Ponkae Fields

Tonight we have the party tracking the creatures from the fields towards the edge of the forest – but they should have known that it wouldn’t be that easy. A fierce fight with vicious adversaries that fight not only for their life, but the life of their sisters, brother and queen.

So join me as we lay down the foundations for this weeks climatic battle in tonight’s map!


Ponkae Fields

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Ponkae Fields – Created in Inkarnate

The raindrops from above felt heavier as they crossed under more trees that had evidence of the invaders scratching around the cocoon mounds. Some were too late with evidence of the villagers sawing out the precious cargo. However some were definitely successful and as they stood at the upper levels of the tiered trees around the village a dash of colour caught their eye.

Red silk flittered in the breeze as the grass clung to to the last bits of sticky fibre. This cocoon was huge and it appeared as though several sets of sheers or blades had cut it open. ‘Ah they found a red one.’ Naya said from nearby. ‘They are rare, very rare in fact with only one appearing every few harvests. The wine and nectar harvested from them is particularly strong and potent so the farmer that finds one ends up well paid and rich.’ she added as she scanned the woods ahead.

Her hand touching the handle of her axe was the first sign of danger, the second was a chittering and thrumming sound that waved towards them from the trees ahead of them. Several red creatures waited and watched them their mandibles and antennae moving menacingly as they watched the party near the undisturbed cocoons.


A simple map tonight with my favourite stamp being overly used – the rocky hills. The cherry on top was placing a cobblestone texture I the rocky crevasse that gave it a true stone wall look – which I will definitely do again. Several trees make up the rest of the assets while three or four grass textures make up the backdrop. A stone like texture darkens some of the area around the hills and blends it with the grass otherwise a fun, quick simple map that will get the job done.


Thanks for joining tonight for another update for this weeks adventure. Don’t forget that we still have a few more nights this week worth of content so don’t forget to come back each night to stay up to date. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Launghui Docks

Tonight we have the Launghui docks where the encounter may or may not happen. As with some encounters there is a peaceful or non-combat path through to resolution and this week is no exception. But more on that tomorrow night for tonight we have the docks where the party encounter the sea witch.

So grab the oars, man the mast as we go fishing in tonight’s adventure!


Launghui Docks

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Launghui Docks – Created in Inkarnate.

The fog rolled in more rapidly now as the sea witch strode forward more menacingly now that the party had revealed that they wouldn’t murder the villagers. As she moved past the tables that would normally have baskets of fish piled upon them she pushed them effortlessly away snuffing out a flickering flame that stood defiantly in her path from the pan that the party had set upon the village fire pit.

The fabric covers that provided shade and shelter from sun and rain normally would catch the sea breeze and funnel it across the tables to catch the smell of the fish and replace it with the crisp salty smell of the waves. But the fog was oppressive and the coloured canvas sheets hung limply as if scared to raise their sails.


As normal there is quite a few blended textures to get the colouration right. I have three for the waves and eight for the cobblestone this week. The sails, benches and huts take up centre stage with the assets this week appearing to take over the area and provide some depth. However tables, docks, boats and even a few fishing rods that are hiding behind the fog.


Thanks for dropping by tonight to see tonight’s map. Don’t forget that tomorrow we both continue and wrap up this weeks adventure. So don’t forget to come back tomorrow, and the weekend, for more tabletop content and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Morrowell Village

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!


Morrowell Village

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Morrowell Village – Created in Inkarnate.

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

Relic Traders

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!


Relic Traders

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Relic Traders Basement – Created in Inkarnate.

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

Nevarl Markets

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!


Nevarl Markets

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Nevarl Markets – Created in Nightcafe.

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

Askir Cave

Tonight we’re back with the Askir Cave map where the party encounter the wolf and the warlock… or at least some form of magic user.

So make sure your torches are lit, your potions are ready as we prepare for tonight’s adventure!


Askir Cave

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Askir Cave – Created in Inkarnate.

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

Areliaย Castle Hallway

Tonight we go back to simpler times with Arlia Castle Hallway, a adventure map in the theatre of the mind!

So get your imagination primed as we go old school with tonight’s adventure!


Areliaย Castle Hallway

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Areliaย castle Hallway – Created in Nightcafe.

As the party steps into the hall after the encounter in the storage room, they are immediately again struck by the reality of the situation. The hall is dimly lit by muted chandeliers hanging from the high ceiling and despite the small of blood from the snakes in the nearby room wafting from the door, the hall has an air of opulence. Intricate wood panelling and ornate carvings adorn the walls, telling tales of the royalty that call this castle home. The soft glow of the chandeliers casts dancing shadows around the room concealing those that wait for the outcome of the adventurers and snakes encountering each other.

