wheat fields and people swarmed in chasing coin, knowledge, or the thrill of something big. Scholars flocked in to gawk at a hundred-foot statue, unlike anything theyโd seen before. Locals threw up shelters and ramshackle stores to handle the surge of visitors. And adventurers, much like the party themselves, arrived drawn by whispers of treasure dangling just below the surface.
The makeshift village around the sinkhole had just about everything a hopeful wanderer could want. A cluster of tents behind a fence acted as a cheap inn where even a few coins stretched far. Market stalls bustled with gear, rations, rope, parchment or anything youโd need for a delve into the unknown. And down one crowded lane, the party found themselves drawn to a big red tent pitched by the Scholars of Yole. They were calling in seasoned adventurers to crack the first sealed chamber. There was solid coin for stepping up, and talk of steady work for anyone who could prove they werenโt just swinging swords for show.
The interior of the large red tent was nothing short of chaos; towering shelves crammed with scrolls and trinkets doubled as walls, dividing beds for the Scholars of Yole. At the heart of it all sat a young dwarven man at a desk, briskly taking names and occupations before offering coin to would-be adventurers. He laid out the deal clearly: ten gold a day, more if blades clashed or bones broke, and a finders clause granting rights to any non-crucial relics uncovered during exploration. With the way in newly breached, the scholars were eager to hire seasoned help and the party had arrived right on cue.
Over the next two days, the party led the way as scouts, helping the scholars navigate the buried ruinโs booby-trapped halls and crumbling chambers. While the first room glittered with valuable relics, the deeper they ventured, the more decay and rot took hold, until they stumbled into a room that was strangely pristine. With no mould, no rust, and no dust, it stood in stark contrast to what came before. Then came another immaculate room, its trap already sprung yet untouched by time. Something wasnโt adding up, and the sense of unease began to gro.
After securing their modest haul and settling in for the night, the party was preparing for rest when alarms shattered the quiet. Sprinting toward the commotion, they found a crowd clustered around a fallen guard near the statueโs rope ladder. His body showed clear signs of burns and further evidence of scorched clothing and warped armour could easily be seen. Yet the cause of death was announced as drowning. A pool of strange liquid had spilled from his mouth, now carefully stored in a scholar’s vial. With no signs of an attacker, magical discharge, or nearby creature, the scene was deeply unsettling. Investigating the area, the party spotted scorched rope and another ominous pool of liquid at the base of the ruinโs entrance. Something had either fled inside or emerged unseen
The party, grim but resolute, returned to the spotless halls that had first stirred suspicion and began their search. A trail of liquid travelling through the halls seemingly the only thing that indicated anything that had passed through this area. These rooms, eerily untouched by the decay surrounding them, felt too perfect, too preserved. As they pushed deeper with a handful of scholars in tow, a soft dripping noise caught their attention. Heads tilted back just in time to witness a thick glob of jelly-like slime drop from above, splattering across their shoulders and arms. It burned as it touched skin, acidic and alive; A sudden, vicious contrast to the sterile quiet that had lulled them into a false sense of safety.
The party followed the halls and rooms and eventually stepped out from the polished hallways into the yawning mouth of a cavern that swallowed sound and light alike. Stone platforms jutted out over a lake of thick, light green liquid that shimmered like oil under torchlight, ripples pulsing from nowhere and yet everywhere. The air hung heavy with the scent of rust and something far older. At the far end, half-shrouded in steam rising from the lake, loomed a massive metallic figure; humanoid in shape, but twisted with wrongness. Pocked and scarred across its surface, it loomed still and watching, with metallic pseudopods frozen mid-reach from its torso, as if caught in the act of crawling free.
The adventurers crept forward, each step echoing off stone as they traversed across the slippery raised platforms. Below them, the water stirred; slow and deliberate, responding to their presence. The statueโs form appeared cast from once-polished metal, now streaked with the same green liquid that coated the cavernโs depths. Droplets slid down its face, giving the impression it was weeping, and under flickering torchlight, the tentacle-like appendages seemed to writhe. As they approached, the viscous water began to gather, slithering into itself, pooling and reshaping. Somewhere behind, a scholar whispered a prayer. Ahead, the silence fractured as water rushed and a creature coalesced, dripping from the statue in a perfect mimicry of its monstrous form.
