Tonight I wanted to take you through Morrowell Village – where the competition is really getting fierce to look for the next plant to be added to the villages garden.
So grab your pruners and sheers as we do a bit of extreme gardening with tonight’s adventure!
The village of Morrowell is no stranger to exotic or rare plants – but a voracious carnivorous plant? That’s got to be a new one. Especially one that reproduces thee more it eats. So the small straw thatched houses that make up most of Morrowell barely stood a chance ones the teethed vines started to creep in. A few parts of this part of the village has clearly visible plants, where as others just have vines sticking out.
The trick is to not trigger the vines by touching them, in theory, and to remove the core – the bulb of the plant itself before it discovers that its next meal is closer than you’d think.
A simple one tonight with a limited pallet. Not overly exciting but a fun little adventure regardless. Three texture paints to make up the background with a mix of watercolour and standard art assets to construct the houses, trees, barrels and plants.
Thanks for coming back for a quick map tonight to see how the people of Morrowell village are fairing. Not good if you ask me. But more on that tomorrow night as we explore the stat blocks of the creepers that have come into the village. So don’t forget to come back tomorrow and the weekend if you want to stay up to date with what’s happening at my tabletop. And lastly, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Relics of the Dark. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Relics of the Dark, and that all your rolls are made with advantage.
Relics of the Dark
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Relics of the Dark – Created in WordPress!?
The party reached Khumric, a city that defied their low expectations after a bleak journey through the Marsh of Despair. Once notorious, Khumric now buzzes with life, bustling with adventurers who explore the dangerous locales of the Marsh, Demongate, and Windhollow peaks. They navigate through vibrant markets and inns, surrounded by merchants selling items called Relics from three dungeon like locales that surrounded the town.The people of this town had adapted and grown, offering all manner of services for adventurers as the market was in delving through the dungeons, crypts and caverns of the three locales. The town thrived on the constant flow of treasure hunters delving into ancient crypts and treacherous caverns.
However, ominous news awaits them. A series of warnings on a central billboard reveal that no adventuring parties have returned from recent expeditions to the Demongate or the Crypt at the heart of the Marsh. A sudden vacancy at a local inn implies a high rate of missing adventurers. As the party contemplates their next steps, a wounded warrior announces a wyrm threat in Windhollow, seeking assistance to rescue survivors. The adventurers must engage with the Delver’s Guild to uncover the cause of these escalating dangers.
The party encountered Eulric Darkstone, the imposing leader of the Delver’s Guild, whose body was marked by extensive runic scars and embedded with the disc-relics made of silver, gold, and bronze. Eulric, a descendant of the heroes who defeated the three ancient evils around Khumric, exuded a powerful aura as his relics activated. Despite his unsettling presence and a faint metallic whine in his voice, he delivered crucial information about the crypts, the Demongate, and the wyrms, dismissing them as the sources of the recent disturbances. Eulric’s silver hair framed his frown as he expressed surprise at not sensing the party’s arrival, something he normally could do due to his relic-given connection to the land.
Realizing that the true threat was concealed within Khumric itself, Eulric deduced that an ancient power was hiding the evil among them. As the guild members hastily documented his revelations, Eulric appealed to the party for assistance, asking them to investigate the town for any signs of hidden malevolence. He emphasized that their unique nature made them the best hope for uncovering the source of the trouble and preventing further loss of life. The party now faced the daunting task of uncovering the concealed threat within the very heart of Khumric.
After leaving the Delvers Guild Hall, the party noticed an argument between a gate guard and a dwarf adventurer regarding missing adventurers. The dwarf claimed that his men had left through the Windhollow Peaks gate, but the guard insisted they hadn’t. The party approached the guard, who explained that records of departures and returns were kept to inform loved ones of lost adventurers. Due to recent issues, the town had closed the gates to prevent further casualties. The guard said the records showed no one had left, despite the dwarf’s insistence. Upon investigating further, the party discovered a clue that the same messenger had requested aid today and last week, suggesting a lead to the missing adventurers.
While searching for the messenger, the party encountered a man who claimed to have seen them earlier and needed their help. He offered a way out of the city past the guards to save the missing adventurers. Trusting him as their best lead, they followed him to a relic shop emitting a strong magical aura. Inside, they found hundreds of foul-resonating relics. As the man interacted with the shop owner, the sound of a shutting door indicated danger. The party realized they might uncover the source of the missing rescuers in the impending fight for survival.
