In the Buildings and Through the Streets

A different approach this week as we focus mainly on what the party do which may result in the main encounter happening in the buildings and through the streets of the city. As we don’t know where the party will encounter the assassin it lends this weeks encounter to a theatre of the mind setting as opposed to one that is locked to a single map.

So jump start your imagination as this week will look over what we should consider on the streets and in the buildings. So sit back, grab a coffee and let’s roll into it.


In the Buildings and Through the Streets

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Streets

Streets are easy. They can either be cluttered or not. Cluttered streets have boxes, crates, barrels, wagons or stalls in the way that block line of sight. The other thing to consider is that you can have living things that block line of sight too – such as Horses, cows or people. An assassin may strike in broad daylight when they are getting desperate as a way of blending in with the crowd and in our case this may be the case.

Launching a bolt or arrow or poison coated needle from a higher vantage point may be a perfect way to attack, so we need to consider multiple levels. Is it just rooftop and ground level or is there multiple floors and roofs, windows or balconies to attack from. Is there cover, sheets, clothing, stalls, pot plants or a billboard to hide our assassin or does the shape of the roof enable them to be hidden?

The other consideration with streets, particularly packed ones is a stranger coming out from the pack and using knives, daggers or short blades to quickly cut, stab and even utilise poison to silence their target before blending in with the crowd.

Vacant streets are very much the same but with less places to hide. So ranged assassination will likely be the preferred method and from a greater distance away. However appearing around a street corner, using doorways or even the sewer system can be effective means to handle the situation.

Buildings

Buildings are either lived in (or occupied) or vacant again. Most of the time they are cluttered or have multiple ways in, out and places to hide. This gives the assassin an easier time of ambushing the target. However the inverse can also be true. If the party can lure the assassin into the building, or, enter the building then kite around it to surprise the assailant it can be an easy and sure-fire way for the party to ambush the assassin.


A shorter one tonight but some thoughts to help flesh out the encounter that takes place in the theatre of the mind this week. Don’t forget to come back tomorrow as we wrap up this weeks adventure and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Attack on the Princesses camp

This week we have the adventure revolving around an attack on the Princesses camp and the aftermath of finding the princess gone. So with the adventure progressing from last nights revelation on the hobgoblin threat we need a bigger battlefield for this. As an A2 sheet of paper in size means that it can be printed off (even over several a4 sheets of paper) as well as being large enough for long lasting battles.

So hold onto the reigns once more as we launch into tonight’s adventure.


Attack on the Princesses camp

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Large Camp attacked – created in Inkarnate

Trees, tents, camp fires and a wagon or two line up tonight’s map. This provides ample room to hide, sneak and get cover from the flurries of arrows that fly onto the battlefield and into the party’s ranks.

Its a rather deep map tonight with the objective being the wagon that Sal steers taking off across the map and being hounded by goblins, orcs, hobgoblins and Wargs as they try and flee with the goods within the wagon.


Like with last week a few overlapping textures at work here, different shades of grass, dirt and different sizes of the texture too to try and give it a blended feel. Trees make up the edges to give consistency in the forest as well as the same three main tent styles. The bed rolls set to have 30 degrees random rotation means that there is some variance there and some wineskins and pans make it look like the camp was lived in recently.

But that’s all it is tonight. Two A4s wide and two high makes printing it achievable on smaller home printers or at print-shops.


Thanks for joining me for another map night but don’t forget that the week isn’t over yet. So don’t forget to come back tomorrow and as always, don’t forget to roll with advantage,
The Brazen Wolfe

A Basement in Yole

Not really a catchy-snappy name but a basement in Yole is just what it is, a basement in Yole. This hideout is a staging ground for some of the attacks from the Cult of the Dragonslayer and as such – the party will get to see it this week.

So instead of me giving you a walkthrough of the establishment as if I was a realtor let’s grab a coffee, sit back and roll into tonight’s adventure.