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
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
The Solbrook Ruins spread deep under ground and reveal the source, or a source, of the plentiful bounties for the wheat on the surface above. But the ruins hold something more deadly.
So grab a coffee, grab some additional rope and maybe a towel as we check out tonight’s map!
A simple one tonight with a few layers, sections to get the visualisation effect that I wanted. Deep into the structure itself there is a shrine filled with mineral rich waters that seem to flow and move as if alive – a hint at what’s to come.
Some of the rooms are already open, the traps set off at the doors and the floors surprisingly clean. But there is still a lot of debris, refuse and more that litters the floor and rooms elsewhere in the map.
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
Now for the next Zine of the year I present, in single page zine format, Derja’s Shadow. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Derja’s Shadow, and that all your rolls are made with advantage.
Derja’s Shadow
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Derja’s Shadow – Created in Copilot.
The party arrived in Miran after a long day of travel, drawn by the reputation of the Magus College. After settling in at the Little Bullette inn, they ventured through the crowded streets, weaving between busy merchants and wary pickpockets. The city pulsed with life, but also held an undercurrent of tension that grew stronger as they neared the College. Though famed for magical study, the institution resembled a sprawling library more than an academy, its towering halls sheltering knowledge as well as mystery. At the imposing darksteel gates, the bustle of the city faded, replaced by small groups of adventurers and watchful guards. It was clear that Miran had become a gathering point for those hunting answers, or hiding from danger.
Inside, the mood was heavier still. A tiefling mage and his companion, Sal, a battle-ready woman clad in chainmail, waited in line ahead of the party. After exchanging brief words, the tiefling departed down one hall in search of a book, leaving Sal chatting with the receptionist. Just minutes later, a cry of pain tore through the quiet, sending adventurers and guards racing toward the source. The party followed and found the tieflingโs body, lifeless, twisted unnaturally, and separated from his glowing dagger, which now flickered only halfway with fading magic. The guards arrived and began their questioning. Sal, shaken but composed, explained that she had only just separated from Tamiel. Yet the grim scene and anxious whispers confirmed a truth that weighed on all of them: something, or someone, was hunting mages in Miran.
When Sal regained her composure, she met with the party to explain Tamielโs dagger and their purpose in the city. The blade, dimmed now, had been gifted by a nighthag and was said to hold protective enchantments. Tamiel had come to Miran determined to investigate the mage killings. Sal, skilled with steel, had intended to back him up. But while Tamiel searched for a particular book, Sal had been distracted, caught in conversation with the receptionist. Tamiel, proud and impatient, pressed on alone. He hated to be wrong and had rushed toward whatever clue he believed might solve the mystery. Sal blamed herself for not noticing sooner.
She described trying to reach Tamiel with their sending stones, but when there was no reply, panic had set in. She ran through dim corridors, where the magical light globes had shattered and shadows crowded the floor. It wasnโt until she reached the far side of the hallway that she saw Tamiel lying motionless. Sal stood with the party now, her sorrow clear in her voice and posture. Her tall frame and strong features made her seem unshakable, yet the pain in her eyes betrayed the weight of her loss. As they listened, Sal recalled a detail that struck her, how the shadows had seemed unnatural, heavy, and deliberate, almost watching her as she approached the body.
With Salโs help, the party tracked down Jake, the receptionist, who hadnโt returned to work since the incident. Outside his modest quarters, they heard him muttering nervously to himself before he opened the door. Jake looked startled and embarrassed but quickly straightened up and invited them in. He confessed that the recent killings had frightened him and claimed he was simply taking time off to avoid being next. He asked them not to tell the College he had been skipping his duties and promised to share what little he knew about Tamielโs request.
Jake explained that the mage deaths had spread through all corners of the city, from shadowy alleys and taverns to crowded marketplaces and now, even within the College itself. Tamiel, he said, had been researching the ruined City of Derja and had asked Jake where to find records on the place. That was the last time he saw Tamiel. Jake had no further information but did ask the party to pass on his apologies to Sal. Though shaken, Jakeโs account gave the party a new lead and suggested the threat was growing closer and far more unpredictable.
