The Thronebrazing Kit – Also, the Foundry Module is now online.

Do you use Foundry? Are you dissatisfied with how small Brazenthrone is and wish you could make more of it? If you answered no to both, there’s nothing here for you, feel free to go about your day.

Foundry first. Here’s the manifest URL so you can install it the grown up way: http://modules.milbysmaps.com/MMPublic/module.json

That’s all.

On to Brazenthrone. I was asked about making assets to allow people to create new chambers of the city. I said, sure, I can put a few things together for you. Then I just went completely overboard and, next thing I know, I’m clipping stuff out of a dozen different maps, saying, “Better get that duplex hammer, you never know if someone’s gonna need one of those.”

So, here’s 80 or so assets. These include the ones I made previously and some new ones. There are empty chambers, floors and walls that tile seamlessly and an assortment of various other stuff. It should be enough to let you smash something together in Photoshop, anyway. The person asking for these said he was interested in making a Dungeondraft asset pack out of them, so there are 256ppi versions for that as well. By the way, let me know if there’s anything else you need for that.

Okay, that’s all for now. I’m going to bed.

Kasan-Tir Mining Outpost – “I like it but I’m not into the tunnel thing” Edition

Here are the tunnels to go with this.

There were two experimental things I did with this map and one of them seems to have gone over well, while the other didn’t. A few patrons let me know, which I appreciate, since it helps me make decisions about stuff like this in the future.

Anyway, I made an alternate version without the tunnels for the patrons’ edition maps in case anyone really didn’t like the original one and I figured I should give it out to non-patrons as well. My patrons seem to prefer this one and, in general, I assume that my patrons and non-patrons are likely to have similar opinions about my work. I’m not big on gating off content and I want everyone to have a version of this map they can use.

The other thing included here is the tunnels. These are a VTT token, but they’re printable too. The idea was that they could be placed in a hidden layer– either under the path or off to the side– then revealed when the players get in and make their way down into them.  Or, if you’re printing the map, you could cut them out as an overlay or keep them as a separate page.

Anyway, I hope this is more useful to you! I’m gonna try to get all those things I talked about in the last post done today, so I’d better get to it.

Kasan-Tir Mining Outpost

This took a while to draw because I spent two days laying it out, then I decided it was crap and started over from scratch. Sorry for the wait, but it really was irredeemable garbage.

There’s some unusual stuff going on here and I’m wondering how you’re going to feel about it. First, you’ve got multiple levels overlaid on top of each other. There’s the winding path with arrow slits above, then the tunnels on the other side of those arrow slits below.

Mainly, this keeps the map a bit more compact. I try not to bloat the size of my maps too much because it’s always more of a hassle for people using them. If you’re printing it, there’s more to print and if you’re using VTT, the file size is bigger. And I don’t think this is giving anything away. The PCs can see the arrow slits and, I mean, what else would be on the other side?

The second unusual thing is the perspective shift. To me, this feels like the part that might be controversial. You’ve got a slightly angled view of things right up to the door. Then, once you enter the mountainside, it’s a fully overhead view.

This does a few things for this map. It makes the path seem more upward, it shows the arrow slits and it gives a nice view of the chasm. But, once we’re inside, it’s not doing anything for us anymore, so it changes to top-down. I’m curious what you all think about it. Let me know if you like it and definitely let me know if you hate it. We don’t have to do this again.

By the way, this is handled a few different ways in the patrons’ edition versions. In the 1-inch grid print version, the tunnels are a separate overlay, which seemed more practical for print. And in the VTT version, there’s something similar (the tunnels are a token/tile, basically). There’s also a VTT version like the image above. This map was a gamble, so I thought I’d hedge my bets.

There are a few more things. LIST MODE, ON MY MARK. ENGAGE.