After the man that attacked them was now unconscious after preventing them from going down a staircase, the party realized that the stairs led to a cellar rather than an escape route. As they descended into a dark room surrounded by stone walls, they heard sounds indicating something deeper beyond. The trap was sprung as the door clicked shut behind them, locking them in. The party in their attempted escape discovered a loose stone in the wall, revealing four dwarves who had been missing. These dwarves, along with others who had vanished from various delves, were found in the caves, driven mad, barely fed, and obsessively talking about relics that could save the town by harnessing their power.
Realizing the dire situation, the party knew that attempting to escape through the locked door was futile for now. They were trapped in the cellar, waiting for their ambushers to check on them, which could provide an opportunity to escape. The party understood the gravity of their predicament and the need to find a way back to freedom while uncovering the mystery behind the missing dwarves and the dangerous relics.
The party waited until the door was open before they sprung their own ambush. In the panic the door became jammed and a clear way out of the cellar was found. But there was more than just the bloodied man this time as the house swarmed with people with the same zealous eyes as the man that attacked them.
As the cultists swarmed the party, their leader performed a ritual by slamming two relics together, causing a gruesome scene as blood and bodies were drawn toward her. Chanting to the shadow in the relics, the cultists’ remains merged into a mass of energy and refuse, forming a large demonic figure studded with relics. The room began to collapse as the monstrous entity emerged, staring at the adventurers with a menacing presence.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Tonight we look at the small Relics traders shop, a place where many adventurers have sold their relics sourced from the three hellscapes that surround the town of Khumric. But there lies a darker secret in the storage room of this suspicious shop which the party will find out soon enough.
So check your coin purses, ensure you have the right allotment of coin as we hit the shop in tonight’s adventure!
The rooms around the shop are small enough to be cosy yet big enough that a few people can more comfortably. That is until you find the basement that is meant to store additional goods for trade. A disguised wall enables a passage that was dug under the neighbouring building and a section of the wall.
In the tunnels, tired and delusional adventurers are found. But they are not feeling themselves and lash out at not only their captives but also the party who have come to rescue them.
A simple one tonight with overlapping tiles, a blend of five texture paints (with nearly two variants per texture) and a few art stamps. Getting the building proportions still seems to be my biggest problem with sizing being difficult as well as making it feel natural. The tunnel was a lot easier and was otherwise run of the mill for what I normally like doing, minus closing mushrooms or crystals.
Thanks for joining for a quick map night tonight with the content for this week nearly wrapping up. Don’t forget that we have a few more nights left of this week so make sure you come back each night this week for more content. And, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, The Displaced Lord. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Displaced Lord, and that all your rolls are made with advantage.
The Displaced Lord
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The adventurers had journeyed to Nevarl and had found themselves in the Penitentโs Larder, a lively and boisterous tavern that belied its name. The tavern keeper, Goya, a formidable goliath, enforced the rules with an iron fist. As she stood behind the bar, cleaning large carving knives, she chatted amiably with the party, who had booked a room for a night or two. Their conversation was filled with tales of their adventures, and Goya eagerly joined in, asking questions that revealed her keen interest in their exploits.
Suddenly, the atmosphere shifted as a faint cry for help reached their ears. The room fell silent, and the adventurers turned their attention to the door. A man burst in, his tunic torn and covered in mud and vomit, with claw marks raking his back. He collapsed, pleading for help. The party rushed outside to investigate, finding only barrels rolling down the road and indistinct footprints. Returning to the now-empty tavern, they discovered Goya nursing a broken lip and the man bleeding from new cuts. He warned them of a demon that grew angry when his shirt was removed, but despite their best efforts, the party found no evidence of a lurking demon.
The party watched the nervous man, who introduced himself as Joe Smith, anxiously eat his meal. He explained that every time he removed his shirt, he was attacked by an unseen demon with horns, a hog-like nose, tusks, and claws capable of slicing through dragon scales. Despite their efforts, the party couldn’t detect any curse or determine the source of the faint magic surrounding him. Each attempt to remove the shirt resulted in Joe being attacked, leaving him bruised and bloodied.
Determined to uncover Joe’s identity, the party left him in Goya’s care and searched the markets of Nevarl. They found no record of Joe Smith, raising doubts about his existence. However, they observed a strange interaction between a well dressed young woman putting up pieces of parchment on a notice board before her house guardsmen tore them down and burned them, one briefly revealing Joe’s face on a well-dressed man. With no other leads, the party realized that finding Joe’s true identity required pursuing the wealthy or influential individuals behind the expensive sketches.
The party stood at the entrance of a narrow, cobblestone street that wound through the bustling Nevarl markets. Tall buildings of stone and timber lined the street, their upper stories jutting out and adorned with signs and clothes. One sign read ‘Draodir,’ a famous dwarven tavern known for its strong spirits and ale. Barrels and crates were scattered along the sides, and warm lanterns cast an inviting light, despite the lurking figures.
