

During the Ashen adventure your players will gain possession of an ancient coin, gamble for clues in an illicit tea house, brave the wilds of Ghoulford, and battle an ancient guardian for an eldritch wand of great power.

Music
Play these songs at any time it feels appropriate. These are merely for atmospheric purposes, and do not contain story information that could be spoilers.
Crystalline Sahara:
Town Combat Song:

On Ramp: Depending on how you plan to use this coin, there are a number of ways for you to get into the adventure!
- If you are playing this as a one-shot game or are incorporating it into your own homebrew world, then your characters may have been summoned by a figure of importance to complete a job, might pick up a tip at the local tavern about a wealthy wizard with work that needs doing, or may already have a mysterious or high-level patron who has an interest in ancient artifacts, and can send them on this mission. This patron
- If you are using this coin as the launch of a long-form game, the characters may have been gathered together as the best of a bad bunch, or expendable minions, but will discover their strengths and connections during the adventure. Once they recover the Leyfinder’s Legend wand, they will need to decide what to do with an item of such power…
Patron’s Request
The Manor
However you choose to introduce the players to their mysterious patron, the adventure begins as the party is summoned to their home – a sprawling manor in the region of the Empyrean nation known as Third Wall. Third Wall is a densely populated portion of the radial city that makes up Empyrean, and is filled with wealthy merchants, second tier nobles, and old money.
The manor itself is clearly old, with brickwork of a style no longer popular in Empyreal society. The wrought iron gate swings open at the character’s approach, and arcane flames burst to life around the grounds as they walk through the gardens toward the front door. Upon their arrival, the red painted door opens before they can knock, an elegant steward with a long moustache and perfectly coiffed hair staring down his nose at them. The steward will invite them inside, taking them down a long hallway to a door at the very end.
As he ushers them inside a well appointed room with a half dozen overstuffed chairs and a warm fire burning in a large hearth, he will offer them refreshments of tea and small cakes while they wait for his master. Once the players are settled, he will disappear into the hallway again, closing the door behind.
The room itself is cluttered with desks, tables, and other surfaces entirely covered in oddities and trinkets. All along the wall are maps and charts of the world, with what appear to be random lines drawn across them faintly glowing in the dim light. If they choose, a player may make a (DC12/DC13/DC14/DC15) Arcana check to discover that these are likely leylines, magical conduits of energy which band the planet. Leylines are incredible resources to high level magical practitioners, but are also quite dangerous as the power they provide is just as likely to overwhelm and burn up a user.
After a moment, a hitherto invisible door opens in the wall, and the party’s patron steps through. If you are playing this adventure as part of a longstanding game, this patron may be someone the party already knows, or may be brand new to them. If, however, you are playing this adventure as a stand-alone, as the beginning of a new story, or are introducing this character to your players brand new, this is Melivous Phoran – collector, archmage, and noble. If players would like to make a (DC11/DC12/DC13/DC14) History, or other applicable check, they may remember hearing rumors that Melivous was a thief in their younger days, and that they disappeared for a time after a job gone badly. When they returned, they seemed to have arcane abilities they hadn’t evinced previously.
Melivous invites the players to sit, taking a seat themselves near the fire and warming their hands. Once they’ve settled, play the following voice track:
Excellent, thank you for coming friends. I’ve great need of your service, and time is always against us. I intend to engage you to recover an artifact hidden away for centuries. It’s exact nature is unclear, but I’ve recently learned that others are growing closer to discovering it, and I fear the consequences if it falls into the wrong hands. I’ve a single clue, which I admit poses more questions than I’ve been able to answer thus far, and a lead to help you locate the artifact’s resting place. The reward I’m willing to offer for its recovery is substantial. What say you?
If the players agree to take on the mission, Melivous hands over the coin, provide your players with the Ashen Coin Now, and is able to provide the following information:
- He is unsure where exactly the artifact is, but knows that it is somewhere beyond Empyrean, deep in the Wyld.
- Other treasure hunters may be after the artifact as well, and may be willing to use force to obtain it
- One in particular, Benshaw Rix, has been a nemesis to Melivous for years and they believe he has a map which, along with the coin, can lead them to the artifact
- Benshaw has been seen hanging around The Tearoom, a gambling den of ill repute
- Melivous can offer 500 gold per character as payment for the return of the artifact
- The artifact is a wand
After this interaction is finished, Melivous will sweep out of the room and the steward will escort them out of the manor.