  • There’s an explanation of the equipment on the upper floor in the DM notes. Non-patrons can refer to the DM notes for the Oreworks, which describes all the equipment here: a casting pit, converter crucible, puddling furnace and stamp mill.
  • The VTT versions of this map include a Foundry VTT module for the first time, which is kind of perfect, because there is literally a foundry in this map.
  • I’m going to try to get the patrons’ edition Foundry module hosted online so you don’t have to manually install it. Hopefully today.
  • I promised to get the dynamic lighting maps working for more platforms. EncounterPlus is next. I found a converter and I’m going to try it out.
  • I’m making some Brazenthrone assets. Nothing fancy, but they should make it easier to modify or create new chambers, because I’m only drawing one more.
  • Speaking of which, the next map will be Brazenthrone’s Old Palace (1 on this map). This is the final chamber of the city and I’ll do something cool with it.
  • Is that everything? I think so. Let me know what you think of the outpost!

Map Module for Foundry (and a note about Roll20)

Here’s the Foundry VTT pack I promised. Actually, it’s not the pack I promised, it’s a lot more than that. Here’s the story: I was getting a few maps ready to export from Roll20 to Foundry, using a campaign on my friend Luke’s Roll20 account. I export everything, expecting three maps to come out the other side. Instead, I get sixty maps. Huh?

Oh, these must be the archived maps. I look through them and they’re ALL set up for dynamic lighting. Manually, by Luke. There’s Skywatch. There’s Tortuga. There’s FINBARR’S MARSH.

So I send Luke an email that begins with “HOLY MOTHER OF GOD” and I ask if I can share these all with you. He says, “Of course.” Also, he apparently has more. He then proceeds to copy over a few more from his other campaigns. So there are around 70 maps in this module, including almost everything other than Brazenthrone and Mont-St-Michel. He even threw in the tokens, some DM notes and some pre-generated characters. This was not a small amount of work on his part.

All the maps in there are the free web versions. I give Luke access to my patron content, but he doesn’t use the VTT versions, so all the maps are free already. If you want to use the VTT versions, you should be able to just replace the map image with the 70px VTT map and the lighting should work the same.

So, after getting all this together, there’s one thing that’s been driving me nuts. I want to give this stuff to Roll20 users too, but… I can’t. This stuff was MADE on Roll20. Luke set up the walls, doors and lighting on Roll20. And I can export it from Roll20 to Foundry, but I can’t export it from Roll20 to Roll20?! Are you kidding me?

I’d love to be wrong about this and, if you know how I can share these, please let me know. I can’t export the wall lines like I did with the other maps recently because they have to be made in a specific way to do that. So, I apologize to Roll20 users who feel left out here. I really do want to give you this stuff and, should that become possible, I will do it in a heartbeat. But the tools to do it don’t currently exist.

Should you feel that having these pre-lit maps is very important to you, there is a nuclear option: The Converter. I used it to convert these maps from Roll20 to Foundry, but it does a lot more than that. I am not telling you that you should do this, but I feel like I should point out the existence of this piece of software for those who may be considering it already.

Anyway, I hope this is useful to you! If there’s anything I screwed up while making this compendium (and there’s no way there isn’t, haha) please let me know!

EDIT: I couldn’t get the Great Hall in there, but this should do it. Make a scene with a 70px grid, place the image, then right-click the scene and select import data. Import the text file. You may have to place the image as a tile, not as the background image for it to work. I’m not sure why, I’m still new to this.

EDIT 2: The Route Finder module may cause problems with this for reasons unknown. If you’ve got it installed and Foundry is bugging out, try deactivating it.

 

Dear Foundry Users: This is me having your back

I worked out a way to export walls to Foundry. I haven’t exported the module file to share the maps with you yet, but I wanted to let you know that your situation is handled. I found a way to convert Roll20 maps with dynamic lighting to Foundry, so patrons can expect to spend a lot less time setting up maps in the future.

I’ll get you the module file for the Tusk, the Fallen Tower and the Great Hall in a day or two and I’ll fill you in on how I did it. It’ll be free for everyone, of course. Also, I have a surprise for you. You’re going to like it. Things, uh… yeah. Things happened.

Right, I’m gonna get some drawing done and I’ll get back to you with that module.

Brazenthrone – Freeholders’ Hall – Everyone’s Edition

Here’s the non-annotated version for those of you who don’t like words and numbers all over your maps. Also, here are the DM notes.