The air carried the scent of baked goods, likely from a nearby shop. In the distance, the street led to an archway with the towering spires of a grand castle beyond. With Joe in tow, the party was determined to reach the manor where his family waited, reunite him with his daughter, and hopefully break the curse affecting his mind.
The party managed to sneak in through the servants quarters into the manor. They avoided the sounds of people while in the house and headed deeper into the manor. There are guards posted outside of a large room but they manage to prevent a near disaster where a maid of the manor recognised Joe as Donnovan. Confirming their suspicions the maid led them to the hall where Lady Straken and her daughter, Kendral Straken were waiting.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Tonight we have another theatre of the mind encounter where the Nevarl market’s streets house an ambush for the party as they move Joe to meet his daughter. This however makes for a tight enclosed area to fight in with barrels of goods, patrons of taverns and shops and even the opportunist pick pocket or several of them could hinder the parties plans.
So gear up, grab a guide perhaps… for we take to the street in tonight’s adventure!
The party find themselves standing at the entrance of a narrow, cobblestone street, the kind that knits the many shops, craftsmen and stalls throughout the Nevarl markets. The buildings on either side are tall and constructed from sturdy stone and timber which is a blend between the several races that predominantly call the city of Nevarl home. The upper stories of the buildings jut out over the street, creating a secondary layer where signs, advertisements or simply clothes could be seen hung for all to see.
Wooden signs hang above the doors, one of which reads ‘Draodir’ in a dwarvern tavern that was famous for its exceptionally strong spirits and ale which they mixed together into a broiling mix that many rarely could stomach of finish.
Barrels and crates are stacked haphazardly along the sides of the street, some filled with goods, others empty, a reflection of the bustling trade that takes place here. The street is lit by warm, glowing lanterns hanging from the buildings and strung across the street on ropes, creating an inviting light that was deceptive considering the figures that lurked up ahead and behind.
The air is filled with the faint scent of baked goods, likely coming from a large barrel filled with day old bread near the entrance to a store renown for its freshness.
In the distance, the street narrows further and leads to an archway, beyond which the towering spires of a grand castle can be seen, their silhouettes stark against the bright blue sky. The party knew that on the way to that castle was their destination, with Joe behind them they were taking him to see his daughter and hopefully, to break the curse that had addled his mind.
Thanks for joining tonight something to slow down for tonight with a guide or prompt for potential theatre of mind instigated encounter for this week. Don’t forget that tomorrow we look into the stat blocks for this weeks adventure, and inevitable encounter. So don’t forget to come back for that and this weekends content and, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Storm Born. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Storm Born, and that all your rolls are made with advantage.
Storm Born
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Storm Born – Created in WordPress!?
A fierce storm drove the party into the village of Askir, offering them shelter from the biting cold and rain. The village’s tavern, Jotundโs Boot, provided warmth, food, and spiced ale. Despite the welcoming atmosphere, a palpable tension filled the air, asvillagers cast anxious glances toward the windows.
The party soon learned that Askir was under siege by a mysterious wolf-like creature that struck without warning, leaving only lifeless bodies in its wake. Attempts to trap or kill the beast had failed, and hope among the villagers had dwindled. However, a survivor had returned with vital information about the creatureโs lair.
As morning broke, the storm’s fury had temporarily subsided. The village elder, a weary and desperate man, summoned the party, pleading for their help to stop the creature and save the village. The elder revealed that the survivor had mentioned a landslide and a cave to the east in the valley wall, where the creature might be hiding. The adventurers, feeling the weight of the village’s hope upon them, agreed to take on the perilous mission.
As the party rushed back to Jotundโs Boot, a young teen intercepted them with urgent news that Welk Tanner had woken up. The party hurried to the leatherworking hut, where they found Welk breathing shallowly but awake, his face marked by the encounter. He recounted his harrowing experience of being hunted by a creature that moved like a wolf but was much larger and spoke in a human voice, taunting him and calling him by name. Welk described how the creatureโs attacks left him dizzy, possibly from poison, and how he ultimately managed to stab it in the eye with a splintered bone before fleeing.
Welk’s story left the party with more questions than answers, revealing that the creature was intelligent, malicious, and personally tied to the villagers. The village elder, recognizing the importance of Welkโs information, cautioned the party to tread carefully, knowing the creature was not what it seemed. Despite the elderโs advice, the party knew they needed to act swiftly, even though they would ideally seek more information. Determined to protect Askir and uncover the truth, they prepared for the dangerous journey ahead, feeling the weight of unease settle over them as they left Welkโs hut.
