The Ember Vault

The Ember Vault was given its name due to the amount of heat that was pulsating through the cavern system and at its core it was found why. Deep underground there is a pit of active lava in an ancient cavern which held the elemental energy of a Efreeti.

So let’s sit back, grab a hot coffee and roll through tonight’s map!


The Ember Vault

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Ember Vault – Created in Inkarnate

The walls and raised pillars in the centre of the walls are smooth and razor sharp chunks of obsidian. To slip would result in being cut to ribbons before you even hit the rocky-crusted lava twenty feet below. But if you can survive the trek at the end a trapped efreeti waits for those who want to make a deal and receive a wish – but the catch is normally that it will do what ever it wants and grant your wish in a way that you really, really don’t want it.


Many, many textured layers this week to get the right blend of stone, lava rocks and shadows. The asset stamps are quite simple really with six or so in total that blend together to highlight the details in of the texture and other assets. A relatively straight forward map this week but something that I hope poses a challenge and has a lot of visual appeal (despite the lava looking nearly like muscles…)


Thanks for joining me tonight while I tinkered with many, many overlapping textures to get something I was happy with this week. Don’t forget to come back the last few days of the week to keep on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Thren Den

Tonight’s I get back to what I love to create, atmospheric natural scenes and the Thren den in Sarkret forest brings me all those fuzzy warm feelings… Despite it being a nightmare hole of death and fungi-creatures.

So let’s sit back, grab a coffee (not a mushroom one though…) and roll through tonight’s map!


Thren Den

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Sarkret Forest – Thren Den – Created in Inkarnate

The clearing where the Thren live has knee high grass that grows darker and more compact than grass found elsewhere. A thick canopy of giant trees means that only a few shafts of light pierce down to the forest floor and this is where the Thren plan, and other medicinal plants thrive on the biological scraps of the Threns food. Skeletons can be found throughout the clearing but many are burried under the thick grass.

Trees can be found everywhere around the clearing and make for perfect blockers of line of sight for anything wanted to find the Thren Den. Or those who want to stay out of sight of what lies within.


Seven texture layers created the forest floor ranging from dirt to stone, three types of grass textures and even a smidge of water to add contrast to the ground itself. There are three types of trees in the clearing and a plant that has a heart shaped leaf which can be seen growing in the pillars of light. The forest floor filter was applied over the top to darken it, but no all of it to give a depth to the visual appeal and my go-to breaker of zones was used, the craggy hills which provides the evidence for a recession into the Thren den itself.


Thanks for joining me tonight while I got back to what I enjoy the most in map making. Don’t forget to come back the last few days of the week to keep on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

City Slum Park

Tonight’s a bit of an experimentation night where I had a look at crafting a city slump park using the watercolour assets from Inkarnate this week. Although not necessarily the place for combat this week it could be depending on where the party move to.

So without waiting any longer let’s sit back, grab a coffee and roll into tonight’s map!


City Slum Park

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City Slum Park – Created in Inkarnate

The few houses that are present are falling apart and not looked after. Holes in the roof provide access to the interior and many people live in the cavities between roof and ceiling. These also provide great places to plan ambushes and to lay a trap for people. There are a few tents in the small ‘park’ where people have set up a small community of homeless near a small animal pen. A pile of wood, likely from houses, fuels a camp fire that burns defiantly against the dingy backdrop.


A few layers here blended together create the muddy-grass of the park. Layering the tree art assets creates the feel of a taller tree than the others whilst not overtaking the field. The watercolours instead of more distinct art assets add a softness and more whimsical nature to the battlefield which surprised me in how much I liked it. Many of the assets blend well with the texture brushes and overall my time using the watercolour map was rewarding and I will experiment with my other normal preferred battlemaps to see how they look in watercolour.


Thanks for joining me tonight while I experimented with watercolour assets in Inkarnate. Don’t forget to come back the last few days of the week to keep on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Desmodus Market Quarter

Following on from last night the destruction of half an inn and a small temple in the Desmodus Market Quarter we have a map of the scene. Well something that will do at least. While Guard Captain Katiana searches for the culprits there may be something else at play here.

So without waiting any longer let’s sit back, grab a coffee and roll into tonight’s map!