The Tearoom
A seedy, underground establishment, the Tearoom is hazy with smoke and full of illegal gambling and illicit substances. Players may perform a perception or investigation check to locate Benshaw, with the highest rolling character discovering him seated at a dark table in the back. He appears to be at the tail end of a dice game of some sort with another guest of the Tearoom. It quickly becomes clear that Benshaw has won, and the losing guest rises from their seat with a shouted threat. When Benshaw, smiling, pulls a dagger from his vest, the guest backs off and moves to leave. They stumble slightly, knocking over the tea they were drinking as they leave.
If the party approaches Benshaw he admits to having a map of the area he believes the wand to be lost in, and that he’s been searching for it for some time. He asks about their interest, trying to discern if they also have a piece of this puzzle. If they admit they have the coin, he says he is willing to play dice for it. He offers that if the party wins he will give them his map which also has some odd language on the back, but if Benshaw wins the party must give up the coin. If they agree he orders tea for the table, and invites them to sit down. He won’t start the game until the tea has been served. The party is unaware, but the tea has been spiked with a mild drug which will compromise anyone who drinks it. Mechanically this is like applying the drunk condition, which will provide disadvantage on attack rolls and ability checks. For the dice game this will mean that you may force the players to reroll any single die during the game.
Fortune’s Bones
Each player (including Benshaw) starts by rolling 1d12 and 1d8, adding the results. They may “stand” (keep their total) or “draw”, rolling a 1d6 to add to their score. The goal is to get as close to 20 as possible without exceeding it—rolling above 20 results in a bust (score of 0), with ties favoring the player who rolled the fewest times.
Benshaw always rolls last and has two cheating mechanics: once per game, he can reroll any one of his dice, and if a character drank the drugged tea, he may force them to reroll their highest die before standing or drawing, taking the lower result.
If the party loses Benshaw insists that they hand over the coin. They will have to decide how to get them back, along with the map that Benshaw owns. If the party wins Benshaw is furious, but hands over the map piece. He isn’t gracious, but he wishes them luck with a tight smile and then leaves. Show your players the Ghoulford Map image below, or print it off and provide it to them.

With Benshaw’s map the party should be able to discover that the rune on the coin matches a geographic location within Ghoulford, a lake system near a large cliff. The rune itself has an additional circle on it that isn’t reflected in the map, which indicates the location of the hidden shrine built into the cliff face. The map also bears symbols which match those on the coin they possess – a partially broken cipher which should allow them to decode the hidden message on the coin.
If the party loses Benshaw insists that they hand over the coin. They will have to decide how to get them back, along with the map that Benshaw owns. If the party wins Benshaw is furious, but hands over the map piece. He isn’t gracious, but he wishes them luck with a tight smile and then leaves. Show your players the Ghoulford Map image, or print it off and provide it to them.
With Benshaw’s map the party should be able to discover that the rune on the coin matches a geographic location within Ghoulford, a lake system near a large cliff. The rune itself has an additional circle on it that isn’t reflected in the map, which indicates the location of the hidden shrine built into the cliff face. The map also bears symbols which match those on the coin they possess – a partially broken cipher which should allow them to decode the hidden message on the coin.

The Wyld
The players must leave the safety of Empyrean, traveling beyond the walls into the Wyld on their way to Ghoulford. The Wyld is a place where nature rules, and is populated heavily by Spirits; fae, ethereal creatures of the land who exist and interact according to their nature, some mischievous, some aggressive, others helpful and welcoming. A pounded dirt path meanders through the wild, carving off into different directions. The journey to Ghoulford will take approximately three days travel to the north and west, during which the Spirits of the path will take note of the party, and the coin they carry.
On day one of their trek, have the players make a (DC11/DC13/DC15/DC17) Perception check. If they fail, the lowest rolling character has a random item stolen from their equipment list, and they hear the sound of laughter on the wind. If they pursue the sound of laughter, they round a bend and see a fox dancing in a sunlit glade just off the path. This is Zynik, a spirit of prank and trickery.
If the players succeed on their Perception check, they will see a bright orange fox dart by them through the party’s legs, noticing her take a swipe at their packs as she goes, but getting nothing. She quickly rounds a bend in the path, and they find her dancing in a sunlit glade.
