Shadow Drenched Ropes

Tonight I felt like changing up map night tonight with theatre of the mind taking central stage as shadow drenched ropes litter the deck of the Stardrinker. Tonight we look at some of the mechanics that we will have for the adventure this week but not all of them as there is some other elements that we have yet to explore.

So get ready, find your seat as we are delving into quite a scene in tonight’s theatre of the mind adventure!


Shadow Drenched Ropes

523ThShDrRo

Shadow Drenched Ropes – created in nightcafe.

The party counted four large harpoons that were large enough to take down dragons let alone other ships embedded into the hull of the Stardrinker. Five crewmember had been ensnared by the Shadow drenched ropes that had snaked forward to wrap around their limbs. Cutting them had proven effective at releasing other crew before they were dragged on deck of the much larger ship.

The party noticed that the more ropes they cut the less that returned to attack them. There was an end to the shadows it just required additional time to cut through the corrupted ropes of The Shadow to prevent more of their people from getting taken. But perhaps there was a way to rescue those already on the deck of the haunted ship.


A simple one tonight. Four harpoons with rope with AC10 and 50 HP. Resistance to bludgeoning damage and vulnerability to Fire and Slashing damage for these large tattered ropes. Once each of the ropes are cut or broken the ship is free.

there is twenty five foot of space along the port side of the ship where ropes lash out and attack. These ropes can be cut and damaged with a HP pool very similar to a swarm. The party can board The Shadow to rescue the men and women who have been captured if they wish but the ships wont hang around for long one the harpoons tethers are severed.


Thanks for joining for another scene/map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Wolfcreek Crossover

Tonight map-night focused on a small section of Wolfhall land, Wolfcreek Crossover. This river cuts a mighty path through the land and eventually feeds into a larger river that feeds Wolfhall on the irrigation it provides to the farmers. But this week it provides cover, it provides water and it can provide a way to break the scent from the hunting party that is behind them

So grab your boots as we may get a bit wet around the knees in tonight’s map!


Wolfcreek Crossover

522ThWoCr

Wolfcreek Crossing – created in Inkarnate.

Plenty of trees provide cover for people moving across the land near Wolfcreek Crossing as the party move to cross the river and try to lose the hunters that have been following them. The other reason for travelling through this part of the woods is the standing stones that lay half buried throughout the area. These stones are known to interrupt with the flow of magic and could provide some much needed respite for the party from those who use the divination wards to spy on them.


A fun map tonight bringing out the layering (digging?) tool again to create most of the map as foreground and the river as a background. Giving a natural riverbank helps create depth that I believe is harder to do with the other art assets and textures.

There are a few textures at work here including the dirt one that helped to bury the rocks throughout the mission. This technique I use sparingly as it can make the assets look really dirty if you use it too often. Trees provide cover and the Rune Stones add a bit of character to this map. A small gully was made from the rocky hills asset that can provide an interesting opportunity for combat or a place to hide in.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Starkhaven Castle Vault

Tonight map-night update is for Starkhaven Castle Vault – the players find themselves rushing to catch the real perpetrator red handed as they attempt to get into the vault – according to their informant Skall.

So brace yourself, find your best sneakers as we have to be a bit stealthy with tonight’s map!


Starkhaven Castle Vault

521ThStCaVa

Starkhaven Castle Vault – Created in Inkarnate.

As the alarm bell tolled the party moved through the halls of the castle just as their new ally, Skall, had said it would work. He had created a small fire in the stables – after the animals and people had been moved of course but the discussion was enough that they could slip through the castle to stop the person who set them up from getting what they were after. Thanks to the bounty on their head no one would take them seriously and even if they tried they would find out quickly enough that people would value the gold that’s on their head more than a hunch.

But an anonymous letter had been sent to the king by their ally warning of the attack and they hoped that it would not be too late. They passed by the barracks – which was empty as the guards had been called to deal with the fire and had made their way to the vault hall – according to a map they had acquired. Pushing through the last door two guards lay unconscious on the floor and the great vault door lay open on its hinges.


A decently long map this week with a few twists and turns in tonight’s adventure. A few different (and new) textures made up the backdrop for this weeks adventure for this internal castle map (as only castles would have this much space, surely. A few art assets really bring the vault and surrounding areas to life with adding context to the map.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Goblin Way Camp

Tonight as the party settle down at Goblin Way Camp – a aptly named common place for stopping for the night due to the natural resources and good visibility – for tonight’s addition to the adventure we get ready for combat during my favourite time for an encounter – night (or Dawn… I guess…)

So let’s wake up, get a coffee and get going with tonight’s map!


