A place for sharing my ideas on tabletop, game design and dungeon mastery
04-Thursday – Maps, layout, Extras
Thursdays we will focus on the extra details such as maps, additional information or details and the layout of the adventure that the party will go through.
Temal’s fields, well more accurately Simon’s fields, is this weeks scene for the encounter. An ominous fog has settled in and as the zombies walk through the mist towards the villagers and the party.
So grab your scythe and pitchfork and let’s rally in tonight’s adventure!
The fog rolling in from the hills nearly hides the thick stalked Mallow plants. Slightly raised mounds are hidden beneath the grass and fog but can be a recipe for disaster if someone stepped in a hole. The field is fenced off, albeit not completely, as a way of defining the border to their land. The barn is a prominent part of the area not because it’s anything flashy or particularly well made but because of the smell.
Rich pig manure reeks from the barn and has for many years, to hid the smell from the decomposing bodies that have been buried in the fields over the years.
A relative easy map for tonight with five different terrain paints to get the effect right. Plant stamps, two different types of hay roof, fences and a cart make up the bottom part of the map with some barrels and boxes. Fog and the holes to get rest of the atmosphere created the last few parts to get the atmosphere sorted.
Thanks for visiting tonight to get a look at the map we have planned for this weeks gloomy adventure. Don’t forget to come back for, well, the zombies tomorrow night but there is one more factor to consider as well. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The Pasu Mountains are the home this week of our little adventure this week. The steep rocky climb up the mountain is only broken up by a thin path that is seldom travelled. This week the mountains aren’t necessarily the place of our adventure but very nearby would be.
So grab your coffee to go, strap on your hiking boots as we climb into tonight’s adventure!
The Pasu mountains backs onto the Wildmist forest which is dense with trees and bushes that make travelling through this are difficult. Apart from the beasts of the forest, bears, wolves and big cats there is also a large population of forest dwelling goblins that pose a threat.
The trees give way rocky soil as people push towards the mountain where rocky hills and protrusions take over the mountain side. Trees litter the side of the mountain providing cover and food for some of the creatures that live on the mountainside. The paths along the mountain travelling upwards are formed by the people, a hardy folk, that live on the mountain.
Been a while since I’ve done a map. About seven layers for the ground texture were done to give the effect. Overlapping cliff and craggy hill art textures give the mountain some elevation along with four types of trees. A nice easy one for the start of the year.
Thanks for visiting tonight to get a look at the map we have planned. Don’t forget to come back for some stat blocks for fight night and also, as always, don’t forget to roll with advantage, The Brazen Wolfe
The journey back to Felmore is filled with a mix of motions, primarily anticipation and hope. The Red Lord, now rejuvenated and full of purpose, walks with the party, the glow of his restored power radiating hope and warmth. The path is no longer fraught with danger, but a sense of urgency propels them forward as the travellers they pass flock to follow in the Red Lords wake.
Yet a feeling of worry sneaks in between the feeling of warmth and hope from the Red Lord as the unmistakable influence of the Forsaken One can be seen on some of those that muster around them.
So sit back as the party has a small break, some moments of celebration and a warm welcome for a change!
Back to Felmore
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The road back to Felmore was busier than they had expected. As the party made their way down the roads and passed travellers by, several stopped to stare at them. They couldn’t be blamed as the party was walking with a living and breathing deity. Despite the Red Lord walking in his shorter human form people still stopped, pointed and followed him as they moved down the road. Soon a small horde of people were following the party and their companion singing the hymns of his church and calling out that he had returned.
Patrols still searching for the party stopped and gawked as they saw the man that they were with, some just moments before trying to arrest them. As they camped a small village sprung up around them and they, along with the Red Lord, was brought food, drink and any form of comfort that they may need. As the night went on the songs of merriment associated with the Red Lord grew more numerous but, all was not merriment and celebration.
There were travellers on the road who marched forward away from the city with the same sullen expression that they recognised from being influenced by the creatures of the Forgotten Deity. Some managed to break from their stupor and others continued without recognising that there were people trying to assist them.
