The Shifting Snow

Welcome to a Thursday night where we look at the encounter with the shifting drifters under the shifting snow. A bit of a tongue twister there but let’s not dwell on the shift/drift theme of this week for too long. So let’s instead sit back, grab a coffee and imagine the encounter ahead!


The Shifting Snow

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The encounter map of this week is a simple one. The carriage and wagons have their wheels caught in previously hidden ruts in the snow, first they think its only the carriage but the wagon then gets stuck in a separate rut-trap hidden by the snow and some spell placed branches over the top.

Around the road there are patches of rocks, boulders really, that span about five feet in width and around four feet tall. Enough for someone to stand up, see above and launch an arrow or crossbow bolt. Around these rocks are thick brambles and bracken. This hides dugouts that are perfect places for someone to sit and wait for a trap to be sprung.

A tree then falls over behind the wagon and carriages pinning them. The previously sawn through but bound tree had the bind hidden under the snow. This trap really isn’t designed to hurt or maim but to pin prey in place. But if a party member or NPC was at the back of the procession it could be fatal for them.

However keep eyes may see the signs of traps in advance. If the traps are sprung then the ambush happens with a surprise round, if not then there is no surprise round.

This encounter happens immediately after Harry reaches the carriage. In fact this also triggers a few other things that the party will have to deal with and assess. However that is for a different nights update.

Travel through to Foresithe – created in nightcafe

Thoughts

I like ambush encounters, there I said it. It doesn’t make me a bad DM or a one that focuses on TPKs. But it does give me opportunities to challenge my party. Generally unless they are the aggressors in an adventure which puts the party on the font foot. This leads to a one side fault where a well executed plan from your players can spell doom for your encounter. However by putting them on the backfoot they have to come up with a plan on the fly with what they have immediately.

This can lead to truly rememberable encounters where they have to MacGuiver a win from toothpicks, an orange and the catapult spell (maybe a lethal combination). This is far more rewarding than throwing several fireballs and mopping up the stragglers.



Thanks for visiting again tonight. While the weeks seem to go to fast I look forward to the weekend where I have a few large projects to move on. So don’t forget to come back the next few nights to see the full reveal and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Durkenstaff Cavern

A map night, surprisingly Friday night though, is here and while I work out how to make a larger map I wanted to present the final ‘arena’ for the encounter for this week – Durkenstaff Cavern. Yesterday we were introduced to the mountain king and his associate, a Chimera. Tonight we look at the cavern with skylight which is their home. A bit of a big arena for the end of adventure combat but we will see how we go.

But in order to actually get to the adventure we best sit down, grab a coffee and roll onto tonight’s adventure!


Durkenstaff Cavern

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A large cavern with a small cave on one side is known as the Durkenstaff cavern. A hole in the top of the cavern allows bats and birds to fly in if they dare but also sky access for the Manticore. It also brings in rain water into a pool that’s featured in the middle of the cavern floor.

Tall craggy cliff faces litter the walls of the cavern with platforms build into the side. This gives plenty of vantage points for archers or, Chimeras to perch and watch as prey enters their vision.

Durkenstaff Cavern – Created in Inkarnate


Now as I prepare for a pretty full on weekend I want to thank you for coming back again this week. In fact with a bit of a mix up this week with the order of things I will have my work cut out for me in this weekends writeup. However, don’t forget to come back daily as I hope to finally reveal some more hobby progress this weekend. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunters Forest

Thursday night is here and while I had a competitive game of Warhammer tonight I still just had to create the Hunters Forest! A simple but effective map tonight that really doesn’t have that much else to explain about it. But, I’ll let you be the judge of it tonight. In order to actually get to the map though I guess we best sit down, grab a coffee and roll onto tonight’s adventure!


Hunters Forest

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Large trees, bushes and a few logs litter the forest. The clearing has a few bushes and a log or two within but otherwise it heralds the end of the forest and the beginning of the plains beyond. A good place for both mounted combat, hand to hand combat and also for both the party and creatures to gain cover.

Whilst the trees may halt or prevent huge creatures from moving freely large ones should be fine. In this case the dinosaur mount of Rebeka as well as the large carnivorous creature that lurks beyond.