The floor beneath their feet is covered with a luxurious red carpet which they remember lightly tripping over on the way in. Along the walls, several cushioned chairs with wooden frames offer a place to rest and if not for their recent attempted murder and the signs that they may not be out of danger yet it would take up their offer.

As the party look around several other doors to the other rooms that come off this hallway. A faint noise can be heard from one of them, likely one of the men from princess Ramieraย waiting to confirm the party emerged or didn’t from the room. They were indeed not out of trouble just yet.


Now this week is simple. There are a few trip hazards, numerous places to hide with shadowed corners to hide within. There are armchairs that can provide either a trip hazard for the party or any foes, same with that pesky carpet that has already tried to end the parties dancing career already. Chandeliers can be cut or dropped to fall on enemies or can be used as a way to vault to the ceiling.

The other rooms are darker yet and can hide several assailants behind curtains, tapestries, chairs and other furniture. There is really no limit to what we can pack into these rooms with armour stands being in one such room to conceal a more heavily armoured foe.


Thanks for joining tonight for something a bit different than my normal map night. But rest assured that next week we will be back into our normal content!. Don’t forget to come back tomorrow to see the last bits as we wrap up this adventure. And, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Omelga Hunting Grounds

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!


Omelga Hunting Grounds

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Omelga Hunting Grounds – Created in Inkarnate.

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

Kestel’s Sewers

Tonights map is pretty bleak and dark, its Kestel’s Sewers! Tracking the thieves to a weird conjunction in the sewers the party find themselves standing off against several robed, cloaked and hooded figures who are dabbling in dark magic.

So get your boots out as tonight might get messy with tonight’s adventure!


Kestel’s Sewers

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Kestel’s Sewer’s- Created in Inkarnate.

The smell is nearly unbearable as the party trek deeper into the tunnel where further on a faint flickering light and low murmured voices bounce off the walls. There are thick slimy mushrooms that line the walls as they try to avoid stepping into the water to avoid alerting those who they were sneaking up on.

The end of the dank tunnel reveals another unappealing sight. A junction of different sewer canals from other parts of the city move the cities sewage into overfull drains. Dozens of cloaked men and women chant around a burning brazier whose acrid smoke does nothing to hide the stench from the raw sewage. In front of the brazier and surrounded by chanting individual a arcane symbol carved into the ground thrums with power and dozens of metallic shards shine and over above it.

The Dark Shards.


Now its been a while since I have worked on a sewer map and it was enjoyable. Different levels were used to get the raw sewage drippings? River? Streams? Trickles? whatever they are moving down into the deeper parts of the canals and beyond. Five texture layers created the ground for tonight’s and a lot of bricks, many of them placed individually and several were part of a set to crown in the copper coloured canals.

The rest is pretty easy with overlapping pipes, walls and a few random archways to give height and depth to the map.


Thanks for visiting tonight for the encounter map and final confrontation to the man who got away. Don’t forget to come back tomorrow night for more content and lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe

Prison Break at Mouler’s Peak

The map for tonight is capturing the tense night time scene of the Prison Break at Mouler’s Peak. The instigator should be known to the party, but not really the reason – although that was hinted On Tuesday. But prison scene where several guards have been slain, the prisoners are running around with looted gear and the party have a tough decision. Stand with the guard or flee.

So gear up, find a combat buddy and let’s strike out in tonight’s adventure!


Prison Break at Mouler’s Peak

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Prison Break at Mouler’s Peak- Created in Inkarnate.

The biggest issue here is the sheer size of the map, the unknown terrain, hidden corridors and the prisoners. There are so many prisoners here. But the party have a choice of where to be when they engage in combat, or not, and they are not alone as guard desperately try to get it back under control and order restored.

But despite the aid there is an overwhelming number of criminals here who will do just about anything to be free, including murdering all the guards and any who stand in their way.


About time I find myself enjoying creating a map that uses walls and building components. Normally I dread these maps but tonight I found myself enjoying it. There is maybe four textures in total to get the stony courtyard, walls and outside world looking alright. several different wall assets including some wooden palisade to create the walls themselves. Some archways to show movement between parts of the battlefield, torches for visibility and light and then three of several prison cells. Overall a fun and simple night.


Thanks for visiting tonight to get a glimpse inside the prison for this week. Don’t forget that we will reveal a a few stat blocks tomorrow for the encounter component of this weeks adventure. And lastly, as always, don’t forget to roll with advantage,
The Brazen Wolfe