As the players approach, Zynik will introduce herself, and say “Travelers in the Wyld, so rare, such fun! So brave to come so far from your walls of stone. But what’s this? Oh.. oh you carry something that smells… dangerous. Something shiny, and round, and oh so dangerous. Not to worry, Zynik can help you. Hand it over, it doesn’t belong here. Zynik will take it far away. Hand it over, and Znik might let you leave with your boots!”
If Zynik stole from one of the players, she offers to trade the item back for the coin the party carries. If the party refuses to hand over the coin, Zynik suggests a wager – She produces three floating silver cups and a blue glowing orb. As the orb floats into one of the cups, and they begin to revolve and rotate around, she suggests that if the characters can correctly determine which cup the ball is in, she will give them passage, helping them along their way with no more trouble, and give back any possessions she may have stolen. If the players fail, however, she will expect them to hand over the coin.
If the players agree, Zynik uses illusion magic to cheat. A character must make a (DC11/DC13/DC15/DC17) Perception or Insight check to spot the trickery and discover where the orb is.Failing the check causes the character to lose, prompting Zynik to gloat and attempt to seize the coin.
If the party refuses to play or accuses Zynik of cheating, she becomes offended and casts Minor Illusion to disorient them. The party must succeed on a (DC12/DC13/DC14/DC15) Intelligence Saving Throw or become lost in the Wyld, taking 1 hour to recover their bearings.Alternatively, Zynik might try to snatch the coin outright. The party can contest this with a (DC13/DC14/DC15/DC16) Dexterity Saving Throw. If they fail, or if they play by the rules, lose, and give her the coin, she takes it and scampers off, and the party will need to attempt to recover the coin during the next encounter.
The players can continue on their way, tracking Zynik if they need to recover the coin, traveling safely for the rest of the day. When they bed down for the evening they will hear the creak of branches above, and worried sounding whispers on the wind.
Day 2 of their journey in the Wyld dawns grey and rainy, fat water droplets dripping from leaves above and churning the path into mud beneath their feet. As they travel, the party will notice the forest getting closer around them, growing darker and less welcoming. Roots begin to seemingly appear out of nowhere underfoot, tripping the unwary and making progress slow and irritating. As the foliage overhead grows dense enough that barely any light is coming through, the characters enter a clearing, in the middle of which sits an ancient and weathered tree, massive in proportion and looming over them. If Zynik had possession of the coin, the party will see her lounging in one of the branches of this tree, and she smiles as they approach, jumping down and vanishing into the undergrowth.
The tree shudders, bark susurrating and grinding loudly, and two green glowing eyes open in its trunk. This is Torvak the Rootbound Guardian. If Zynik took the coin, she has now given it to Torvak, who holds it in his roots. He will demand that the players leave his clearing, stating that the coin is too dangerous to be allowed to remain in mortal hands. If the players retain possession of the coin after their encounter with Zynik, Torvak will demand that they give it to him, claiming it is a curse upon the land and that it can only bring destruction.
Torvak will not negotiate. If the players do not surrender the coin and leave, he attacks. Run the encounter below.
Once Torvak has been defeated, the characters may move on, recovering the coin if they need to from his roots.
As they bed down for the end of day 2, the party now hears a constant hum of voices and whispers in the forest around them. Have each player make a (DC11/DC12/DC13/DC14) Constitution Saving Throw. Any players who fail gain 1 point of exhaustion overnight as they are unable to rest.
On day three of travel, the forest begins to thin and the party starts to see the edges of badlands creeping into the environment. Here and there there seems to be a blight growing on trees and slowly consuming groundlying foliage. If the players wish to investigate, they may perform a (DC12/DC13/DC14/DC15) Nature check or a (DC11/DC12/DC13/DC14) Arcana check. Success on either allows them to determine that this blight is magical in nature – a warped twisting of the land by some chaotic magic. As the party approaches an end to the forest they can see a cast expanse of blasted landscape ahead, before a silvery mist moves across the path, enveloping them all. A Spirit steps onto the path in front of them, taking the shape of a large white stag with softly glowing silver antlers. They will introduce themselves as Serathis the Veil Keeper, speaking with calm but assertive authority – “You have carried destruction through my lands, a relic of flame and death. It has already turned one age to ashes, what do you intend to do with it now?”
Serathis will challenge the character’s motivations for seeking the wand, and will attempt to bar their path. They will demand that the party confess their true purpose, and what drives them forward in pursuit of this item. A character answering this question must succeed on a (DC14/DC15/DC16/DC17) Persuasion or Deception check to convince Serathis that their motives are pure. If they fail, Serathis is disappointed, and warns them that impure motivations and great destructive power rarely lead to happy endings.