Hunters Forest – Created in Inkarnate


Now a bit of a larger map this week to help stress the importance of movement in a map. Distance can be an ally for both friend and foe and this week helps to stress that. Whilst I have had players not move on their turn getting some distance or even better preparing yourself for the next move you want to make can be the sign of a great combatant. However movement, like in wargames, is an skill that can see the outcome favour you more.

Thanks for joining me tonight to look at the quick map I created. 5 background terrain effects, a scattering of trees, two types of bushes, a filter and logs helped create this map. I think it goes to show what a bit of time and effort can accomplish. But this weeks adventure is not over yet and another reveal, or several, is only one night away. So make sure you come again tomorrow and on the weekend as we continue this adventure. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Lair of the Stone Flowers Guardian

Thursday night brings us another map using Inkarnate and I present to you the Lair of the Stone Flowers Guardian! A fair bit of extras went into tonight, layers, shading, highlights, colour shifts and I think the emphasis on stone came our ok. But enough on that. Let’s just grab a coffee and march into tonight’s map!


Lair of the Stone Flowers Guardian

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Large masses of bushes obstruct vision in this weeks map. Stone boulders litter the area that provide cover for both the party and the creature(s) that stalk them. A few trees made of stone grow in this recession. At the base of the largest one stone flours that catch the light and reflect it against the stone trunk.

A cave is in the corner of the area. Chunks of skin-smooth stone litter the garden – evidence that a creature that petrifies prowls these parts of the forest.

The walls are tall here but those with the ability to climb up and out may find themselves at an advantage. Unless they want to hide. The walls are made of rocks and loose soil so the climb is prone to shifting earth.

Stone Garden – Created in Inkarnate


Now this weeks encounter may be a bit deadly. But I have a few other encounters planned that may work the party up and get them to think about the tactics moving into the last part of the adventure. This map can obviously be re-used for other means and it’s a nice 30×30 grid.

Lastly, thanks for joining me tonight. This weeks adventure is one that I hope to maybe one day set against my own party of adventurers, but I will have to see what awaits them when we get to that. Don’t forget that the weekend is nearly here so we should be looking towards our own tabletop. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Finchford Arena

Thursday night is here and we are back to Inkarnate as we look at a the basic Finchford Arena! Now this two layered arena has a few things to offer, the crowds that is. Ample vantage points and many angles to watch the combatants brawl and cut their way to victory. However despite being a contest for swordsmanship the many view points offers opportunities for external influence. Whether beneficial or otherwise remains to be seen. So grab a coffee, sharpen your pencil and let’s look at tonight’s map!


Finchford Arena

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Entrants ready, fight! – Finchford Arena

So this week is all about the fights that go on as the party work out how and what they can do. Each party member will have the opportunity to partake in the contest somewhere but only one will enter the arena.

Now without giving it away there are a few stages to the arena fight but they all take place in the fenced off arena. In fact the party will be present for the majority of them unless they mysteriously don’t attend one of the rounds. But there may be an angry crowd to content with if they aren’t present.

Finchford Arena – Created in Inkarnate

Now there are steps going up to a raised platform, 20 feet above the arena floor. This gives a quick, nimble combatant an advantage if they can get the high ground early – or for those unaware of their opponents whereabouts a significant disadvantage. This map favours those who can keep track of their opponent as well as utilise the simple terrain.



Thanks for joining me again tonight. Another short one tonight preparation for a tournament zine this weekend. So if your party is wanting to flex their muscles don’t forget to come back for the last few days this week for the closing additions. Also with the weekend fast approaching don’t forget to set aside some time for your tabletop and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Approaching Thrall Keep

The shadow of the Thrall Keep covering Finchford City, the dangers of the woods and then the hike up to the ruins is what lies in wait when the party being approaching thrall keep. This Thursday night brings a few inspirational points to help guide the encounter and adventure. Instead of maps that can restrict imagination let it flow this week. So sit back, grab a coffee and enjoy the inspiration flow below!


Approaching Thrall Keep

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Approaching Thrall Keep

The decision to approach the keep is one that the party will need to make. To trigger this though the party would need a reason to begin.