Goblin Way Camp

520ThGoWaCa

Goblin Way Camp – Created in Inkarnate.

The fire was meant to be dug deep enough that it provided some light, some warmth but not enough to be seen for a long way away. However Reginald too matters into his own hands and decided to build the fire higher to get the climatic fight that he wanted.

The light shines through the trees like a beacon to those hunting for the hardest of game to find, adventurers, and with a trail of supplies leading them to the wagon and its guardians its only a matter of time.


A quick one tonight with a few layers for texture and use of layering items to get a broader sense of depth. It’s no secret that I enjoy Forest and night scenes so this was easy to make with trees, bioluminescent insects and the use of light from the camp fire to build atmosphere.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Battle for the Skimmer

This week we have the party trying to protect not just Gareth but his ship in the Battle for the Skimmer. As the larger vessel pulls off more stunts to try and stop them; permanently, the party need to defend not only the ship but themselves as the battle rages on.

So strap in as tonight’s going to be a bumpy one in tonight’s map!


Battle for the Skimmer

519ThBaSk

Battle for the Skimmer – Created in Inkarnate.

The distance between the ships will make a lot of the combat hard – that is before boarding lines and boats come out to play. The party then can take the fight to the bigger ship or remain on the deck of the shorter, smaller ship to fight from there if need be.

The ships are moving fast enough that only quick thinking or magic will prevent people from disappearing into open ocean behind the ships. So that’s a hazard the party will need to brave as they fight it out during the Battle for the Skimmer.


A simple one tonight with some small modifications to existing ships. Four textures were put into the waves, three colour variations and then something to add a bit more depth into the water that dulled some of the choppy wave parts.

The ships were luckily existing assets that I added more rope. Masts and sails to to get to where I wanted them to look. Barrels suit the narrative this week with them slowing down and impacting on the hull of the skimmer.


Thanks for joining for another map night this week. Don’t forget that we have a few more nights left this week so make sure to come back each day to see what I add to this adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Imgard Sanctum

Tonight we have the Imgard Sanctum – a garden that pays respect to heroes that have been lost defending the people of Imgard. But it happens to be also a great meeting spot for those who are up to no good.

So as we close in on the infiltrators make sure to grab yourself a warm coat as we enter the Imgard Sanctum in tonight’s map!


Imgard Sanctum

518ThImSa

Imgard Sanctum – Created in Inkarnate.

The grave stones to the north of the area pay homage to the heroes once lost. These appear be graves but there are no bodies buried here – its just a memorial. The gardens were built around the memorials and have grown to be a place to reflect. However, many people use this as a place to meet to exchange information, goods or other nefarious things which has become its main use over the years.


A simple map using some of my favourite assets. A single texture with this one (for quick use) to create the grassy background and the night filter placed over the top makes it a bit darker. Two types of trees gives variety to create more visual appeal when looking at the repeated assets of the graves and tombstones. Lanterns on pillars and a fountain add another item to create both a light source as well as something to provide cover other than trees.

Small orbs of coloured light could reflect a magical effect or fire flies that flitter through the gardens at night. Either way the Imgard Sanctum was a fun and quick map to create.


Thanks for visiting tonight to find out more about the Imgard Sanctum. As we continue on the adventure this week we with the creature stat-blocks tomorrow night we inevitably get closer to the conclusion on the weekend. So don’t forget to come back the remaining days this week 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

Gorthhollow Peak Cave

Tonight we uncover the main body of the Gorthhollow Peak Cave map as the party travel deeper into the winding cave they find something that’s in a bit better condition than the outer structures. But the new residents are less than impressed with visitors.

So sit back, grab a coffee as we delve deeper into tonight’s map!


Gorthhollow Peak Cave

517ThGoPeCa

Gorthhollow Peak Cave – Created in Inkarnate.

The party had pushed passed the wooden structures that had been burnt and smashed apart and were passing deeper into the cave system. Finding the right path was not too difficult as various creatures had been left to defend the path as well as frequent traps. The smell increased but so did the noise – a kind of Yipping that carried through the caves.

Kobolds.

The party pressed on as a clan of Kobolds this size could post a threat if one of their larger cousins, a dragon, were to take interest in the cave system. And with so many willing servants to tend to its needs it could threaten a wider area than a cave full of goblins. As they pressed deeper they came to a wider cavern that had several lava tubes that connected to the outside much further up, based on the light and presence of a breeze.