By midday on the following day the party began their true approach to the bustling gates of Felmore, the city rising before them with its high stone walls standing tall and sturdy. The sight of the Red Lord, accompanied by the party, brought gasps of surprise and awe from the guards and hurried celebration and shouts of alarm to ripple down the streets. By time they arrived at the Red Lord’s Church word of their arrival had spread quickly, and a large crowd had gathered to witness the return of their beloved deity.
However the next words from the Red Lords mouth changed the atmosphere instantly.
‘People of Felmore, my followers and those who walk the path of second chances and joy. I have returned but not without the assistance of true believers. With me before you stand those who have risked everything to restore hope and mercy to our land. Despite being accused of a murder that was not true, despite being hunted by those who called themselves true believers in our teachings and despite the risk to themselves and their lives they fought to free me. The accusations against them were false, a dark plot orchestrated by one who sought to bring despair and isolation upon us. One that has been forgotten for far too long’ he paused, his voice echoing down the streets with diving power.
‘The forgotten one returns and seeks to plunge the world into isolation and despair. A waking banishment where family, friends and neighbours are stripped from you. There but unable to be seen, touched or heard. I ask you all to stand with your brothers and sisters, your family and friends, your neighbour and the strangers amongst you. Stand together to fight back against the darkness that threatens to take everything from you. Just as these heroes stood firm I ask you to do the same.’
Thanks for joining me tonight for the homecoming that no one really wanted. Tomorrow we start the final push to the end of the Dice-ember adventure and the end of the year. So don’t forget to come back each day leading up to December 25th where, the Red Lord Willing, I’ll have something wrapped up in a little bow for us all. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
The Darkstone Mountain pass is a hazardous place to travel through let alone rest or do combat in. So tonight we cover that combat scene in a bit more depth, explaining the terrain, some of the hazards and what we can expect from a map in the cliffs of these mountains.
So sit back, grab a coffee and let’s explore tonight’s map!
Setting the scene for the Darkstone Mountain Pass encounter this week we have the clearing in the Darkstone Mountain pass where Elara and the party connect as well as Brother Colin revealing his true colours. There is more to come tomorrow but the map takes centre stage today.
Along with a rather large, roughly 40 feet by 75 feet, area to fight in, there are many areas that the party or their aggressor can attack from or move to. This makes the combat dynamic and feel more engaging than a 1v5+ fight.
Recap
The tension in the air was palpable as Brother Colin, his speech delivered and his eyes burning with malevolent intent, stood before the party and Elara. The once calm clearing now seemed to hum with dark energy, and the ground beneath their feet felt unstable, as if it too was ready to give way to the chaos about to unfold.
With a flick of his wrist, Brother Colin summoned a sphere of dark energy that crackled with malevolent power. He hurled it towards Elara, who barely managed to conjure a shimmering veil of red fire that deflected the worst of the attack. The party sprang into action, weapons drawn and spells at the ready.
The party moved quickly to surround Brother Colin, hoping to cut off his escape and overwhelm him with their numbers. Their weapons clashed against his shadowy defences, and bursts of magic illuminated the dark clearing as the magic itself seemed to fizzle before coming into contact with the corrupted cleric. The sound of metal on metal and the hiss of arcane and divine energy filled the air as the first moments of the intense battle erupted.
The party, already weary from their encounter with the patrol, moved to protect Elara who, positioned at the rear, chanted prayers to the Red Lord, her holy symbol of a red candle glowing brightly. Her divine magic flowed through the party, mending their wounds and bolstering their resolve just as quickly as their foe ripped it away with the shadowy reflection of the divine magic that Elara produced. She called upon the Red Lord’s mercy to shield her allies from harm, creating protective barriers that shimmered in the cold air as hammers of dark energy wailed on them, trying to beat them into the earth.
As the magic clashed and the party, and Colin, were thrown into the wall of the cliff, rocks began to tumble down pelting the party and the cleric alike. But despite this nuisance the dark magic still flowed and lashed out hoping to drag the party into the true isolation that only death can bring.
Brother Colin fought with a fierce determination, his spells weaving dark tendrils that sought to entangle and immobilize his foes as needles of magic tried to pierce their flesh. He conjured shadowy minions to distract and harass the party, forcing them to split their attention between him and the spectral assailants. His voice echoed with a cruel taunt, ‘You cannot hope to defeat me. I do not wield the weak power of forgiveness and mercy but that of the determination to bring you the truth. Power is absolute, isolation and despair comes to all those that idolise mercy and comradery.’
