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Wyvern

Wyvern

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Wyvern
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  • WIP tavern

    While the size may seem wrong, by a strict comparison with some medieval European structures, this isn't for medieval Europe, it's for fantasy D&D, and is close to the scale size for this specific tavern as shown on Mike Schley's map of Saltmarsh in the Ghosts of Saltmarsh scenario book (Wizards of the Coast, 2019), assuming five-foot grid squares here. The appearance isn't quite the same as on that map, but this is an adaptation after all, and although there are a number of designs for the Wicker Goat Tavern online, I don't think there's an official D&D version, so some leeway is to be expected.

    In the original adventure (The Sinister Secret of Saltmarsh, TSR's Module U1, from 1981), you were expected to create your own version of the town from scratch - there are a few guidelines for key points, such as Point 4: "Decide where the characters could stay when resting in the town between adventures (the best inn? the only inn?); draw up a tariff (list of expenditures) for their accommodation and food." But that's as close as we got to a description for the inn/tavern, which didn't even get a name back then!

    That's not to say such points should just be ignored necessarily, and the heating and access points are useful considerations. However, if the final tavern is meant to fit to the size of the official Saltmarsh map, this is close enough to work for that.

    ShessarDak
  • Snowy lands

    Looking at the symbol and terrain use here, I think these could be used to create an illusory city too, or a literal ghost town, perhaps with some additional colour overlay effects, and perhaps some transparency about the symbols (less sure about the latter point, however). Or indeed a city of glass.

    Rickoroflo1
  • Seven Pines Lodge (keep it simple stupid)

    Nothing to do with this topic, but I did just want to say very well done to C.C. Charron for creating the new Ancient Cities mapping style that's just been released by ProFantasy as June's Annual issue! Based on the "Sumerian Kinda" Forum posting here, of course!

    Royal ScribeDon Anderson Jr.
  • Live Mapping: Parchment City (CANCELLED)

    Well, I'm still hunting for the connecting sewer symbols to let me create a sewer layout for Parchment City (hey, it says I can do this on page 1 of the PDF Mapping Guide for it!) ๐Ÿ˜‰๐Ÿ˜!

    [At a not-so-wild guess, that's an accidental copy-over from the March Annual!]

    JimPLoopysue
  • Good sizes for fantasy cities etc

    As Jim said, there's going to be a lot of personal preference involved here, heavily dependent on how you see your world setting developing, what types of civilizations exist in different places there, as well as how much time and effort you have available for designing and mapping it all.

    Plus you're really asking two different, if related, questions - 1) the number of key buildings desirable for different types of settlement, and 2) what the appropriate size of different types of settlement can be for different types and numbers of special buildings.

    The question of settlement sizes has come up on the Forum here before, and you might like to look over the comments on these two topics, both of which coincidentally came-up in late 2018:

    Making a city with CC3+

    Looking for advice on starting Village/Town/City size

    There are also various systems for designing RPG settlements available online, some paid for (on sites such as DriveThru RPG), some not (such as blogs), as well as a number of random design systems, such as those on the Watabou site, although those provide primarily maps, rather than lists of the specific places you indicated as of interest.

    Those should get you started at least, or perhaps help clarify what it is you want (or even don't want!) from such systems, from where you might feel more confident about creating your own settlement design system.

    Good luck!

    LoopysueJimP
  • A random dungeon - Jon Roberts Style

    Odd, as I was having the discussion about using random designed dungeons with another colleague online only yesterday!

    I started with purely random designs back in the mid-late '70s, because I had no ideas to work from otherwise, having only just seen the original D&D booklets for the first time. As those who've followed my Atlas maps especially will be aware, I'm still a great fan of random design mechanics to stimulate ideas, or sometimes to better work out why some things aren't working well enough otherwise.

    The Donjon system's a fun one, and there are plenty of other generators to try out if you've a mind to.

    I've long found that the two elements - creator/occupier and layout plan - go hand-in-hand, and can be used to modify one another along the way. Thus a random idea might spark-off something still more interesting that follows a more logical pathway, until you reach a point of ambivalence, when more randomness can be brought in once more.

    The sole comment I'd make about the map here so far is the secret doors are all far too obvious. Move the actual door to the nearest flat (room) wall junction, not at the end of a short passageway (add a second door for the one into/out of Room 9, as the approach could be from either side, so one flush door in the 9 wall, the other in the corridor wall to the west).

    [Deleted User]JimP
  • Community Atlas: Map for the Duin Elisyr area, Doriant

    Yes, this can be a problem with some of the topographic mapping styles, and it's not possible to solve them all the same way (as they don't all use effects that will work equally well with things such as transparency). Luckily, this one does work that way.

    Back at the mapping, the fourth quadrant has now been completed, and various items tweaked to a greater or lesser extent that seemed to need them. Names have been added for the main rivers and uplands, as appropriate, and a few more smaller patches of woodland "grown" in parts:

    Then I added the title, scalebar and compass rose, and did some tests with the texture options activated. This image shows both in place:

    While that looked sort-of OK, I wasn't very satisfied with it, so I tried various alternatives, ultimately deciding to have two separate sheets with the texture on them, because doubling-up helps accentuate the "water-colour-paper" look, and I could also restrict the textured areas to the newly-expanded upper and lower map borders only. That's not possible with the all-map Texture effect. Which brought me to:

    However, I wasn't convinced this was sufficiently clear, as apart from darkening the map in general, it also further blurs everything. So I'm now thinking to leave the texturing options off entirely:

    A few more minor adjustments are likely while preparing the notes to go with the Atlas version. At present, I'm intending to add some bridges to help clarify where the fords are over the lesser rivers, for instance. This is though probably close to the final version now. Until I find I've missed something, that is!

    LoopysueMonsen
  • Wishlist for CC4

    I'm not sure such a sheet would have much utility for all mappers. I've never had any need for such, but then I plan or sketch all my maps out on paper roughly before-hand, and simply use a bitmap scan of the hand-drawn version as the template in CC3+. If I need construction lines while mapping, as does happen sometimes, it's very easy to simply draw and then delete them once I'm finished with them. If I think I might need them again later, I save a separate copy of the FCW map file for that purpose before deleting them.

    If you do find these are important, it's easy enough to create a Sheet on its own Layer (you can only freeze Layers, not Sheets, in CC3+) for use in the way you've described. If you're likely to be doing a lot of similar maps the same way, you can always save that as a personal set-up for the future having done it once. That way you can set the name and placement in the Sheets list as best-suits yourself.

    You'd have to hide the Sheet before exporting, but you'd likely be doing that anyway to check the map without the construction lines getting in the way prior to that stage.

    I doubt it would ever be possible to set up any single Sheet in CC that would somehow automatically "know" what colour you might expect different kinds of drawing entity to have. There are just so many variables involved - all of which you can adjust to whatever you require in CC3+ now, as Jim noted. If you might regularly require specific items of particular line thicknesses, styles and colours, it would be very easy to keep a sample of each on your "Construction Sheet" (or another Sheet set aside for such samples) that you could readily access using the "Draw like..." or "Extract properties" commands.

    JimPjmabbott
  • WIP Ruins of Charn

    One alternative you might try would be not using the RGB Matrix effect, but setting up a simple rectangular polygon that covers all the map on its own, new, sheet, setting the polygon to have a solid red colour, and then adding a Transparency effect to that sheet. If you move the sheet to be below the text, but above the rest of the map sheets, that might work. You'll probably need to keep adjusting the Transparency, and probably also the colour of the polygon (likely somewhere in the reds and oranges range) to get to something you're happy with. Not guaranteed to work ideally, but it should give you more control over the final colour of your text, at least.

    Royal ScribeLoopysue
  • How long have you been using Campaign Cartographer?

    I got the program in 2013, but did very little with it for a few years afterwards. I've only been especially active with it in more recent times, notably since about 2018, primarily in contributing items for the Community Atlas.

    Using the program more frequently and regularly has certainly improved my grasp of what its capabilities are, something that's true for most people, I think. Finding the time, and sometimes the inspiration, to do that can be more of a challenge though!

    LoopysueRoyal ScribeDon Anderson Jr.