“A rumbling came through the floor. At first the party thought it was the dragging of a stool for a bar fight but even the combatants ceased their hostility and waited. Listening. Moving outside Marie was close in front of the party when the great beating of wings could be heard and the silhouette of a large dragon appeared in front of the moonlit clouds. A dragon, as Marie has claimed, had appeared to take up residence in the ruins. However the party felt something was odd in the way it moved, the movements felt disjointed as if the creature wasnโ€™t well. It flew with too infrequent wing beats to keep its large frame aloft.

Yes, something wasnโ€™t right.

Marie bit her thumb and frowned โ€œThatโ€™s no dragon,โ€ she muttered under her breath as the other inhabitants of Finchford appeared in the street and began to flee in panic. โ€œSomethingโ€™s not right here..โ€ she said as she turned to the party

Thrall keep view from the behind the pillars – Created in nightcafe

The Forest

Now the approach to the keep lies under a heavily wooded path that leads up towards the keep. I find this is a great spot for an ambush of either diggers pretending to be bandits or creatures of the woods.

Perhaps an encounter with a friendly denizen of the forest who accuses the party of being part of the others who travel the path. Giving clues to what lies at the end of the journey as well as what is going on.

Finchford Woods – created in nightcafe

The Keep

Now I believe the keep should have high parts and lows. Places to hide and sneak through the entire ruins if desired as well as open places for combat. Broken walls could expose higher levels to climb into for an advantage. Uneven ground could give a disadvantage to people fighting across the ruins and even discarded tools and weapons could be hazards.

However the people that current work here, they are the ones to watch out for and the party would need to have a solid plan in dealing with them before engaging the group.

Thrall Keep under moon – created in nightcafe

Thanks for joining me tonight. A shorter one this week as I wanted to focus on preparation for a tournament tonight. But this weekend I will look to include some new and old maps in the end of week Zine. So don’t forget to come back fro the last few days and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Flight from the Bloodhunt

Thursday night brings with it is here and its brought with it a encounter map and a regional map featuring Farlock as the party attempt to take flight from the bloodhunt! A nice simple one this week with versatility being the name of the first map this week. So sit back, grab a coffee and enjoy the maps below!


Flight from the Bloodhunt

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Encounter on the Road

Either set up as an ambush for the encroaching enemies or if the party doesn’t escape quickly enough attacks on a guaranteed occurrence. This hilly ambush site next to some trees and bushes for cover makes quick work for the attackers in an early advantage. Remnants of a camp from the fleeing villagers of Farlock can be seen but it’s really the simplistic nature of the map that is its strength.

Road out of Farlock – created in Inkarnate

Players Map of the Rift Villages

Now the map the party gets shows a few towns nearby. Yarnwerth on the way out of the area, Mulbek and Filtburra being nearby. Trees line the roads and they are well worn from years of travel, but beware of what lies in the forest and in the grass next to the road as there are a few beasties to this week’s encounter.

This map is to be provided to the players, but the DM can ‘upgrade it’ with a simple overlay of the in-game effects of the raiding parties that are launching their attack on the area.

Villages around the Rift – Created in Inkarnate

DMs Copy

This shows the buildings being ripped apart and burnt. Walls crumbled and all the towns butchered. However the keep, the destination that the party should travel to (we hope) remains strong. A final bastion of civilization while the bloodhunt is on.

The attacks come from the right and top of the map. Farlock and Mulbek being first. If the party head towards Mulbek after a day they are attacked by the raiders coming from Mulbek down. But a party with keen eyes would see the smoke and should be able to escape.

Villages around the Rift – DM copy – created in Inkarnate

Thanks for joining me tonight. As highlighted and hinted at the start of the week we have both a chase and a few combat scenes in this weeks adventure. So come back tomorrow night to find out more! And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hildebek Town

Well another Thursday night is here and its brought with it a regional map featuring Hildebek Town! Tonight I was inspired by the community on Inkarnate to try out the regional Map style and I had a fair bit of fun working in the near-Isometric map. The one thing I would want is a way to get hills, cliffs and the like more easily accessible. But I will have to dig deeper. So sit back, grab a coffee and enjoy the map below.!


Hildebek Town

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Hildebek town is quite small having under a hundred people living there. Two inns populate this town and a variety of shops and merchants that call this place home. Built around the watchtower that used to be a military the tower and walls were mostly repaired. The ruins and rubble from the previous buildings were replaced by houses and people began to move here as a town between two major cities.

