Hello Adventurers! This month is the one year anniversary of me creating my Patreon. To celebrate and thank everyone that’s supported me over that time I’ve created a free asset pack, which I hope you’ll find useful when running travel encounters!
It contains a cart, a merchants/farmers wagon and a Stagecoach with variants (Vampire Stagecoach!). You also get a range of tents, camp fires and bedrolls, as well as a few road obstacles including fallen rocks and trees. I’ve created day/night versions of them all, they should fit nicely with most of the maps in my back catalogue! I’ll continue to expand on this pack with new parts as time allows.
I really can’t thank you all enough for the last year, its been an amazing experience!
Hello Adventurers! Here is our latest map, The Kraken’s Garden. It’s based on our suggestions list idea ‘An underwater Lair’. I knew I wanted to go with corals for this one, something really bright and tropical (although the deep version could be used for a more temperate location). With the idea that this could be the home of some giant sea creature I went with the idea of enlarging the coral, anemones and Urchins. I think they look cool super large and those Urchins will certainly ruin someone’s day if they get to close.
I think that’s about it, thanks again for the support, have a wonderful week and happy adventuring! And now onto the map notes.
Sunlight ripples across the steadily approaching white sand a few fathoms below your feet. The water, crystal clear, fades into an infinite turquoise void as you descend to the ocean’s bottom. The weights attached to your ankles drag you downwards, the water breathing spell keeping you alive.
You land lightly and begin to make your way across the ocean floor. You can see, looming in the blue haze ahead, an escarpment of rock and coral. The giant oversized living corals are brightly coloured and teaming with life. Fish, sea anemones and spiny urchins the size of trees occupy every crevice.
You spy the wreck resting amongst the coral forest, its skeleton protruding from the sand. You bounce slowly forward hoping its cargo is in better condition. Your contact assured you it would be there, buried just below the sand. You begin to dig, shovel slowed by the waters resistance.
A shadow blocks out the sun, you wait for it to pass and when it doesn’t you look up. Above you, gracefully gliding over the coral cliffs edge, is a huge inky black shape. Tentacles break up the silhouette of the creature. Tentacles are almost universally a bad sign you think just before the creature jets towards you, aforementioned tentacles flailing.
Notes and Tips
Be sure to read up on underwater combat rules and make sure to inform your players about these restrictions well before combat.
The party could be dropped from a boat directly above, or they may have to make their way to the location.
Even clear ocean water has a limited view distance, make sure to define it and remember to use it during combat.
Creatures and monsters can hide within the coral, allowing for a number of vectors of attack.
There are a few caves along the cliffs edge which can be used by both the players and monsters.
If a creature can produce ink to obscure the battlefield utilise it! Or have your humanoid enemies use squid ink like smoke bombs!
The sea urchins have very sharp spines. If a player is thrown against them it’s going to hurt!
Sahuagin are always a good choice for humanoid underwater encounters, however there are lots of other choices including Kuo-toa, sea hags or Merfolk.
Merfolk bandits could be raiding ships. The party must go below to follow them to their hideout.
Throw in a Chuul or two, they are challenging by themselves but can also be servants of Aboleths.
If someone starts to bleed have a shark or twenty appear. The longer the party sticks around the more sharks appear.
Have sharks circle the party, darting in and out, then at some tipping point have them go into a feeding frenzy!
Salvage and treasure is always a good motivator for getting your party to jump feet first into a dangerous situation. Have them hear about sunken wrecks from local fishermen or old salty pirates.
Ship wreck deep/night
Ruins with weird floating crystal, shallows and depth versions!
Hello Adventurers! Here is the final map of the month, another one from our Patron suggestions list. This is the ‘Fortified Bridge’ idea, with a little more ‘Fort’ thrown in 🙂 I wanted to create a bridge with a little bit of a twist, so it ended up with a guard post style mini fort/keep in its centre, hopefully it will be useful for a travel encounter or a specific location. I imagine this would work well as a border crossing between Kingdoms.
As always thanks so much for supporting me, have a wonderful week and happy adventuring! And now to the notes!
As the wagon trundles along the dirt road you look over your shoulder, checking the cargo once again. Everything appears normal. The barrels of high quality brandy rock gently back and forth. You hope your calculations are correct, that you’ll get across the border before the spell wears off.
Ahead you see a river winding through tall grasses. The road ends at a bridge, spanning the river with three graceful stone arches. Cobbles replace the dirt road. You can see a guard post positioned at the centre of the bridged, heavily fortified and manned by at least a dozen royal guards. As you approach a guard waves you down.
“Evening sir, I’ll be needin’ to inspect your cargo”, you smile and nod casually. He walks to the back of the wagon and jumps up, tapping each barrel with the pommel of his sword. You hold your breath facing forward trying to appear relaxed. You hear him jump down and begin to sigh with relief when you hear frantic knocking from the ‘special’ barrel. The guard turns back in time to see the barrel tip off the end of the wagon, splitting open on the hard cobbles. Its contents spill across the bridge, a brandy soaked Bard gasping for breath. He blinks the brandy from his eyes and grins sheepishly up at the guard. “Pleasant evening for a drink officer”.
Notes and tips
You could be trying to smuggle a person across the border. If they are discovered things can go south very quickly.
You are defending the bridge from a roving band of monsters. Have hordes of Goblins (or other monster types) swarm across the bridge, while your characters blast them from the ramparts.
You could be tasked to inspect cargo coming cross the bridge.
The bridge is manned by brigands, take it back for the local lord.
Bandits have made the bridge home and demand a ridiculous toll.
The bridge is controlled by an enemy’s army, infiltrate it, plant explosives, or sabotage it in any way you can!