In the mist around them, figures seem to stride forward. A (DC10/DC11/DC12/DC13) History check will reveal that these figures all seem to be warlords, mages, and fallen heroes from the past, all sharing one commonality – their stories all ended with them consumed by their own ambitions, losing themselves and everything they loved in the process. Serathis will state that power doesn’t corrupt, it reveals the truth of a mortal’s heart, and will demand that the characters explain how they are better than those who came before, and why they won’t fall the way these others did when they grasp power. They may reference past decisions, oaths, or philosophical beliefs to try and sway Serathis.
Finally, Serathis will narrow their eyes and say “If I told you carrying this coin forward will bring only ruin and flame back to this world, would you still proceed?” This is not a trick question. Serathis wishes to see if the characters have conviction or if they are simply reckless. Players must make either a (DC14/DC16/DC18/DC20) Persuasion check if they attempt to convince Serathis they can wield this responsibility with care, a (DC16/DC18/DC20/DC22) Intimidation check if they attempt to threaten or challenge the Spirit’s authority to stop them, or a (DC18/DC20/DC22/DC24) Deception check if they try to lie. Any of these DCs can be reduced by 3 if the player makes a convincing argument. If they succeed, Serathis nods, acknowledging that they haven’t wavered, and says that the Wyld will not stop them from proceeding. They warn the party however that conviction alone isn’t enough, and, in the hands of those who wish to do good, can be just as dangerous as evil intent. The mists part, and the party may continue into Ghoulford. If the players fail, Serathis refuses to allow them to pass with the coin, and if they want to continue they must fight the spirit in the encounter below.

Ghoulford
The land of Ghoulford is a place of desolation, despair, and devastation. The landscape is a nauseating kaleidoscope of colours and topography, seemingly making no sense to the eye and disorienting anyone who tries to navigate it. Once thriving forests have been reduced to blackened needles pointing skyward, and twisted creatures scuttle to and fro in whatever shadows they can find. The scars of magic run wild cut deep here, warping the land and corrupting the very air. The dirt underfoot crunches uncomfortably like a fine crust, and every footfall puffs up a black cloud of ash that seems to cling to everything it touches. Arcane potential hums through the atmosphere here, making hair stand on end and keeping the characters on edge.
Traveling through Ghoulford is no easy feat. The land itself will resist the presence of the party, with magic they use potentially misfiring or warping into unintended effects. Magical travel is impossible here, and casting a spell requires a player to first roll a D20; on a roll of 1-5, the spell misfires as the magic is taken and corrupted. Roll on the Magical Corruption table below to determine the effect of the spell.
| D10 | Effect |
|---|---|
| 1 | Rend the Weave – The spell fails completely, and the raw magical energy tears through the caster. They take (1d6/1d6/2d6/2d6) force damage as their body crackles with unstable power. Their next spell automatically triggers a roll on this table. |
| 2 | Arcane Reversal – The spell backfires, striking the caster instead. If this isn’t possible, the spell targets the nearest ally instead. If no valid target exists, it fizzles into painful static energy (caster takes (1d4/1d4/2d4/2d4) psychic damage). |
| 3 | Leyline Overload – The spell casts at twice its normal potency, but the caster immediately suffers 1 level of exhaustion as their body is wracked with energy far beyond their control. |
| 4 | Veil Fracture – A tear in reality briefly forms, revealing an endless void. All creatures within 20 feet must make a (DC10/DC11/DC12/DC13) Wisdom save or become frightened for 1 minute as they glimpse something staring back from the other side. |
| 5 | Magic Hungers – The spell vanishes instantly, but the caster’s shadow animates into a spectral, writhing entity that stalks them for the next hour. It is incorporeal, cannot be harmed, and mimics their movements. Every so often, it moves before they do. |
| 6 | Corrupted Weave – The magic twists unnaturally. Roll a d6: (1-2) Spell deals half damage/half effect, (3-4) Spell jumps to a random target, (5-6) Spell functions normally but also causes eerie glowing runes to appear on the caster’s arms for 24 hours. |
| 7 | Ashen Breath – The caster coughs out black ash, suffering disadvantage on Constitution saving throws until they take a short rest. |
| 8 | Sundered Space – For the next 30 seconds, the caster feels out of sync with reality. Their spells require an additional action to cast and cannot benefit from reactions during this time. |
| 9 | Soul-Warping Surge – The spell casts normally, but for the next hour, the caster experiences visions of another life, seeing memories that are not their own—a soldier marching toward an unknown war, a dying woman whispering a forgotten name, a hand stretching toward a darkened sun. These visions may interfere with concentration at the GM’s discretion. |
| 10 | Cataclysmic Surge – The spell works, but a massive magical detonation follows. Every creature within 30 feet (including the caster) takes (1d4/2d4/3d4/4d4) force damage as the land itself convulses, warping and breaking apart in a shockwave of unstable magic. |
Traveling to the location of the shrine on the map requires the players to accumulate three successful (DC12/DC13/DC14/DC15) Survival checks. After each check, success or failure, roll on the chart below and run the appropriate encounter. Once three successful Survival checks have been rolled, move on to the Ghouford Village section.