Desmodus Market Quarter

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Desmodus Market Quarter – Created in Inkarnate

The destruction isn’t total but it isn’t an easy sight to see. The temple lays in nearly complete ruins with some of the more dangerous walls, and debris having been hauled away already. The streets are more dusty than normal due to the cleaners already being here, for some of the rubble at least. However the danger of this environment is most of the rubble is brittle and will break if not carefully walked upon which could injure those who fall through the initial layer of brittle wood or stone to be stabbed, lacerated or caught in a secondary layer beneath the first. A dangerous place to be engaging in any form of combat.


A few different tones of the same textures were used tonight to gain a bit of depth across the map. roads were created with a transparent dirt texture and then, to make my life easier, a lot of “roof” tiles were added to give the district its shape. The ruins are some great tiles (art assets) that look good when blended together and chaotically put in a rough shape – I think it turned out ok with some room for improvement.


Thanks for joining me tonight with another map created. Don’t forget that as I continue this week I gear up for another Zine at the end of the week. So don’t forget to come back daily to stay on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Midfern Keep Vault

Midfern Keep Vault – the place where treasure and wealth that many could only dream of has been uncovered. However it’s also a place of great danger and mystery. This week we investigate it and what lies in wait for those whose greed will get the best of them.

So let’s sit back, grab a coffee and roll into map!


Midfern Keep Vault

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Midfern Vault Map – Created in Inkarnate

A few ruined pillars dot the room and dirt has come to hide most of the stone work that made up the base of the keep. The vault itself is a large, reinforced elven door that has become overgrown with vegetation that has crept in from the cliff face in which it was built into. Two large what appears to be golden statues guard the vault door and stare menacingly at any who approach it.


Multiple layered textures create this map, as usual, with some of the asset packs also being lightly transparent. Controlling opacity in these maps can create depth and add something a bit more of a softer appearance that I believe really lends itself to the immersion of the map. Different rocks (and the new art packs from Inkarnate – soo good!) created the rocky wall with some runes carved into it (for added magical protection) which I believe helps sell the feel of the map.


Thanks for joining me tonight with another map created. Don’t forget that as I continue this week I gear up for another Zine at the end of the week. So don’t forget to come back daily to stay on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Sylphare Quarry Cavern

Tonight’s map is of the Sylphare Quarry Cavern – the potential source of issues under the quarry that was unearthed. Not quite as pretty as a few of my other cavern maps but this ne has a few interesting things including where I have sunken in the little bonds of ice-cold water.

So let’s sit back, grab a coffee and roll into map!


Sylphare Quarry Cavern

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Sylphare Quarry Cavern – Created in Inkarnate

Several deep ponds are within this cavern which only adds to the chill factor. At points they get very deep and a tunnel, big enough for a medium or smaller sized creature to swim and squeeze through can be found underneath. However this is not for the faint hearted.

A pile of ancient bones can be seen near a throne that radiates cold and power towards the centre of the cavern. The walls are rough and rocky with no visible way out of the cavern and beyond from here. However the under-water passages do lead deeper into the cavern system for those who can really, really hold their breath.


Multiple layered textures and the dig tool used this week to great a visible depth for the ponds. Using the craggy-rock asset method created a smoother transition to the water which worked mostly well. Otherwise the stone-skulls in the wall leading to this cavern had some over-texture brushed onto them to remove some of the asset that I wanted to hide – but it wasn’t the cleanest work but it gets the effect across.


Thanks for joining me tonight with another map created. Don’t forget that as I continue this week I gear up for another Zine at the end of the week. So don’t forget to come back daily to stay on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Kilderken Clearing Camp

Tonight we look at the Kilderken Clearing Camp and I have to admit… I do really love making forest and natural looking encounter maps. Tonight is no exception!

So let’s sit back, grab a coffee and roll into map!


Kilderken Clearing Camp

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Kilderken Clearing Camp – Created in Inkarnate

Forest clearings Trees house little green lights – fey, bug or magic is up to the host of it but it created a nice visual appeal. Several trees around the camp provide cover as well as depth to the map while the river doesn’t do much other than provide something to jump over if the party is feeling brave. Lastly using a hill texture asset to create the depression into the water adds another layer of depth. If I would change something I would add a half-transparent layer of water texture on the creek banks to make it look like the water was deeper. A simple map with two tents but it will get the job done.