The morning brought a brief lull in the storm but also another gruesome discovery: Welk Tanner’s body, nearly cut in half, was found despite the healer’s claim of not hearing anything during the night. The room was in chaos, the window shattered, and gore covered the healer’s tunic. With the village in panic, the elder had the healer locked away until the party could find and kill the beast. As the party ventured into the woods, a sense of dread followed them, and they soon arrived at a cave reeking of blood and death, its entrance adorned with ice like fangs.
Inside the cave, the party discovered a scene of horror: bones and broken bodies littered the ground, and an oppressive energy radiated from a twisted altar covered in glowing runes. As they approached, a hulking, twisted wolf-like creature emerged from the shadows, followed by the village elder. The elder revealed his true intentions, explaining how he had orchestrated the events to lure fresh victims to the village. His sinister plan was now clear, and the party realized they had to confront not only the creature but the malevolent elder wielding dark magic.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
The ice on the ground and pools of frozen water, or blood, create several trip hazards for tonight’s encounter. There are bones that could be used as distractions or, weapons if used in the right moment but otherwise could prove to be detrimental for those trying to sneak through the cave system.
The harsh cold walls, cold wind will make exposure a problem if one finds themselves trapped within without a source of fire or heat. But the biggest problem is the monster and its master that calls this cave home.
Dark stone walls and dark stone floor texture do the heavy lifting this week. A light snow dusting on the outside hints at the stormy light beyond the cave mouth but also shows the temperature. Bones and light sources give a bit more thematic atmosphere and tie the story into this particular map.
Thanks for joining tonight for a very quick map night tonight. Don’t forget to come back tomorrow to meet monster and master and, as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, The Vipers Crown. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, The Vipers Crown, and that all your rolls are made with advantage.
The Vipers Crown
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The Vipers Crown – Created in WordPress!?
As the party ventured towards the kingdom of Arelia ruled by Queen Emera and King Leon, the picturesque streets showcased a society where the citizens were well-fed and healthy. Cheerful guards, ever ready to assist, exemplified the kingdomโs utopian charm. Children played and studied under the watchful eyes of their guardians, painting a scene of tranquillity. However, as the party decided to call it a day and head toward their inn, the Royal Fillet, the atmosphere shifted. Ahead of them several royal guards stood around a man who stood and talked with a beautiful woman. Unlike their friendly city guard counterparts, these warriors were resolute and unwelcoming.
As they drew near one guard approached them quickly, directing them to a different route. However, they were quickly overruled as a summons by the prince interrupted the hasty conversation. The prince enhanced pleasantries and seemed proud of the kingdom his family had created. However the mood changed drastically. โHowever to support this we have to accept charitable donations from all visitors to the kingdom, a tithe of one tenth. Itโs only fair that if youโre enjoying yourself and if you wish to see the children of this land flourish that you contribute to their health.โ
Emerging from the storage room, the party is confronted by a dimly lit hall, its opulence palpable despite the lingering scent of blood. Muted chandeliers cast dancing shadows on the intricate wood panelling and ornate carvings, which tell tales of the castle’s royalty. The luxurious red carpet underfoot, remembered from their earlier stumble, offers a stark contrast to their recent peril. Cushioned chairs line the walls, inviting rest, though the sense of looming danger prevails.
As the party surveys the hall, they notice several doors leading to other rooms and hear faint noises, likely from Princess Ramiera’s men, indicating their ordeal is far from over.
Still suffering from snake venom, the party encountered a woman emerging from the shadows. She taunted them, saying Princess Ramiera would be disappointed they survived and warned that no help was coming, as Ramiera had started the dance. Soon, others dressed in dark clothes, the same people seen with Ramiera earlier, emerged from the other rooms, ready for a fight. One of them roared about ensuring Ramiera’s plans came to fruition and charged at the party, forcing them into a life-threatening battle once again.
As the battle reaches is climax Tuille rushes forward having heard the commotion and watches the party as they are attacked. She sees to the parties wounds and urges them to come report to their majesties.
The party burst into the hall once again causing the music to stop. As guests look at the stage of them, being led by royal guards the audience begins to gossip – believing them thieves or worse. As Tuille stands before the king, queen and prince she reports what she found, the other guards intercepting Ramiera as she was heading towards the door to leave.