| D10 | Effect |
|---|---|
| 1 | The Warped Path – The party steps forward, only to find themselves back where they started. The landscape loops endlessly unless they succeed on a (DC13/DC14/DC15/DC16) Arcana or Survival check. Failure costs 1 extra day of travel. |
| 2 | Ashbound Stalkers – (3 Voidspawn/6 Voidspawn/3 Dire Voidspawn/6 Dire Voidspawn) lurk beneath the shifting ash, rising only when the party steps directly above them. Each turn, roll 1d6—on a 1, an extra Voidspawn erupts from the ground. |
| 3 | Spectral Harbinger – A faceless figure in tattered robes appears ahead. If spoken to, it will echo a player’s own voice back at them, speaking their worst fear. After three exchanges, it attacks, summoning (2 Warpfiends(Level 1)/2 Warpfiends(Level 3)/2 Warpfiends(Level 5)/2 Warpfiends(Level 7)) to aid it.. |
| 4 | Echoing Collapse – A sudden earthquake shakes the ground. The ruins crack and shift, threatening to bury the party alive. Each player must succeed on a (DC12/DC13/DC14/DC15) Dexterity Saving Throw or become trapped under rubble (requiring a (DC13/DC14/DC15/DC16) Strength check to escape). |
| 5 | Whispering Fire – Faint blue flames flicker along the ground. Stepping too close causes the fire to leap onto a player’s shadow, setting it ablaze. The player must make a (DC13/DC14/DC15/DC16) Wisdom save or their shadow moves independently, attacking them for (1d4/1d6/1d8/1d10) necrotic damage each turn until the flame is doused. |
| 6 | Phantom Procession – A ghostly parade of long-dead villagers marches silently through the ruins. They ignore the party unless disturbed—then, they scream in unison, dealing psychic damage and summoning an (Arcane Aberration(Level 1)/Arcane Aberration(Level 3)/Arcane Aberration(Level 5)/Arcane Aberration(Level 7)) from their midst. |
| 7 | Enigma Elementals – A storm of flickering magical energy coalesces into (1 Enigma Elemental/2 Enigma Elementals/1 Feral Enigma Elemental/2 Feral Enigma Elementals). These creatures absorb magic, forcing spellcasters to make a (DC13/DC14/DC15/DC16) Arcana check or have their spells wildly misfire (roll on the Wild Magic table). |
| 8 | The Wailing Wall – A massive stone wall covered in runes vibrates with an unsettling hum. Any creature that touches it hears an agonized scream and takes (2d4/2d6/2d8/2d10) psychic damage as they experience the moment of their own death. If destroyed, the runes scatter into the wind with a screech. |
| 9 | Carrion Bells – Three enormous rusted bells hang from shattered towers, ringing on their own. Each toll summons undead (starting with simple skeletons but escalating with each ring). Stopping the bells requires climbing the ruins or a (DC12/DC14/DC16/DC18) Strength check to break the mechanism. |
| 10 | The Blood Price – A cracked statue of a dragonborn sorcerer stands before the party, its stone mouth slightly open and crusted with a cracked brown substance. A faded inscription reads: “Sacrifice must be made.” The first player to place a drop of blood into the mouth receives a vision of the shrine’s cliffside entrance, and the feeling that something must be spoken there. Those who refuse find their magic weakening, suffering disadvantage on spellcasting for 24 hours. |
Other potential locations of interest that could add some flavour to the party’s journey through Ghoulford include –
- The Warden’s Pyre – A massive bonfire which still smoulders centuries after it was lit. It is surrounded by skeletal remains, their hands all locked together by blackened chains. The smoke carried by the still burning coals will burn anyone with magical power, causing (1d6/2d6/3d6/4d6) fire damage if touched or breathed in.