The party returned to the College and retraced Tamielโs final steps. In the dim section of the library, they discovered the book Tamiel had sought, The City of Derja. Inside its worn pages were journal entries by scholars who had explored the ruins. They told of a sealed vault hidden deep within Derja, not protected by magic, but by intricate mechanical locks. Dwarves and gnomes had worked to open it, revealing a chamber lined with dark metal that disrupted magical ability. Mages inside could no longer connect to the weave. Carved runes and aged murals told the story of a city once great, now destroyed by a whirlwind that tore through its people, buildings, and land.
Derja had been a centre of magical brilliance, rivalled only by high elven cities of old. Now it stood as a grave to magic itself. At the vaultโs heart sat a large vase made from the same dark metal, its surface corroded and fractured over time. The final journal entries grew grim. After removing the artefact from the vault, those involved began to vanish. Mages reported being haunted by malevolent spirits. Eventually, many were found dead with their enchanted belongings lying lifeless beside them. The curse, it seemed, hunted those who carried Derjaโs secrets and defied its silence. The scholars urged that the city be left untouched, its legacy protected, and its wrath feared.
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
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
The Magus College Library is the source of our Adventure this week where something is hunting down magic and those who wield it and nothing is safe.
So grab a coffee, maybe some mundane gear as we locate the source of the murders!
Magus College Library
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Magus College Library – Gridded – Created in Inkarnate.
The small corridors of the library are the perfect place to be ambushed by a creature, construct or curse. The light isn’t that bad to warrant torches but the drift globes that illuminate the rows of books periodically help shed some of the gloom.
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
Now for the next Zine of the year I present, in single page zine format, Trusted Axe Cartel. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric but it can easily use the adversary stat-blocks highlighted in Friday nights post if you’re running Daggerheart. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Trusted Axe Cartel, and that all your rolls are made with advantage.
Trusted Axe Cartel
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Trusted Axe Cartel – Created in WordPress.
The Silver Ring Tavern had been brimming with cheer and comfort. Music played, patrons danced, meals were served, and drinks flowed freely. The adventuring party was enjoying a well-earned pause in their journey while soaking in the lively atmosphere. The back booth, occupied by stylish merchants throwing around gold, added to the merriment. That warmth vanished instantly when six furious dwarves stormed through the door, tattoos on their hands marking them as members of the Trusted Axe Cartel.
One younger dwarf shouted loud enough to quiet the entire room, demanding the whereabouts of Jeb and Tarnius, two merchants accused of passing off low-quality gear. As confusion spread, the dwarves searched for answers while the eldest among them paid the barkeep and approached quietly. A calmer dwarf engaged the party with questions about the missing merchants and explained that their guild had delivered finely crafted weapons and armour, yet had been accused of sending faulty goods. Garmanel, the cartelโs leader, arrived with tankards and offered a proposition. He believed the adventurers might uncover who had sabotaged the deal and recover their reputation.
The Cartelโs tale was troubling. Their contract with Jeb and Tarnius had been solid until someone swapped their dwarven wares with inferior items, clearly made by inexperienced human hands. Known for their honour and craftsmanship, the cartel was humiliated and determined to uncover the truth. Garmanel and his ward Gondanel appealed to the party for help. In return, they offered not only gold but a bond of trust and future support that would be worth more than coin.
Drinks helped ease the tension as Garmanel bought a round for the tavern, and Garabek – the fiery dwarf, left to chase a lead. The party now faced a choice: step into this growing conflict for honour and reward, or walk away and leave the mystery unresolved. The promise of dwarven loyalty was tempting, especially given the Cartelโs influence and steadfast nature.
Their first clue led them to a bustling marketplace thick with noise and smells. After navigating the chaos, they found a vendor selling dwarven goods. A mercenary elf tried to interfere, but the party managed to speak with the merchant, who hinted at access to more of the valuable equipment. He invited them to return at sunset when he could show them his best stock.
As the sun fell, the merchant led them to a warehouse where they encountered a dozen armed traders and likely more hidden away. He revealed that his group had taken advantage of careless deals to acquire high-quality gear. But when one man spotted the adventurers and recognized them from the Silver Ring Tavern, panic swept through the warehouse. The tone shifted instantly. What had begun as a quiet lead now felt more like a trap, one bound to unravel deeper secrets.
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