As the battle raged on the rocky terrain grew more lethal as the combatants’ spells and attacks churned the earth and weakened the small clearing ledge that they battled on. Loose gravel and earth coupled with narrow paths required careful footing where any misstep could send them tumbling down the steep cliffs to their likely demise below.
Brother Colin’s dark magic began to falter under the relentless assault. He attempted to retreat, weaving through the rocky terrain, but the party pressed forward with determination to prevent him from hunting them down again, this interference from the corrupted man would be hist last. A well-placed attack caught him in the shoulder, and he staggered back, the protective magic he weaved slipping from his control.
In a last-ditch effort, Brother Colin summoned a massive wave of dark energy, intending to obliterate everything in its path. Elara stepped forward, her voice rising in a fervent prayer. ‘Red Lord, grant us your mercy and protect us from this darkness.’ A brilliant light erupted from her holy symbol, clashing with the dark wave and neutralizing most of it’s destructive power but in return it tossed Elara backwards against the cliff.
Seizing the opportunity, the party launched their final assault. The final attack struck true, shattering Brother Colin’s defences and delivering a fatal wound. As he fell to his knees, his shadowy form began to dissipate, and a shard of a mirror spilled out of his cloak, reflecting the otherworldly realm of the hidden temple.
Environmental Hazards:
Loose Gravel and Rocks:
Hazard: The ground is littered with loose gravel and small rocks that can cause characters to lose their footing.
Checks: Characters moving quickly or engaging in combat must make Dexterity (Acrobatics) checks (DC 13) to avoid slipping and falling prone.
Steep Cliffs and Drop-offs:
Hazard: The clearing is bordered by steep cliffs and drop-offs, posing a significant fall hazard.
Checks: If a character is pushed or falls near the edge, they must make a Dexterity saving throw (DC 15) to catch themselves or a nearby ledge. Failure results in falling 20 feet, taking 2d6 bludgeoning damage.
Rockslides:
Hazard: The unstable terrain can trigger small rockslides.
Checks: During the battle, there is a 1-in-6 chance each round that a rockslide occurs. Characters in the affected area must make a Dexterity saving throw (DC 14) to avoid taking 2d4 bludgeoning damage and becoming restrained by the debris. Explosions or collisions with the wall of the hill above the party may also trigger these rock slides.
Narrow Pathways:
Hazard: Some areas of the clearing are connected by narrow pathways along the cliffside.
Checks: Characters moving along these pathways must make Dexterity (Acrobatics) checks (DC 12) to maintain their balance. Failure results in falling prone and potentially slipping off the edge (see Steep Cliffs hazard).
Thin Air:
Hazard: The high altitude and thin air make physical exertion more difficult.
Checks: Characters engaging in strenuous activity (e.g., running, fighting) must make a Constitution saving throw (DC 13) every 10 minutes or gain one level of exhaustion. This is more relevant if they decide to retreat and a chase occurs or if they wish to create substantial distance for themselves from whatever else Brother Colin may be working with
Combat Aftermath
With Brother Colin defeated, the clearing fell silent, save for the laboured breathing of the party and the faint whisper of the wind. Elara knelt beside the fallen cleric, her eyes filled with a mix of sorrow and resolve. She retrieved the shard of the mirror, wondering if it held the key to the next step in their journey as she retold the stories she remembered from the early days of her initiation.
‘We must hurry,’ Elara said, her voice steady despite her energy. ‘I can feel the Red Lords presence growing closer, but it is still so faint as if there is a cloud surrounding it that his light can’t pierce.’
Thanks for visiting tonight for another map night with a bit of an expansion from combat scene from last night. But tomorrow we are back on track to powering through to the last half of this years seasonal adventure. So don’t forget to come back each day to stay on top of what’s happening here, and as always, don’t forget to roll with advantage, The Brazen Wolfe
The party makes their way to the Temple of Tyr in Morlam, where Brother Colin’s temporary chambers are located. They have a hunch that something in his room could provide the evidence they need to prove that something about his testimony was fabricated. But complications arise when the temple is bustling with activity, as the clergy and worshippers go about their daily routines.