- The Whispering Circle – A circle of smooth, glass-black stones laid in a dusty clearing, faint whispers emanating from within.
- The Twisted Archway – A bent stone arch stands alone in a blasted field of desolation, its surface etched with orange glowing runes. Passing through the arch forces a player to make a (DC13/DC14/DC15/DC16) Wisdom saving throw. On a success, they are resistant to fire damage until their next long rest. If they fail, there is no effect, but the runes go out and the arch can no longer be used.
After the players have accumulated their 3 successful Survival checks, the party will reach an open clearing which approaches a sheer cliff rising above it. The ground on the clearing is blackened and covered in a deep layer of ash and soot. A successful (DC10/DC11/DC12/DC13) Investigation or Perception check reveals that something must have exploded, burning and destroying everything in a wide radius, to create this level of destruction. No known magic or weapon could have done this level of damage. As the characters move forward they find themselves kicking debris in the foot-deep ash; a skull rolls out of the dust before coming to a halt several feet away, a character trips on what was once clearly the stone foundation of a small house. Scorched bones and blackened metal litter the ground approach to the cliffside.
Once they arrive at the stone cliffside, a (DC8/DC9/DC10/DC11) Investigation check will reveal a sealed stone door bearing the image of an armoured dragonborn wielding a wand etched into it. This image matches the one on the coin. The characters must recite the decoded phrase from the coin, at which point the door will rumble open, retracting into the stone face of the cliff. The party will see beyond the entrance enormous stone steps leading downward into darkness, and a tall arched ceiling carved into the living rock of the cliff. The entire inside is covered in a heavy layer of ash and soot, and their feet kick it up with every step.
A few steps down the carved stair, the party will need to do a Perception check. The player with the lowest result takes (1d6/2d6/3d6/4d6) damage as Benshaw, who has been following them, attacks from behind and then slips past them on the stairs. His objective is to retrieve the wand before the party can, and then dimension door out. Have the party roll for initiative, with Benshaw acting on an initiative of 1. The first time anyone lands a hit that draws blood, describe a hissing in the ash underfoot. At the top of the next round the soot will swirl and rise, and an Ash Dragon will form from the remnants of the forest and the people who lived there. Blood and ash are required to rouse the guardian of this place, and the battle with Benshaw has triggered it. The Ash Dragon will consume Benshaw immediately and with no save, advertising its threat to the characters, and they must defeat it in order to move forwards. Run the following encounter now.
The Ending
After putting the ash dragon to rest once more, the party may continue down to the base of the shrine. While there is no source of light inside the shrine proper, there are unlit torches in the walls which can be set ablaze, as well as braziers in the corners of the room which can also be used for lighting. Once properly illuminated the party will see a shrine clearly dedicated to an old dragonborn magic user. There are no names, only images of this person wielding great and terrible magic. Frescoes and iconography line the walls depicting his exploits; they show him in battle crushing hundreds of enemy soldiers, fighting in magic duels, and in the largest one that dominates the back of the shrine setting ablaze an enormous forest with a look of exaltation on his face. All the magic on these images is far, far more than a single person should be able to wield.
On a small dais in the centre of this shrine rests a wand, which the players may retrieve. As they touch it, they can hear a low rumbling laugh in the back of their minds that seems to echo through the cold and cavernous shrine. Other treasures may be discovered here as is appropriate to the level and desired wealth of your party.
Coin Cypher

After the cipher is decoded, the riddle on the coin will read as follows:
BLACKENED BRANCHES, BARK ENTWINED
ELDEN SECRETS, ASH ENSHRINED
SILVER KEY AND DOOR OF STONE
SEEK MY POWER, DIE ALONE
From here, feel free to tie this riddle however you would like into your worldbuilding and setting. Perhaps there is a dark forest where a lost artifact rests, buried in ash. Maybe there’s an elven sorcerer named Ash who lives in a silver mine under a mountain. This allows you a starting point into a brand new adventure that you can make your own!
The Font
If you would like to use this font to add on to this adventure, you can download it here:
Credits
Writing and Story – Michael Paylor
Art, Graphics and Layout – Austin Hartell
Music and Vocals – Tyler Eddington
With additional help from Mace
Copyright – FoxWing Games 2024
