I’ve been waiting for it with bated breath but the new release of Dungeon Alchemy came out today. I’ve only just started playing with it but the new caves functionality and the tweaks to the interface have got me very keenly investigating. The expansion is called The Floor Is Lava and its out on Steam for free on top of the main package (which is only about £30 or so). I highly recommend it if you’re creating VTT maps for your games or looking for maps to print out.
I haven’t finished it yet, but this is what I’ve put together this evening using some of the new features – a ruined bridge and abandoned hut near a cave that may have something nasty lurking in it. Perhaps its a troll bridge over muddy waters?
A regular haunt of the DDC, The Brazen Hydra is the local tavern favoured over the franchised Golden Dragon in their local district of Windhaven. It has also featured in our Christmas/New Year one-shot and I tend to also use it as a quick stand-in elsewhere. Like many of the maps we use, I made it using Dungeon Alchemy – zipfile is called brazenhydra.zip – and it’s one of the earlier maps that has stood up pretty well.
It’s a simple layout that rarely gets any exploration of the back rooms. For the most part we’ve used it for social encounters, or round-ups at the end of a session. In the one-shot it was a traditional setting for a mission briefing.
On the Sunday just past, we ended up with most of the DDC getting very drunk, engaging in pub games, and falling off furniture. That was the point that the developer of the software popped into the stream and this happened…
In terms of layout, the middle map is the public area most often used – the main door is in the south wall – and then the top map is the basement (including a storeroom and a well), while upstairs is a shared dormitory and the owner’s study, bedroom and toilet.
So – as ever – feel free to download and use The Brazen Hydra – and I hope to hear of new stories that take place within its walls.
This is an early map I made when I first got Dungeon Alchemy after the KickStarter – so wasn’t made with thought of any particular type of encounter or other use. It was mostly an exercise in trying to visualise a layout on three floors and would probably not be a great place to actually live. If nothing else, it is lop-sided and overhangs on the top floor while leaving either a large flat roof or a very oddly sloped set of shingles. Trying to visualise it do give me a headache – but then perhaps this is a magical place and not necessarily all on our plane of existence.
Looking at the layout – the top set of rooms is the ground level floor, with an entrance hall or porch in its top right corner. There’s a large sitting room to the south and a smaller hallway or reception to the west. This leads to a long thin corridor, off which the dining room, kitchen, toilet, and servants’ quarters are set. At the bottom of that corridor there are steps leading down into the cellar, and stairs going up to the master bedroom.
The master bedroom is the room on its own to the right of the map and isn’t anything particularly exciting.
The cellar has steps coming down near the well, along its north wall – and that main cellar area is mostly used for storage and drawing water. Each of the chambers off from that are full of work tables and supplies in crates. Its a rambling open area that could hold experiments or McGuffins that a group could be searching for.
So, I’ve included the exported file, jpeg, and text file as usual as usual as alchemyhouse.zip but am treating this as an example of the early learning curve while playing with a new toy. Enjoy!
I started showing boy s the basics of Dungeon Alchemy while we were away so that he could design the shrine that his character Caeluma is founding at Amberhammer Hold. He’s got a basic layout sorted out, and will now need to do the tweaks and nudges to the decor and props to finish it all off.
This has brought me back to making some random maps to toy with some more of the new features in the recent update, which has led to this mixture of landscape and hidden crypt dominated by the wedged skull of a long-dead dragon:
Entry to this snowbound pass through the mountains is under the skull wedged above the southern end of the pass. A small crypt or shrine has been tunnelled out of the mountain rock, with its entrance at the top of a rocky slope covered in ice and snow. Danger might come from within that structure, or from bandits on the clifftop or even on top of the skull. Perhaps a yeti has taken up residence in the pass, or a troll preys on the unwary.
As usual I’ve put together a zipfile of the original .dam file, the exported jpeg and the text file containing lighting information – and that is included in this blog: dragonskullpass.zip
If you use this for anything, please let me know – I’d love to hear how you used it.
We had a somewhat shortened D&D session this afternoon, victim of both a series of tech issues on my side and various people feeling unwell. It left me feeling quite down and upset with myself. I was even, dare it be said, a bit grumpy, and it was the type of grumpy where no matter how helpful the incoming suggestions were, they were not received well.
One very reluctantly undertaken rebuild of my laptop installation later, the system seems to be cooperating and running a little smoother, but damned if I can see what difference there is. Maybe there was some corrupt driver or configuration that refused to be overwritten in app reinstalls or something. Whatever it was, the near-nuclear option seems to have helped for now – and we’ll see what difference it makes.
Alternatively it could just be that my bad mood and frustration was freaking out the local electronics, because that seems as good an explanation as any.
At least writing this is a good way to close out the day and test connections and migrated login details and all the minor aggravations that accompany such things. I can go and try to get some rest shortly, and maybe even wake in the morning with some degree of refreshed approach to the universe. Hopefully it can be a quiet day where I can get on with paperwork and wrap up loose ends before the next round of fun and chaos.
As an added bonus, here’s a random snowy and abandoned temple I made up to test that Dungeon Alchemy had reinstalled properly. I’m putting it under the general label of “miscellaneous battle maps” as I have no immediate plans for use. Looking at it, I can immediately see a couple of settings changes I need to make around the bordering blank space around it, but that’s just my preference.
The map is designed for a Roll20 VTT, so the usual zip file of original map, exported jpg and text file with dynamic lighting details is included – snowtemple.zip – have fun, and as usual if you make use of it, drop me a note and let me know what encounters you’ve used it for
This map featured in our recent one-shot and was a good chance to flesh out the local suburb and bring the group up to speed on what their erstwhile companion had been up to while they were out saving the world.
The club house was founded by Coal, a warforged rogue, to provide a safe space, meals, and general support to local youths – and it is almost certainly only a vicious rumour that it is also a front for a small guild of thieves with a side line in community support.
Just to remind you, this is what Coal looks like: a lithe robot in a suit, with a flowing long coat, various blades and spiked objects close to hand, and quite often a tame mimic nearby as backup.
So, here’s the clubhouse. I only created the main public area – mostly due to time constraint – but also to save some surprises for the future. There’s a large hatch in the main area in the floor suggesting a cellar. There are also stairs to an upper floor.
The general layout was inferred from the more generic area map of the suburb we’ve been using in the main campaign, and created using Dungeon Alchemist. This allowed me to then embed support for dynamic lighting, doors, windows, and movement restriction for walls. As it is on the edge of a public gardens, that provides a pleasant backdrop, while there are buildings either side, suggested by the free-standing walls. In the wider area map, the building to the left is a tea shop and cafeteria famed for its range of produce and cakes. To the right is the home of Iron Ryan, who is a renowned pit fighter, rival to Thorin, and general friend of the DDC who dated Kerne for a while. He’s a regular visitor at the club house and teaches self defence classes – and is most definitely not working as muscle for Coal, and you won’t repeat that rumour unless you fancy waking up tied up and on display somewhere public.
There are two entrance lobbies from the street that lead into the main hall – and the ground floor contains two study/lounges, an office, a toilet, a kitchen, and a pantry. In our game it made a good place for the group to receive their rewards, debrief Coal on the mission, and give young Odif a present.
I have, as usual with a Dungeon Alchemy map, created a zip file with the original file, a jpg export, and a text file giving all the additional sizing/doors/windows/dynamic lighting support. To use it in Roll20, upload the jpg to a blank map and put it on the map layer, then cut and paste the text file into the chat box while you have the Dungeon Alchemy API script running. It will resize and label the map accordingly.
Feel free to download, and if you use it, drop me a note to let me know what stories unfolded: coalsclubhouse.zip
I put this together for my games as a generic guest house map – largely because of the reverse heist that we’re doing for the one-shot adventure. Its a town-based guest house with three floors. Five rooms are for guests, while the sixth is a master bedroom for the owner. There is a latrine on the first floor. and a bathroom on the top floor. The whole map is geared for a 39×22 grid which leaves a small border around the whole thing – and the floors go from left to right as they ascend.
There are two doors on the ground floor – one from the garden at the top, and one from the alleyway on the left hand side – and various odds and sods plonked into the map by Dungeon Alchemy. I’ve included a zipfile below with the map jpeg export, original dungeon alchemy file, and the generated text file that defines walls, doors, windows, and light sources for Roll20.
As ever, for Roll20 you import the jpg to the background layer and then, while the dungeon alchemy api script is running, paste the text file contents into chat. That will resize the map and graphic and line up all the walls and features. Let me know what adventures you have with it…
I spent most of yesterday quietly rumbling through a low patch with making maps, watching old Time Team videos, and playing on the XBox in between conversations with people. It was an unashamed day of taking care of myself, and my partners very wisely let me get on with it and made sure I ate properly and didn’t mumble into my beard too much. I ended the day with the beginnings of a migraine (light flashes and loops of a song fragment) but the near total shut down was very much needed.
And so to the map: I was looking at potential lair ideas and followed on from the bridge maps I’ve been experimenting on. There’s always an epic feel to raised areas over a lava field so went with something that could possibly once have been natural and that now shows signs of having been coopted and adapted.
To the right of the map is a fiery magical portal at the top of carved steps coming down onto the broken circle of level ground. Obsidian walls reach down to the cooling lava surface that still puffs with flames and shimmers of heat below. There’s a lit brazier in the middle on top of an obsidian column in the centre of the “donut” and to the north of that, an eldritch obelisk next to a broken altar. There are bundles of books on that and a broken ramshackle bookcase nearby and some scattered timepieces. To the very west lies a tomb slab. Could the old tomb be what this chamber was built for, or was this space found and then repurposed? Perhaps clues are inscribed on the triple-sided obelisk?
This chamber could therefore be the last resting place of a buried being whose grave goods contain something the adventurers seek. It could be where a missing field researcher is found, overcome by heat or monsters that must be overcome. Maybe it is the lair of some dark spirit risen from death and seeking some elder knowledge or to overthrow the lands below the volcano, or far above this hidden space.
The map is based on a 30×40 landscape grid but doesn’t have one superimposed so you can import it to a VTT of choice and grid scale that suits you – I’ve assumed five foot per grid square as a standard measurement when planning this. If you use it, have fun! Let me know if you remember and tell me what story you told with it.
I’ve been doing some more map making to wind down in the evenings – this time using Inkarnate as I get used to the layering options and thinking about the constructive layers involved in areas with multiple levels. In this case the concept was a battle location on a walkway high above some ruins below in some vaulted space underground. Depending on which way any of the various groups wander this may turn up in a session at some point as something I can just drop people into.
The map is for a 40×30 grid square on a landscape orientation for a virtual tabletop – with the main battle areas being the more brightly lit landings and walkway connecting them. The ziggurat and other buildings below could be any depth below depending on how you might want to run the encounter – anywhere from tens to hundreds of feet drop. Even now, looking at it, I’m considering how I might add a blur to the lower level so its implying a different height for the purposes of suggesting eye focus.
I’ve added a couple of lighting shades and textures to the lower level to try and suggest depths apart from the braziers on top of the ziggurat – and then added some lanterns on the walkway to make it stand out a little and draw the eye.
The types of encounters that could be run here range from being cornered by guardians, being attacked by flying predators, stand-offs threatening an object being dropped over the ziggurat’s flames, traps defending the entrance to the complex while implying what is to come later – go wild – and if you let me know some of the uses you put it to, that’ll be lovely.
I’ve been catching up on shows this evening through the fog of painkillers and decided to spend a bit of time fleshing things out around the DDC adventures – so I’ve just drawn this up on Inkarnate. Its only a first draft to get used to a different style of map so I’m not sure yet if it will get used in this format or see major revisions.
I wanted to suggest features I threw in off the top of my head while describing the area during sessions – with hilly approaches from the south east and north east, and a mountainous pass to the north west. I also made mention of a forest that the DDC fled through after their first encounter with the denizens that had taken over the Hold, so that had to make an appearance. I’ve dotted a few farms – two grain and one gourds to the north, and marked good fishing to the west along with a mill.
During the attempts to draw together allies I mentioned an abandoned settlement near a depleted mine so reasoned there would likely be several of those in the area – marked with ruins and mine signs dotted around. There’s also a nice big open plains area to the north of the Hold where the main pitched battle took place, but that can also develop into a location for a trading hub now that House Sivis has opened the teleport circle. I’m still mulling over how much of a time elapse there will be in-game before the next game chapter – if only so the poor adventurers can have a rest and catch a bit of a break to enjoy the fruits of their labours.