So sit back, grab a coffee and let’s explore tonight’s map!
The Temple of Tyr is an imposing structure with high ceilings, grand columns, and intricate mosaics depicting the god of justice. The air is filled with the scent of burning incense and the low hum of prayers. The party must blend in with the crowd to avoid drawing attention as they make their way towards Brother Colin’s private quarters.
The party slips into the temple however they see fit, disguised, magically cloaked or otherwise. They move through the hallways, avoiding direct eye contact with the clergy and worshippers. As they near Brother Colin’s room, they notice Sage Aramis speaking with a group of senior priests. He catches sight of the party and subtly signals for them to proceed while he engages the priests in conversation.
Inside Brother Colin’s Room:
The party quietly enters Brother Colin’s chambers. The room is modest, with a simple bed, a wooden desk cluttered with papers, and shelves filled with religious texts and artifacts. The soft light from a small window illuminates the space, casting long shadows.
Investigation:
Searching the Desk: The party begins by examining the papers on the desk. They find letters and notes, some of which are written in a code. After deciphering the code, they discover correspondence with their previous employer – the one who gave testimony against them. The letters are from their employer and it discusses the party in some detail, describing what they look like and, wrongly so, the wrongdoings they did to the employer which is later admitted to being fabricated..
Hidden Compartment: While searching the shelves, one of the party members notices that a section of the wooden panelling is loose. Behind it, they find a hidden compartment containing a sealed vial of a strange, dark liquid and a dagger with an unusual emblem, a symbol they donโt recognise immediately.
Personal Journal: They find Brother Colin’s personal journal, which stopped two weeks ago despite being written in daily up until that point. The last few entries talk about haunted dreams and a dark presence in the temple in Felmore.
Other skill Opportunities:
Deciphering the Code: The party uses their skills to decode the letters, revealing the plot against them.
Finding the Hidden Compartment: A keen eye or an investigative check leads them to discover the secret hiding place.
Reading the Journal: As they read through the journal, the party learns about the days leading up to, what they assume, the candle being stolen.
Sage Aramis
While the party searches the room, Sage Aramis keeps the clergy occupied, preventing them from interrupting the investigation. He subtly manoeuvres the conversation to keep the senior priests engaged and away from Brother Colin’s quarters. When he notices the party is nearing the end of their search, he orchestrates a minor distraction in the temple to ensure they can exit without suspicion.
Outcome:
Armed with the evidence of Brother Colin’s falsehoods, the party must now decide their next steps. They can choose to confront the imposter directly, gather more allies, or present their findings to the Council in a bid to clear their names. The journey to uncover the truth behind the Red Lord’s disappearance and their own innocence continues, with new leads and challenges ahead.
Thanks for visiting tonight for another map night but this time with a twist! Tomorrow we continue with something a bit spicy and hopefully amusing as we push forward with this loosely, for now, Seasonal adventure! So don’t forget come back tomorrow for more content, and as always, don’t forget to roll with advantage, The Brazen Wolfe
Now the Gremire temple started its days as a ritualistic place for those who worshipped nature and the primal gods. However, as time went on and the worship of gods moved from primal to the ones we seem ore frequently now the temple fell into ruin, mostly. A new force started to live within its depths and still worshiped the older gods, the forgotten ones.
So sit back, grab a coffee and let’s explore tonight’s map!
As the party enters the centre of the ziggurat after a series of heated encounters with the lizardmen guards and their pets. As they push past the last few feet of the descending steps, their torches flicker with the air that they have been feeling for some time now. As their torches battle the wind eerie shadows appear on the landing ahead of them and the jagged, uneven and crumbling edges of a massive central platform.
The air is thick with a greenish glow that is emanating from an ornate, central structure in the cavernous space beneath the ziggurat. This structure is a large, square platform with intricate designs, radiating an otherworldly thrumming light from a ornate jewel light object that is centralised on the platform. Around them, the floor is marked with the grid-like tiles that they have seen in other parts of the temple that reflect the ancient craftsmanship that created this temple to the gods an eon ago.