A Basement in Yole

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Yole Basement: Hidden – created in Inkarnate

Dirty wooden flooring, poor lighting and much more are the hallmarks of most lairs for cults and this week is no exception. With the main room having limited to no lighting and a secret false-wall behind a shelf there is a bit to discover here. Crates and boxes fill one half of the room which are filled with various tools and instruments that are crucial to the plans of the Cult of the Dragonslayer but the small ones are the dangerous ones. Each small box is filled with vials of alchemist fire which, as a volatile liquid goes, will mean that the tinder in this half of the room could be lethal.

Yole Basement: Base – Created in Inkarnate.

The secret door being revealed will show a few chests which are filled with support from members. The cult uses these supplies to fuel their campaign of fear and so they keep them hidden – mostly. The old rugs could hide traps under near – trip wires or bear-like traps would work well in this room however it could just be that they like a bit of luxury near their chests of coin and other wealth.


Not too many overlapping textures this week, about three, but the use of light, shadow and also tints gives the map the desired effect. Having a quick ‘make a clone’ of the map to reveal the secret room is a nice touch something quick and easy that can help describe the scene or show it for the party.


Thanks for joining me tonight for another map night. Nothing too complicated tonight for a nice small map with a bit of complexity. Don’t forget that the remaining nights this week we are expanding this adventure further so make sure to come back for that and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Ironwood Forest Path

A nice easy map tonight with the Ironwood Forest Path which is where the main, potentially, encounter will be for this week. Not wanting to spend hours on a map I decided that a simple, small encounter map would be good enough for tonight. And, also good enough to suit the purposes of meeting Kevin Bruce this week.

So let’s grab a coffee, sit back and roll into tonight’s adventure.


Ironwood Forest Path

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Ironwood Forest Path – Created in Inkarnate.

The canopy and clouds above gave the ground a patchy and mottled appearance. The dense bushes were smattered with flowering plants, occasional berries but also a richer, deeper and greener grass. It was evident that there were a few paths that moved through the forest in different directions. However, there was a heavy oppressive feeling in the air which made travelling through the Ironwood forest tense to say the least.


About five overlapping painted textures form the basis of tonight’s map with layered plants overhead. This gives the forest a busy vibe while still having space for the clearing in the middle of the map. the other thing with this map is its scaled for 8″ by 11″ which is, the size of an A4 sheet of paper. This will enable me to print this off and have it, and other such maps, on the tabletop if printed with a decent printer. This is a cheap and effective way to get a battle map on the table for your gaming group.


Thanks for joining me tonight for another map night. A simple one that will have many re-uses over the next few years. But this isn’t the final piece of the puzzle and there is still another night, or two, to come so don’t forget to come back and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Mellandra’s Keep

Tonight we have a special map where I had a fair bit of fun playing with overlapping textures while creating Mellandra’s Keep. Now not so much a keep as a tower… the rest of the keep lies off the focal point of the adventure this week. While it can be explored the main interest comes when they investigate the tower itself and what lies within and below the waves.

So let’s grab a coffee, sit back and roll into tonight’s adventure.


Mellandra’s Keep

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Mellandra’s Keep: Low Tide – Created in Inkarnate.

The cooling winds push back the heat from the tropical sun as the spray from the ocean cools the faces of those who approach the tower. The waves lap at their feet as they hop, step and jump over the chunks of debris lay about the sand as they approach where the keep lies.

The large hole in the wall, a testament to an attack from a foe or the waves long ago. The pit that was carved into the rock beneath the waves contains a lot of moving, cool water which appears to be unnaturally dark. However, upon inspection the sand beneath can be seen occasionally from above indicating its not that deep.


Stone walls, ruins, rocky hills and debris make up the focal point of this weeks map. Overlapping paint sets to create the sand, the well of water and pools on top of the rocky perch. The waves and multiple layers within; transparent sand, stone, wavy-sea and deep water, gives a depth to the ocean that I think brings out a chaotic vibe that I appreciate.


