Flint was a brute long before starting his own gang and since moving to Traves his gang needed a place to set up shop. This is where the Flints Butchers Hideout came to being. A multi-story ramshackle building in the slums that houses Flints gang members, the Butchers.
So sit back, grab a coffee and let’s roll into encounter location.
Flints Butchers Hideout
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This week we move away from a hard-set map and look to something a bit more theatre of the mind. The building itself appears to be crudely made between existing, ruined buildings. The walls aren’t hard to scale nor tall if one was to try but there are multiple areas where there could be a lookout. However there appears to be none. Frequently there are people walking around the camp but they carry themselves with arrogance and the swagger of someone who has not been stood up to.
The biggest defence of the gangs hideout is that is is a ramshackle mixture of crudely constructed walls, towers and barricades amongst the ruined shells of houses. This created dead ends, rooms and buildings that lead nowhere except to gang members quarters or a storage room.
The idea behind this map is to describe it as a maze without needing to have a maze. The easiest way would be over the walls and into the central rooms but without knowing where to go to meet Flint you will just start fighting through the gang members in smaller skirmishes. But the more fights that the party start the more noise is made and the higher chance that Flint will flee, or, mount a stronger defence.
But more on that mechanic tomorrow.
Thanks for coming to visit the blog for another night where we had a brief look at a potential ramshackle fort. There were a few options created in nightcafe tonight of which this fitted what I had in mind, mostly. Don’t forget tomorrow we reveal the stat blocks, and potentially the encounter with the spectral acquaintance. So don’t forget to come back for tomorrows content and, as always, don’t forget to roll with advantage,
The Brazen Wolfe