However cracks and broken sections indicate past damage and large cracks in the floor suggest instability, making every step potentially dangerous with the consuming shadows within not initially showing how deep the fall would be. The greenish light pulses as a screeching lizardfolk voice can be heard urging the energies to pulse in a steady flow. The light creates deep shadows amongst some scattered rubble which makes it difficult to see hidden threats or traps aside from the hulking form of the largest lizardfolk they have seen who keep a watchful gaze over the source of the screeching voice.
The atmosphere is tense and foreboding with the sound of chanting and the thrum of arcane energy. The central structure draws their attention, as the gem-like structure pulsates with energy and as even as they watch it pulse their feet are covered as snakes and lizards come down the passage and across their feet, called to the central structure and the call of the Reptilian Regeneration.
A ‘simpler’ map tonight with most of the objects being the cliffs asset that creates the cracks and crumbling edge of the platform. a few other pieces rotated and duplicated for the central plaza with a bit removed with some careful carving with an over-paint of the shadow texture over the top. My favourite light-asset creates a glow at points in the cavern and there is a very simple texture painted for the template sections (a temple-tile and a stone overlay) and the dark beyond being a simple shadow.
A simple but rewarding map for tonight that was fun to create.
Thanks for visiting tonight for another map night! Don’t forget that tomorrow I will create the encounter for this weeks bigger-than-normal writeups. So don’t forget to come back tomorrow for the last piece of the puzzle, and as always, don’t forget to roll with advantage, The Brazen Wolfe
Now it’s been a while since I have done a theatre of the mind encounter for the week and tonight we have the Forsaken Church as our battle ground. Confined, with several ground obstacles that can help or hinder the party and an adversary that has had a very long time to prepare for an encounter here. Although they were not expecting for the party to appear.
So sit back, grab a coffee, close your eyes and let’s explore tonight’s mind map!
The run down church had lost all iconology that had pointed towards which deity of the forgotten realms it was built for. The pews and benches were broken and splintered across the floor but someone had taken the effort to push them into small groups like obstacles either side of the main walkway towards the alter. The rafters in the high ceilings had spider webs hanging down like curtains covered in dust which drifted lightly in the breeze that came from some gaps in the walls.
A gloomy light pierced through the broken window behind the alter at the other end of the room and at several other points through holes in the roof or walls which created faint beams of light that revealed how much dust drifted through the air.
The ground that would have been smooth stone steps was now littered with plant life trying to retake their land. The stones themselves were not uneven, some wobbly and some missing all together which made for hazardous environment to be walking around if you didn’t know that the hole, raised stone or wobbly step was there.
Potential Church obstacles for consideration
While this weeks encounter is already prescribed there are other considerations to look at when heading into a place like this church.
Uneven Ground: The floor is littered with broken pews and splintered wood, creating difficult terrain. Characters may need to make Dexterity checks to avoid tripping or getting injured by sharp debris.
Cover and Obstacles: The rearranged pews serve as cover for both the party and enemies. Navigating through these obstacles may require Athletics or Acrobatics checks to move efficiently and avoid attacks.
Spider Webs: The rafters are draped with thick, dusty cobwebs that can obscure vision and hinder movement. Characters caught in the webs may need to make Strength checks to break free depending on the size of the spiders…
Spider Infestation: The presence of large spider webs suggests that giant spiders or other creatures might be lurking in the rafters, ready to drop down on unsuspecting adventurers.
Gloomy Light: The faint beams of light may create illusions or cast deceptive shadows, potentially leading characters into traps or ambushes.
Limited Visibility: The dim light filtering through broken windows and gaps in the walls creates areas of shadow and concealment. Characters may need Perception checks to spot hidden enemies or traps.
Weak Structure: The church’s decaying walls and roof pose a risk of collapse. Heavy impacts or explosive spells could cause sections to fall, dealing bludgeoning damage to anyone underneath.
Dust, Debris and Allergens: The air is thick with dust, which can cause coughing fits and reduce concentration. Characters casting spells may need to make Constitution checks to maintain their focus.