As they looked around several goblin tents were current teeming with kobolds and their animal pets. Large scorpions, spiders, a dire wolf and other creatures were caged or tied to the tents as the kobolds went about their business. It appears like the party found the heart of those who had displaced the goblins deep within the Gorthhollow Peak cave.


A rather simple map with a few different textures this week. The main call out is the pre-made tents that fitted well with the theme of this adventure as well as the cave walls that made it a lot easier. Some interesting other art assets for points of interest (like a cave in and some treasure) as well as a main central loot horde – perhaps a potential offering or established horde for a dragon – this cave is pretty scalable to what the party could need it for.


Thanks for stopping by tonight for another map. Don’t forge that the week isn’t over so make sure to come back over the next few days. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Lumos Temple Dais

Tonight we have a very simple map for something that could be overly complex and busy with the Lumos Temple Dias. Surrounding the centre of the ziggurat is a place of worship and focus and sadly, in this instance, bloodshed as a coup takes place.

So sit back and lets see the concept of this weeks adventure when adding tonight’s map!


Lumos Temple Dais

516ThLuTeDi

Lumos Temple Dais – Created in Inkarnate

The pillars that held up the roof were frequent enough that there was good lighting during the night and the day. It’s a big space but the fighting will mainly take place around the dais in the middle. Heavily defended steps enable the defenders to place barricades, magical or mundane, up to defend the oracle from friend or foe.

With such a simple battlefield its important that the battlefield changes as the battle goes on, cracks in the marble form, barriers of earth, fire, wind and water appear to control how the party or the opponents move about the battlefield and beyond.


A real simple map tonight with some re-shaded textures and art assets stacked on each other tonight. Nothing really to even write home about as the real components for this weeks map is the outcome of the mage and priest fights that occur within the temple.


Thanks for dropping by tonight for another night of adventure maps. Pretty simple tonight but too much would make it feel too busy. Don’t forget that we have another two nights of content to provide before the zine this weekend so don’t forget to come back for that. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Messota River

Tonight we cover the encounter at the Messota River, well more of a lake now that something has created a dam that has blocked the river and created a lake filled with strong eddies. But the creature is smarter than they give it credit for and while they think they may have the upper hand, they are very quicky falling into its trap.

So sit back, maybe grab a coat for we run the risk of getting wet with tonight’s map!


Messota River

515ThMeri

Messota River – Created in Inkarnate.

The heavily forested area was evidently not used to having this much rapid water rushing at its hilly soil and great chunks of soft soil and rocks had already been claimed by the water. The rough shoreline led to shallow water that quickly deepened as the lake grew out form where they stood.

Some plants and trees could be seen standing strong but there was evidence that many trees, old or young, had been lifted from the soil by the rain… or something else.


A relaxing one tonight using the ability to create a foreground and background this week. The layered water textures is probably the highlight of this week with some of the water painting over the art assets like logs, trees and even plants to give a partially submerged look. The grassy areas are pretty simple but effective in giving a feeling of how forested this area normally would be.


Thanks for dropping by tonight for more content at my tabletop. Don’t forget that we still have another night left for content and that, like always, we will continue to refine the adventure even until the night that the Zine is uploaded. So don’t forget to come back each night this week to keep up to date and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

The Hooting Owl Tavern

Tonight we have the Hooting Owl Tavern being the battleground for this weeks encounter map. A worn out and tired kitchen and joined dining area make up most of the map with some eluded prospect for combat to spill into the levels above and below.

So sit back and enjoy the Hooting Owl Tavern in tonight’s map!


The Hooting Owl Tavern

514ThHoOwTa

The Hooting Owl Tavern – Created in Inkarnate.

The creatures scuttled across the ground with surprising speed as each one of them looked for an opportunity to feed. As they moved about the table legs the ruckus caused one of the tavern patrons to come to investigate ‘Glenda, we heard some noise…’ was all he got out before he was best upon by the creature, falling down to twitch in the hallway. Now that the door was open the other creatures rushed out to prey upon others in their feeding frenzy.


A more detailed one this week with three levels to potentially play with. A mapped middle layer but room for the second top and pantry (Basement) to be explored.

Only three texture packs were used this week for a simple look to the flooring. On top though a wide range of various art assets were used to create the kitchen, bar and the surrounding area to give it depth and a field of combat instead of something static and boxed in.


Thanks for joining tonight for the second last week of planned content for this adventure. Don’t forget we still have more nights to come so make sure you come back daily 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