The party explain, with the help of one of the surviving men of the princess, that Ramiera skillfully manipulated the nobles of Arelia to advance her plan of becoming the kingdom’s princess and redirecting its wealth to strengthen her homeland, Delโtursh, ultimately leaving Arelia vulnerable to conquest.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
Now for the next Zine of the year I present, in single page zine format, Dangerous Game. I still believe that these provide DMs a lot more freedom to tinker with it how they want and open up the adventures to be more free formed and flowing than the larger booklet zines.
There is references to the blog nights which are D&D centric (regarding Friday night’s Stat-blocks) but this adventure can be used system agnostic more so than my regular Zines. As always Kobold fight club can be used to quickly balance an encounter for Dungeons and Dragons and Tetra-cube provides the stat-blocks for many of my D&D creatures.
So I hope you enjoy this weeks adventure, Dangerous Game, and that all your rolls are made with advantage.
The party trudged behind the overly eager hunters, whose fervor for a dragon hunt was palpable, as they meticulously examined every inch of the path. The party’s task was clear: escort the hunters and ensure their safety. Despite the huntersโ overzealous nature, their vigilance paid off when they discovered a blood smear resembling a humanoid – potentially an orc or hobgoblin – handprint on a tree. This discovery invigorated the hunters, and their expert tracking skills soon outpaced the party, leading them through the forestโs labyrinth of trees, rocks, and brush. Signs of distress became more prominent until they stumbled upon a gruesome scene: a blood-soaked section of moss and lichen where a human lay, gored and lifeless.
The horrifying discovery of Linden, a fellow hunter, and his apprentice’s mangled body hanging from a tree, brought the party to a chilling realization. The hunters, initially caught up in listing potential monstrous culprits, missed the tell-tale signs of foul play. The party, however, noticed the sabotaged weapons and the strange marks on the victims’ necks, indicative of poison and treachery. This was no ordinary monster attack; something far more sinister was afoot. Determined to uncover the truth, the party resolved to take this grave matter to the village council.
The walk back was tense as the hunters that were retrieved were sullen as they carried one of their own back to the village. None of them looked overly upset or concerned though over the loss of their brethren. When asked, one of them shrugged.
โThis happens from time to time, normally it’s a new hunter not someone as skilled as Linden. It must have been quite the fight to bring him and Rake down though.โ he said almost wistfully at the thought of the fight.
The council quickly grasped the partyโs suspicions of murder when they were summoned. Aaron, the master hunter of Omelga, pointed out the fierce rivalry in the competition to crown the master hunter. Wisteria, an elder and herbalist, noted that the poison on the dart was commonly used among hunters. Olly and Pete suggested enlisting other hunters to help find the culprits. After a brief deliberation, Wisteria addressed the group, ready to take action.
โThese young hunters being our bate and you the hunters of the most deadly of creatures, monster hunters?โ
Olly and Pete rush to bring back the Council who appear both shocked and appalled at what was revealed. Most of their hunters involved in people-hunting as a sport is not something that they were considering as an option – yet here before them scattered across the ground were the bodies to prove it.
Thanks for joining me today for another adventure. Please feel free to leave comments if you like what you see when you grab a copy of the PDF. Next time you get a party together consider running this adventure and I hope that you enjoy it. Don’t forget to come back daily so you don’t miss a thing in the coming weeks adventures. And as always, don’t forget to roll with advantage, The Brazen Wolfe
The Omelga Hunting grounds is where we find our party this week, trying to out trap and out think the hunters that are stalking them. Luckily they are not alone and they have some plucky young hunters to aid them.
So grab your adventuring gear and let’s get going with tonight’s adventure!
The party watched as the hunters from Omelga moved forward towards them with lethal precision. However soon they were encountering something they hadn’t planned for. Traps were littered throughout the area from simple snares and spike traps to a nasty log or boulder trap. Anything to even the playing field as all the experienced hunters seemed to be hunting the most dangerous of game, the party.
But as the party huddled down and hit with the their young wards they watched as the hunters grew closer. Their companions were, non-surprisingly calm as they waited for their quarry to stray closer so that when ready they could spring the hastily set up traps they had constructed and even the playing field.
Now this week is simple. Three texture brushes for the grass with a variation in shading on two of them. Trees and logs give depth with bushes indicating a secondary layer to the canopy and floor. There is a large rock formation where the party could hide, or not depending on their choices with enough space for traps to be set up in the wilds.
Nice and simple to end a frantic week for myself, and I guess the party too as they have been hunted like, well, animals. Thanks for visiting again for another map-making night but don’t forget that tomorrow we wrap up this adventure. So make sure you come back tomorrow and over the weekend for more tabletop content and, as always, don’t forget to roll with advantage, The Brazen Wolfe