Thanks for visiting me tonight to look at a encounter in the theatre of the mind. Don’t forget that this week isn’t quite over so don’t forget to come back tomorrow and the weekend for more content, and as always, don’t forget to roll with advantage, The Brazen Wolfe
Caves! I love caves and creating a natural environment for the party to explore and creating the Underbleak Cavern was no exception. It should have enough space to keep the party guessing with some incredibly tight passages that make fighting within them nearly impossible. But enough about that, I am getting ahead of myself.
So sit back, grab a coffee, and let’s explore tonight’s Map!
The waist deep, for humans, water leads into a cavernous space where several tunnels can be seen leading into different directions. A trickling of water leads to the source of fresh water in this space, a small cascade of water bubbling up from the wall where rubbles has fallen down against and created a bit of a natural waterfall. There is signs of life down here with some half-consumed bodies of some large creature as well as webbing that lines some of the passageways.
Large rocks are scattered within the space and on the floor which becomes quite treacherous when not paying attention and a mistake while under ground and fighting for your life could be lethal.
Many wall segments is the star of the show this week with a scattering of rocks and rubble, some hills and webs. Three different shades of water, two shades of rock and a further two shades of dirt provide the contrasting background of the map which gives it a visual appeal that draws me in more.
Normally I would have light sources in my caves, something that I adore to have is the contrast between dark and light within an underground space but this week I decided against it. Let me know what you think!
Thanks for joining me for another map making night. Confined spaces are a great way to add challenge without tinkering with the monster statblock, which I am doing heavily this week any way, but it can add variety and excitement (or dread) to the encounter. But tomorrow we take it up a notch with a, in my view, truly terrifying creature that I would hate to see regardless of the size its encountered at.
So don’t forget to come back tomorrow and the weekend for more content, and as always, don’t forget to roll with advantage, The Brazen Wolfe
Inspired by the cartoon style of the images created housing the minotaur from last nights, Horns at Dawn, this weeks map featuring the Jostaire Woods is in glorious watercolour. That cartoony style is just something that I dig so much. Anyway, moving on!
So sit back, grab a coffee, and let’s explore tonight’s Map!
Another map with plenty of trees and bushes that give a lot of cover for, again, lots of enemies and the party. This is dialled up to 11 with the logs and bushes that are prolific in the forest. However the elevated hills give a vantage point for either ally of foe as they try get the upper hand against each other.
Only four layers used for the background this week and with the already blended look from the watercolour texture paint it gave a good blended appearance. The art assets are a mix of sizes between 50% 100% to give variation where there normally may not be any. But a simple map with some opacity and the hills blend together very nicely with this art style.
Thanks for joining me for another map making night. The art style this week takes me back to early days before high resolution art packs with map making software. But this map means nothing without an enemy to be facing off against and despite the reveal last night tomorrow night we reveal more with the Fightnight. So don’t forget to come back tomorrow for this last piece of the puzzle and, as always, don’t forget to roll with advantage, The Brazen Wolfe
A short and easy one tonight with a pile of barrels that are prepared to do an unknown, yet anticipated large amount of damage in the Mascalar valley clearing. That is if the Party can’t stop it or buy enough time for the scouts to do so. But its not just a simple encounter as there are dozens of places to hide this week for both the party and the enemies.
So sit back, grab a coffee, and let’s explore tonight’s Map!
The trees give a good amount of cover for those sneaking towards or hiding near the barrels. There are bushes growing in several places, their seed originally deposited by mammal or bird none are quite sure. But they provide a mid-height wall where one can hide behind. Depending on the approach there is cover from multiple directions which can be used by the party or their allies, or against them. Perhaps both at the same time.
Three layers for the bottom were used in grass alone with different sizes, hues and brightness levels to get the effect I am mostly happy with. The dirt consists of two darker layers and a lighter layer to try and indicate that there is traffic in certain areas around the barrels and clearing. The barrels were hard to get looking stacked but, it will do.
Flooding the area with trees and bushes to compliment the grasses was the aim here as it gives some level of tactic and for only a few assets it gives depth without feeling too flooded with detail that will detract from the combat and the party.
Thanks for joining me for another map making night. Don’t forget to come back tomorrow to finish off the week strong with the encounter stat-blocks and, as always, don’t forget to roll with advantage, The Brazen Wolfe