Thanks for joining me for another night at my tabletop. Don’t forget that we will expand this adventure, and perhaps some more maps in the Zine. So don’t forget to come back and as always, don’t forget to roll with advantage,
The Brazen Wolfe

Dead Sands Tomb

As we face a scorcher here in my home town today what could be more suitable than the blistering desert and the entrance to the Dead Sands Tomb. But this isn’t all for this weeks adventure as we line up for a bi of a bigger one again.

So let’s grab a coffee, sit back and roll into tonight’s adventure.


Dead Sands Tomb

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Entrance to the Dead Sands Tomb – Created in Inkarnate.

The shifting sands twist across the desert without much hope for shade of comfort. The moderate dunes are quick to shift and change as they are chaotic as the ancient magic that birthed the desert itself. This means that maps that rely on the topography of the land, or land marks are nearly useless as you need to navigate by the stars and distance rather than locations.

These sands however are host to a great variety of hardy wildlife. Beetles, snakes, some mammals and birds as well as snakes and other insects call this place home. Some of them are even large enough to regard the party as prey rather than fellow survivors of the sands.


As normal a few overlapping widgets with some light blending of different paint textures. Not as much blending today as I wanted to give the desert and ‘endless parch’ feel and the images within are rather simple. But I do have something else planned so watch this space for that part.


Thanks for joining me the map making night. A quick and easy one without many complications which shouldn’t distract from the party or the goal of this week. But we’re not done yet so don’t forget tomorrow we reveal some critters, some thieves and maybe more in which we are encountering this week. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Hunting for the Nest

The party is once again schlepping through a forest but this time they are hunting for the nest that will grant them moderate riches. Or, it will grant them an early retirement through death. Not known for their welcoming nature the inhabitants of this forest, griffons, wyverns, “tritnols” and more, are vicious and unrelenting when defending their nests. But that’s the price of hunting for the nest at the centre of this adventure.

So as with other nights, let’s grab a coffee, sit back and roll into tonight’s adventure.


Hunting for the Nest

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The Hunting Grounds – Created in Inkarnate.

The thick vegetation, large collapsed trees and rocky outcrops making it difficult to navigate in a straight line the party, and other nest seekers, have to brave the climb up the hills or the steep ascent where there is little cover from the predators in these hills.

With some trees providing a perch or a useful way up to a higher ledge this climb isn’t without its shortcuts but even these can have their perils. Rocky, craggy hills are prone to hiding reptiles, insects or arachnids that call these holes and crevices home. One wrong foot, or hand placed in the wrong hole and you may get more than you bargained for.

With each ledge being 20 feet into the air and the nest itself sitting 80 feet up only a fool would climb that without a ledge to rest on. A fool or those trained in mountaineering that is.


Mixing craggy hills and cliffs to give it an uneven jutting appearance at certain steps hopefully gives more depth of height for the hills. The trees add in cover, ways to climb and boost as well as places to jump to if required. There are several things you can do with a tree. The fallen trees provide cover, could be shelter or a place to hide and the one between the cliffy-craggy hills could be used to walk or climb across. As always multiple layers with varying transparency make up tonight’s map as blending the transparent backgrounds produces the nicer looking maps.


Thanks for joining me the map making night this week. A forest one again – nice and easy with few challenges this one was a nice and relaxing map make. Don’t forget tomorrow we reveal some beasties to encounter this week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Investigating the Blaze

The party having been enlisted to help with investigating the blaze show up at one of the taverns, the Fatty Pheasant as it was said that it was the first one to burn. Furthermore it. unlike the other burnt taverns had witnesses – well reportedly one significant one. The second stop here is an important place for a few reasons.

So let’s grab a coffee, sit back and roll into tonight’s adventure.


Investigating the Blaze

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The Fatty Pheasant – Created in Inkarnate.

With some maps there is a clear story to be told and with what we can produce and a clear outcome. With this there are two things. There is the residual magic from the fire from the person (or thing) that started the blaze. There is also an area on the path out front the ruined building where there isn’t scorched fire.