Multiple layers of ground, grass and water layers created tonight’s visual. Some lower layers for logs and rocks in the water created depth without having to add too much effort. I am finding that many of the camp fire assets are too bright when I add my normal lighting effects over the tops however I reduced it a bit this week to still try and have the glow around the fire but not making it too bright to look at. A rather simple composition tonight but I think it worked nicely.


Thanks for joining me tonight with another map created. Don’t forget that as I continue this week I gear up for another Zine at the end of the week. So don’t forget to come back daily to stay on top of what’s happening here and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Amber Vault

The amber vault comes in two forms one where the roof that is visible from the moment it raises and then another that shows the bespoke interior of the small vault. But there is something that is missing, the amber eye!

So let’s sit back, grab a coffee and roll into map!


Amber Vault

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Amber Vault – Created in Inkarnate

While the vault rising from the lake bed we have a lot of debris under water. However slippery stones have formed a bit of a path leading to the vault where the party are greeted by a great door.


Amber Vault roof off – Created in Inkarnate

Beyond this door there lies what could be a throne, and a lot of ruins. Centuries under water has done this building no favours which is evident from the damage internally. There is a bit of a door puzzle to get into the final, magically reinforced room but it’s not that difficult to work out.


Overlapping textures with different shades is the name of the game this week with blended watery hues, rubble, debris and earth creating the lake itself. The platform was made to make it look as ‘close to sitting at waters edge’ as possible with some water within the rooms itself on the floor – its not a perfect drainage system. Double walls for the central area help give it depth as well as making it look larger while we we have a pretty simple and sparse affair everywhere else.


Thanks for visiting tonight while I continue to add to this weeks content. If you find yourself using any of these maps in your own game (downloadable via the link) let me know! Don’t forget to come back tomorrow and this weekend as we continue on and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Simple Rundown Courtyard

Tonight we have a simple rundown courtyard where I employ a few techniques I have learnt over the year and a few more the give greater depth. However, if it happens to tie in with an adventure that I may have in the works than that suits even more!

So let’s sit back, grab a coffee and roll into map!


Simple Rundown Courtyard

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Courtyard – Created in Inkarnate

Entering from either the lounge, top floor oval room, or the front door path (under the roof top of the map) into the courtyard. The fountain is not well maintained but it is functional with a few potted plants around it. Beyond that is an archway with a room beyond with a stairway up to the left and right.

This side of the courtyard holds a nobles bed room, vanity, tables, a sword, book case and finishing off with a suit of armour. However between bookcase and armour is a secret door that enables the noble within to have a way of escaping what ever is happening to the small manor and courtyard. I didn’t mention that the balcony has stairs that enable people to climb down to defend the courtyard, or if nimble enough climb up to the balcony in a hurry.


Overlapping textures are a norm these days with even textures painted over the top of art assets (the roofs). This enables the balcony over the roof that is to the top of the map. Line tools were used this week to show the flow of movement and highlight the secret doors so it was more obvious. Otherwise a rather simple map with a few rooms, two layers and a few options of different art assets try to give the flow of the map a consistent and cosy feel.


Thanks for visiting tonight and continuing to stay with me with this weeks content. If you find yourself using any of these maps in your own game (downloadable via the link) let me know! Don’t forget to come back tomorrow and this weekend as we continue on and, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Shemet Forest Peak

Shemet Forest Peak is the focal point of the adventure for the night and this week it features a harsh, hot climb to the peak where we have a final encounter!

So instead of me waffling on here let’s sit back, grab a coffee and roll into map!


Shemet Forest Peak

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Shemet Forest Peak – Created in Inkarnate

Trying to highlight the intense heat of this encounter has made the forest come alive with reds and yellows. The contrast with the green grass makes the peak of the mountain feel more like a psychedelic episode rather than an intense battle with a powerful mage and elemental. Rocks and steep paths lead up to the peak and embers litter the trees creating hazards that the adventurers must watch out for.


A few overlapping textures were used (primarily on the rocks) which includes changing the colour of the base texture and applying it with a transparent layer. However the true daunting activity with this map build was the vast amount of assets used from trees, rocks, rocky hills, embers and light sources to try and make the area feel vividly terrifying.


Thanks for tonight to stay up to date with this weeks adventure. If you find yourself using any of these maps in your own game (downloadable via the link) let me know! Don’t forget to come back tomorrow and this weekend as we continue on this adventure and, as always, don’t forget to roll with advantage,
The Brazen Wolfe