Hildebek Town map – created in Inkarnate


Thanks for joining me for a rather short one tonight. I wanted to keep it brief to enable flexibility and to not build much into this map as I plan to use it in the near future. In fact with D&D occurring for me fortnightly now I plan to use this map in the near future for my own party. However whether I throw a devil at them and a sleeping sickness is another question that I will have to wait and answer later.

Tomorrow night the statistics of the devil is revealed and I hope its a worthy adversary for the party. However feel free to adjust the encounter to fit your party. So make sure you come back tomorrow and I hope that you will enjoy this weeks adventure. Lastly, make sure you set aside some time for your own tabletop as the weekend approaches quickly. And as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dresmandae’s Tower Map

Thursday night is here and tonight I bring the Dresmandae’s Tower Map! The Tower itself is simple, but how its used may be a bit difficult. But, more on that tomorrow for the encounter! So let’s roll onto tonight’s map, the four stories of the varied tower and into tonight’s adventure!


Dresmandae’s Tower Map

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The tower of Dresmandae is a bit of a tricky one. Each level of the tower can be flipped horizontally or vertically to have something similar but different. The first floor will stay the same, a open space initial with perhaps bookcases and a chair within. A room on the right, dark due to no windows or candles but able to be filled with beds, tables or what ever we deem fit. A central staircase leading up with a few more rooms and a window in the back open area.

The second level, the top right, is more segmented rooms. Perhaps once rooms for study but now they are for.. different purposes. Something we will check tomorrow night.

The third, bottom left, is the circular room is one of danger. Each circular pillar (coloured in black) has traps within. Moving about this floor to investigate it isn’t safe. Those astute enough will realise its also a mirror image.

The fourth, bottom right is the end scene. This is where the party uncover one of the NPCs, Drake, and learn more about this tower and its purpose. If they can reach there in time. This floor is also completely dark, so I hope your party brought torches as in absence of all light, not even dark vision can pierce this veil.

Dresmandae’s Tower – created in Inkarnate

Thoughts

I hope the tower of Dresmandae is well received as it is a bit of fun. The complicated part comes with how we encounter the rooms and the NPCs on the various floors. However I believe the parties will work it out swiftly and we will be fine.


Thanks for joining me to admire the view from the tower’s different levels. A bit of a mixture of a puzzle and dungeon style encounter this week is brewing. In fact tomorrow night we fill in the missing pieces so don’t forget to come back to investigate what lies in wait. As the weekend approaches again I want to remind you to set aside some time for your tabletop. Continuation and persistence is what this hobby is vulnerable for, so maximise your output! And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Play Room of the Depraved

Welcome to another Thursday night where I want to quickly reveal the play room of the depraved. This week we have an adventure that revolves around finding out the source of the ongoing corruption and depravity before confronting it, two instigators of temptation. Did I mention they are in here two? Well, its sure to be a thrilling adventure. So to reveal what we have planned, let’s roll into tonight’s adventure!


Play Room of the Depraved

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A nice simple room, windows blocked out by wall coverings either side of a large plush couch. Food and alcohol on the centre table define what this room is for and elude to the parties that went on in here. The room has a heady musk of narcotics and a dank smell to it that is intoxicating to the senses.

“Throne Room” – Small – created in Inkarnate

Tempters of Brightkeep

The two tempters of Brightkeep are influencers amongst the lords and ladies of the city. They bring with them unending parties, celebrations and exotic temptations that have swayed even the most devout and rigid.

Their true forms are yet to be revealed, but they seem to take great delight and pleasure in watching the city devolve into depravity.

Temptress of Brightkeep – created in nightcafe
Tempter of Brightkeep – created in Artbreeder

Thoughts

The tempters of Brightkeep are, ready for the reveal, a succubus and an incubus. I think its succubi and incubi but its quite a late night. However, regardless of proper pronouns for these two they are the instigators of temptation and depravity within Brightkeep and we have them in our sights now.

But, even with them being known for what they are and identified as such – will we be able to deal with them?


Thanks for joining me for a glimpse at two more NPCs, the antagonists, in this weeks adventure. Tomorrow night we look at the Statblocks before this weekend we wrap up another adventure. Don’t forget to come back for the last few days as they promise to be full of fun! Also don’t forget to come back this weekend for the end of week writeup and inspiration for your own tabletop. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe