Map – Forest Arena

This is a quick bonus map I’ve made this afternoon on the Inkarnate website as a flurry of relatively generic battlemaps that I can plonk down as needed. With the DDC campaign being fairly footloose in its direction – or at least in how they get to key components – I’m building up a library of maps in different styles.

This one is meant to be a natural depression in a forest area with two main pathways out. High banks and foliage limit other routes out, but also allow for different elevations in any encounters. In addition, there are fallen tree logs, and a titanic broken sword as a hint of mysteries past or encounters to come depending on mood.

Overhead battlemap depicting a forest clearing surrounded by high banks forming a natural arena with two main routes in as well as two very small alternatives. Three fallen tree trunks lie across the brush in the clearing as well as a gigantic broken sword that is far too large for anyone  barring a giant to be able to use.
Made with Inkarnate.com

If you want to make use of this map, just save the graphic below – or follow the link to https://inkarnate.com/m/971E8l-forest-arena/ if you use Inkarnate and want the original multi-layered file for cloning and editing for your own needs.

Map – Lightning Rail Station

A couple of months ago we had an extended series of session aboard a lightning rail train travelling from Windhaven towards the Breland border – and a number of social and combat encounters took place during that period. Their first break in the journey came at a station where there was a delay to offload and take on new cargo and passengers.

This night time location was revealed just after an intense combat encounter where assassins had boarded the train and tried to kill Thorin – and had nearly killed Valenia in the process – and so the opportunity to get off the train and explore the area for a while felt much needed.

The grass area at the bottom of the map is where I overlaid schematics of the train carriages the characters were in. This was done so that I could reuse this as a standardised design in the future with other carriage configurations. The platform is lit with torches, and the main areas of interest are: the main ticket hall which leads through to the street beyond (and the houses on it), and the well-lit inn/coffee house and the rest rooms next to it. There’s also a store room behind them.

On the left hand of the map is a store room accessed from the ticket hall, and the ticket office top left. There are also desks and furniture in the hallway. The office could alternatively be a House Sivis message post.

I had this set up as being flexible enough to run either combat or social encounters – in the end it turned out to be mostly social and roleplay with stall holders, people passing through, staff from the rail service, and a rather intense Silver Flame Inquisitor who wanted to ask Thorin some questions.

As ever, the zip file attached to this post includes the map and the associated text file of map dimensions and dynamic lighting information and coordinates.

For those who haven’t used Dungeon Alchemy maps, you can install an API in Roll20 and after loading the map graphic onto the map layer, you can copy and paste the text file contents into the chat input. It will then resize the map to fit and support Dynamic Lighting if you are using it.

RailStation.zip

Map – Village Edge

I made this in Dungeon Alchemist a few months ago as a test piece – wanting a simple encounter map among fields at the edge of a village. A small bridge over a stream can act as a focal point for people arriving at, or leaving, a location. There’s plenty of fences and items for cover for ambushes. There’s trees and shrubs and terrain height differences to play with (or ignore) – and the time of day is set in this sample to sunset. I’ll post a file below with the original file and text file for light sources.

Roll20 have an API for importing files from Dungeon Alchemy that can be set to run so that you don’t need to manually set the map size. Simply upload the graphic and set it to the background/map level and then copy and paste the text file into the chat input box. The map is then resized appropriately, and you’re set up for Dynamic Lighting if you use it.

And here’s the zipped file for download: Village-Edge.zip

Map – Abandoned Riverside Hut

I’ve been using Dungeon Alchemist since backing it as a Kickstarter and then editing in Roll20 once I’ve imported it there – it helps automate a lot of scenery and placement of items when I’m not particularly fussed about the details or if I’m looking for inspiration for an encounter. The software is available through Steam and had some interesting updates recently allowing you to import Heroforge counters and walk around in first person around in the maps when generated – I’ll be watching that with interest.

This map was quickly spammed up to have a generic outdoors encounter space – and in the end I used it as a camp location while the group was travelling to Amberhammer Hold. Its where Caeluma learned it was their birthday and where their celestial patron manifested briefly to help celebrate.

The map was generated with a semi 3D perspective to make it pop a bit better – and as Dungeon Alchemist is aimed at producing maps for export to virtual tabletops it also produced a lighting map for Dynamic Lighting. As an outdoor scene set at dusk, I wasn’t so worried about light levels, but I’ll include the text file to download if anyone wants it

Have fun – the original jpg and text file are in this zipfile: Loggers Hut Pack

Map-Making Evening

I was just thinking to myself: I’ve not been playing with Inkarnate much – so after sharing a bottle of wine with Lady M over supper, I’ve been making a random map I’ll probably never use. It’s been fun thinking about how I might throw it into a travelling session however.

Anyway, here’s the small and surprisingly rich riverside village of Brookside:

The original map has been published and available to clone at https://inkarnate.com/m/GXvlOw–brookside/ – enjoy!

Quiet Day

I worked more than a few extra hours over the last few weeks, so with a nod from the boss I claimed today back to recover a bit, and I’m glad I did. There’s some family stuff that landed yesterday, mostly related to people’s health, some of which is in the “eh, okay” pile and some in the “oh” pile.

So in between being shattered, I’ve also been processing that – and part of how I’ve been doing that has been making more maps. So that’s a bit of a good news/bad news thing: been an unsettling day, but here’s some creative stuff for your gaming needs.

Enjoy! I’ll stick them up in the respective gaming pages in due course

New Maps

We cancelled the game tonight so I’ve had a lazy day making maps. I’ve made separate pages off from the Roleplay Games section under the digital maps but just some eye candy, here they are for free download

They’re both fairly generic dungeon/tomb type layouts but are grid free so can be scaled for use on the virtual tabletop of people’s choice. If I get requests for gridded versions I can do that too.

So have fun!

Updates

I’ve been inspired by the earlier posts to start writing up and updating the key events page for the DDC and I think I’m basically just working backwards at this point. Still, there’s two pages done, gathering the collective dreams and the Broken Grove. The accompanying maps for those sections have been included to help visualise them.

Both maps were made by yours truly using www.inkarnate.com and I’ve also put them up in the maps section for free download.

It’s a nice way to wind down after work…

Maps and Pens and Rock and Roll

My current methods of zoning out and calming down continue to mostly be drawing and making maps. I bought a book of gridded paper off Amazon recently, and have started filling pages with designs that I may never end up using, but that are still an outlet that allow me to work out the story of their use and history.

The sketchbook also continues to grow full of designs, and I’m posting things mostly to Instagram as I go to share with the world. I’m very much enjoying the wider availability of pigment ink and fine pens for the more consistent finishes they offer.

Some of them I’ve started adapting using the map building sites and software so versions of some of these locations may appear, but then again maybe not – that’ll depend on which way the stories go.

Prepping for the DDC

Another game tonight, so as the last couple of weeks were intense fights and investigations this will probably be a bit more free-form and roleplay centred. There will be a week’s downtime to resolve, and that alone will likely determine the next directions taken.

With a largely character-led campaign I’m fully expecting some interesting side trips in response to the plot hooks I throw out there so my preparations are largely along the lines this week of some generic battlemaps that can be turned to a variety of uses. I’m posting them up in the Roleplay section as I go along, feel free to take a look.

It’s those adventurers again…

In terms of active plot lines: we currently have the missing Gnomish alchemist who fled from the university and his partner (Lord Rancaster) with a recipe for synthetic dream lily. We have the pit fighting scene that Thorin has begun to get involved with. We have random pranks by persons unknown in the DDC’s house, and we have the Warforged zealots following the Lord of Blades who were working with the Emerald Claw cultists who kidnapped Coal and used him to resurrect a Warforged Titan.

No doubt they will go investigate something else entirely.