For those of you who have not sampled our games before, a key part game preparation is the choice of suitable landscapes for players to explore and fight over. Each one comes with a description and suggested benefits, hazards, and the types of terrain pieces you might wish to deploy.
The real purpose of a Landscape is that it sets the scene for another interesting encounter. It also is very useful when crating a campaign.
This a full-on fantasy game so we have expanded this section to include many landscapes that will be familiar to fans of the genre.
A typical, peaceful small town on market day. What could possibly happen here…?
So, in this book we have divided the Landscapes section into four sub-sections; Urban, Rural, Wilderlands and Underground.
The first section, Urban, covers what you might expect to find in a fantasy city by day, by night, upon its rooftops and beneath its streets. Yes, you can do battle across the rooftops, but mind your step… Add to this a number of special locations such as cemeteries, temples, monasteries, a citadel and, of course, taverns. After all, where would a fantasy game, book or film be without a tavern?
The Rural section is shorter, covering just farmsteads, villages and forts, but many of the Urban landscapes could easily be used here as well.
The third section, Wilderlands, includes all the classic fantasy film locations such as deserts, mountain passes, ancient ruins, moors, swamps etc. Plenty of places for the less savoury warbands to hide out in and for brave adventurers to hunt them in.
The final section, Underground, takes you into tombs, catacombs, dwarven holds, caverns, dungeons and last, but by no means least, a dragon’s lair. This last location fits well with the scenario – Bearding the Dragon, and may become the greatest challenge for many a courageous/reckless warband.
So, choose your ground wisely or it could be the resting place for your looted corpse…