Deskatur seal — a golden cross over a mountain valley
✝ A D&D Campaign with a Christian Twist ✝

Through the Valley

“Yea, though I walk through the valley of the shadow of death, I will fear no evil: for thou art with me.” — Psalm 23:4 (KJV)
Created by Marcus Draper • deskatur.com
✦ ⚔ ✝ ⚔ ✦
The winding road through the valley to Millford

Your Hero

Hope starts at 3 + players. Supplies start at 24. The company purse starts at 12 five-coins. Elder Miriam gifts you one Yellow healing stone.

The Company

1Day
—Hope
24Supply Points
12Coins (5s)
—Hero HP
0Grace (max 3)
Hero HP: Hope: Grace:

Journey to Millford — 0 of 12 leagues

🎲 Dice Tray — click a die and watch it roll

Roll a die to begin.

🗓️ Each Day on the Road

The company on the road
Roll the weather and the Journey Die to begin the day.

Choose today’s route

Route: River Road. Travel costs 4 SP (storm days +2; High Trail storm days +4; a Clear Skies day costs only 2).

At camp

Each camp duty may be used once per day.

⚠️ Encounters, Camp Events & Rescue Missions

An encounter or camp event will appear here.

Rescue missions

🐾 The Company’s Dogs — name them in session one!

The light-brown healer dog in her blue vest
The dark-brown guard dog in his black vest

Dogs act when any player commands them. If a dog is hurt, the company loses 1 Hope until it is tended — and dogs are never killed for shock value.

💎 Healing Stones — usable at any time

White: full heal + cure all (very rare) • Red: 2d6+2 HP • Yellow: 1d6 HP + 1 Hope • Green: 1d6 HP + cleanse poison, disease, or exhaustion. A used stone crumbles into light.

🪙 Villages & Shops — coins stamped with a 5

The village

Rations restore 2 Supply Points. White stones are never sold — only found. Coins buy goods, never Hope, Grace, or proof.

🗼 The Tower of Babble

Where the routes rejoin stands an ancient tower of pride, and its curse is confusion. Your table’s little block tower is this tower. Roll a d5: that many pieces come down from the top. 36 pieces, about twelve turns. Roll a 1 and the babble whispers. If the tower falls early, the babble breaks loose (−2 Hope, road blocked a day).

The little block tower
36 pieces standing. The tower waits.

👥 The People of the Company

Tap a card to read it aloud at the table. (In GM Mode, Bram’s card tells the truth.)

⛪ Sanctuaries — Divine Protection Areas

Old holy places along the trek. Rest at one for a safe night: full health restored, +1 Hope, no ambush, no sabotage — and the sanctuary's own healing stone. Each sanctuary can be used once per journey.

Chapel of the Still Waters Standing Stones Thornwood Shrine Spring of the Valley
Choose a sanctuary to rest there.

🃏 Card Gallery — Every Character & Item, Pictured

The same cards as the printable deck, with their pictures. Tap any card to read it aloud. (The two red GM cards appear only in GM Mode.)

⚠ GM ONLY — The Truth About the Saboteur

Players: look away! This panel holds the secret of the campaign.

The saboteur is Bram, a woodcutter widowed last winter. He believes the journey is doomed and sabotages it — loosened wheels, moved markers, salted flour — to force a turn-back. He never harms a child directly. The best ending is his confession and forgiveness.

Clue tracker

Bram’s nightly move (secret)

A negative total means Bram acts tonight; a positive total means grief stays his hand.

📜 Adventure Log