You know what? This is the second-to-last chamber of Brazenthrone and I’m just going to give everyone the patron content for the rest of it. You can download it from Google Drive here or from this page on my patreon.

There’s not too much to say about Freeholders’ Hall. It’s where the mushroom farmers live. There’s a high clan that lives there, too. And there’s a statue of a naked man. You can read about it in the DM notes if you’re interested.

Yesterday, I wrote about how I found a way to include dynamic lighting with my maps for Roll20 users and I made commands to generate the walls for you with this map as well. They’re in there with the VTT files and there’s a file explaining how to do it.

For those of you running games on Foundry, Fantasy Grounds and other platforms, I need you to know this: I know you are out there, I appreciate your support and I am going to do everything I can to make this happen for you too.

So far, what I’ve learned is this: there was a script called SVG Loader that could import wall lines in Foundry, although it may no longer be compatible with recent updates. I’m going to try it out anyway and see if it works. If I can get it to work for me, I should be able to load up a map, import the walls and export the whole thing as a module file. If I can’t, maybe I can get an older version of Foundry that the script was compatible with? Who knows, I’m just spitballing, but I’ll get to work trying things out tomorrow. I can’t promise you I’ll be able to do this for every platform soon, but I can promise you that I’ll try.

The next map will be last month’s Cartographic Congress winner, a dwarven mining and smelting outpost built into a cliffside. After that, we’re knocking out the last part of Brazenthrone: the Old Palace. It’s a ruined palace adjacent to the Old Quarter and I think it’ll be pretty cool. I wanted to save it for last so hopefully the dwarven city of Brazenthrone finishes on a bang.

I just did two impossible things in Roll20.

I set up the dynamic lighting for every wall in the Great Hall of Brazenthrone in 15 minutes. That’s the first impossible thing. The second impossible thing is: I can give you the ability to do this. Except it’s not going to take you 15 minutes, it’s going to take you 1 minute. And no part of this involves ever setting foot in the Roll20 Marketplace.

Two days ago, I posted something about how I didn’t think I’d be able to give you maps with dynamic lighting set up for Roll20. I thought the only way to do that would have been to sell them on Roll20’s store. That turned out to be wrong. Well, 90% wrong.

Let’s talk about scripts. Specifically, this script. Here’s how it works: I draw a line. Then, I turn the line into a series of commands that describe the line. The script then turns those commands into walls on a map. If it sounds complicated, don’t worry: I have to do the complicated parts. What you do is super easy:

  1. Install the Walls script into your game. You can copy it from here.
  2. Make a page and put the map on it. Go to the map layer and select the map.
  3. Copy a text file (the commands for that map) and paste it in the chat. Hit send. It takes 10-30 seconds to finish and then you have the walls set up for dynamic lighting.

It’s not a complete setup, since it doesn’t do doors, but tracing the walls is a large part of the work of setting up dynamic lighting and being able to knock that out in a few seconds is a pretty big deal. Here are three maps and their script commands I made to try this out on: the Great Hall, the Fallen Tower and the Tusk. Note that the fallen tower is 140px per tile and the other two are 70px. The size has to be correct.

I was informed about this by Luke, who DMs a game I’m a player in. I told him I thought this might change some things for the better for a lot of people. If you DM on Roll20 and have a Plus or Pro account, try it out and let me know what you think. This is a very easy thing for me to do and, if you want me to make these for every map in the future, I will. Maybe I’ll even sit down and do the backlog at some point.

Maps for EncounterPlus

So there’s an app called EncounterPlus, which is an encounter-tracking app. It’s like an offline VTT. Basically, it’s for people who want to use digital maps and tokens to track their combats, but everyone’s in your living room.

Before I go any further, I’m going to save some of you the time: it’s for iOS only. Remember 1997, when everything came out for PC and there were like 12 programs for MacOS? Apparently things have changed.

Anyway, I’m not writing this to recommend EncounterPlus. As a PC user, I’ve never run it, so I can’t tell you if it’s good or not. However, a patron named Matt C. does use it and created some .module files using my maps. These aren’t adventure modules, just maps with the dynamic lighting already set up. I told him I’d share them with you, in case there are more E+ users out there.

You can download the files here. The maps included are:

I’d love it if these could be made for more platforms, but, currently, I believe only Encounter+ and Foundry allow you to make downloadable files with the lighting set up in advance. I’m considering making files like this for both platforms in the future, as well as FantasyGrounds when they implement dynamic lighting. Of course, I’d do it for Roll20 if that becomes possible, but I’m skeptical that it will.

I talked to one of the E+ devs, who told me he could make a script that would convert Foundry modules to E+, so… well, being able to set up a map once and convert it for multiple platforms would make doing this a lot more reasonable. Anyway, no promises just yet, but it’s something I’m looking into.

The Fallen Tower

Drawing this map made my brain hurt and I’m genuinely worried that, by posting it, I’m going to cause other people’s brains to hurt as well. I think this has something to do with the floor being a wall and a wall being the floor, which… dammit, my brain hurts again.

Here, I made a diagram to explain it as simply as I could:

There’s some further explanation in the DM notes, but I think this covers the important stuff. As you can see, I had to change the way I draw significantly to accommodate some of the Fallen Tower’s peculiar needs. Like, there’s a map symbol for a door or a window, but there is no map symbol for “There’s a gap where a staircase used to be. In the wall. 30 feet up,” or “There’s a door, but it’s sideways.” So I had to draw in the sides of the walls to show those things.

A huge part of the time I spent on this was just figuring out how to present it in the most easy-to-understand way I could. At first, I had plans to complicate the hell out of this thing, but I decided to keep it fairly simple and see what you all thought. If the Fallen Tower doesn’t cause too much cerebral hemorrhaging, I may revisit this idea down the road and go a bit wilder with it.

Anyway, I do think this came out pretty well and I think it’d be an interesting place for players to explore. If you’re having a hard time wrapping your head around it, let me know and I’ll do what I can to help. It’s my fault you’re looking at this thing in the first place, so I kind of owe you that.

Next up is Brazenthrone‘s Freeholders’ Hall (27 on this map). It’s where the mushroom farmers live and it’s the second-to-last Brazenthrone map. After that, I’ll be drawing last month’s Cartographic Congress winner, a dwarven mining outpost built into the side of a cliff face. Then we wrap up Brazenthrone with the Old Palace. This journey of nearly two years is coming to a close.

Brazenthrone – The Iron Mines

 

First, here’s the non-annotated version. The grid size for VTT is in the filename. You knew that, right? Just checking.

I’ve never lost my enthusiasm for drawing Brazenthrone, but I am looking forward to the next big project, which makes me somewhat glad to be wrapping it up soon. Also, when Brazenthrone is done, I get to take this map and make it about 60% bigger. Because apparently I drew all that and it wasn’t enough, so I drew a whole lot more, haha.

So what’s the next big project? It’ll be a map of an entire setting. That setting will be a sea in the Underdark called the Black Loch. I’ll talk more about it soon, but you can read about it in this post.

Before I get started on that, I’ll also be finishing the Great Vote maps. The ones left to draw are:

  1. Fortified Oasis – The middle of the desert. The only water for days. And someone built a stone fortress around it. This will be a middle-eastern design.
  2. The Fallen Tower – A large, broken tower. Part of it remains standing, the rest lies on the ground in several large segments.
  3. Aarakocra Village – Aarakocra are avian humanoids. This will be a cliffside or mountain community of them, featuring various things unique to a community of people who can all fly.
  4. Floating Market – This is a real thing. I’ll make a map of one.
  5. The Deepspire – A fortress city in the seas of the Underdark, carved into the sides of a massive column of rock stretching from the sea floor to the roof of the cavern.

In fact, I’ll be drawing the Fallen Tower next. After that, I’ll be doing the second-to-last chamber of Brazenthrone, Freeholders’ Hall (27 on this map). If you’ve got any questions about the Black Loch or my plans for the post-Brazenthrone world (or anything else), just ask!