There is an opportunity to have another encounter with the party – something other than investigating the scene. More will be revealed tomorrow but the source of the fire isn’t alone in its hunt for satiation.


The map is, like all of mine, made from different texture brushes overlapping to create the feel that I am going with. Being a well established town having stone roads makes sense and with the heat of the blaze, the foot traffic and clean up crews have moved most of the debris out. This causes dirt and soot to be moved, most of the burnt tables, chairs and such are piled up out the front between it and another building.

A fountain / water trough sits in the middle of the road for horses and other accesses to water. The wooden tavern lays in ruins, a few overlapping layers here with some shadow and soot painted over the normally rich-wood. Over all it makes for a pretty convincing scene.


Thanks for joining me for another map night where we have a bit of skill checks and an encounter. Don’t forget to come back the last few days to follow along with what I have planned and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Avermeet Clearing

One of the potential places for an encounter this week is in one of the many places that could be known as the Avermeet Clearing. This one is near enough to the waters edge but still shows off the trees and vegetation of the Avermeet Forest itself. However this week isn’t about the trees and waterways its about the creatures and potential poachers that are plaguing this land.

So in order to set the scene for one of this weeks encounters let’s look at the Avermeet clearing down below. So grab a coffee, sit back and let’s roll into tonight’s adventure.


Avermeet Clearing

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Avermeet Clearing – Created in Inkarnate.

With its bountiful trees, bushes, grasses and marshlands the Avermeet is a venerable blessing to rangers, druids and people who value stealth. This benefit of cover and natural hiding places though can be said for the many predators of the forest as well as those who are hunting the wildlife that call this place home.

The water drops off to be deeper suddenly then gradually gets much deeper as it goes out. Most pools of water appear to have formed from a crater of some sort whether from a long ago cosmic event or a fearsome battle none alive can remember. This means that for the water predators they ambush prey from the waters edge very regularly and easily.


The map itself has quite a few layered textures for the ground and water. The opacity for items also played a big part today when creating the waters edge and the sunken rocks and logs. I think trying to get water looking natural from a repeated stamp / texture painter is difficult but I am pretty happy with how it turned out tonight.


Thanks for joining me for another map night. While not quite a cave map (coming this weekend) it was an enjoyable map making session that I think came out quite well. Don’t forget to come back the last few days of this week to follow along the content I have planned and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Bramblewall Tent Village

The party start their investigations, small spoiler, at the Bramblewall Tent village where they hope to catch these Race Riggers in the act. The Bramblewall Tent village only appears during the races and its where the folk less inclined to height watch the races and buy the goods that are sold from many tents. Tonight’s map isn’t so much an indicative map of what exactly is where but can be used to describe the general layout (as I dislike city map making- event tent city apparently).

But let’s not get lost in the crowd at the market and simple move onwards to find the source of the trouble as well as the best bargains.


Bramblewall Tent Village

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Bramblewall Tent Village – Created in Inkarnate.

Without village guards as such the merchants of this village either employ their own bodyguards and/or bouncers or they fall on the benevolence of the people that offer protection services to the tents without guards just about everything can be found in these tents which makes them both dangerous and wondrous. Many merchants have inflated prices – but they know how to haggle and will do so for those with a keen eye and wit.

Most of the people here a fair, honest working traders – but the party are seeking those who are not. It wont take them long to see the brown coated fellows and ladies moving from tent to tent but what will they do to get the information they need and afterwards, what to do with such information?

The trees provide a basis for a few smaller huts hat grace the sides of these wooden giants and they care connected by rope bridges (mostly ladders suspended horizontally by rope). So those afraid of heights or clumsy be aware or the dangers ascending to the village above.


Thanks for joining me tonight for another map night. Not quite happy with this one but I think its just my trepidation with making villages and towns. But regardless whether its this or something else that makes it into the Zine this weekend we will just have to wait and see. Don’t forget to come back the last few days of this week and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe