Edit 18/01/2022: Updated to standardize formats and style, and drew an asset for the mill's vanes (as the old one didn't fit the Forgotten Adventures style very well)!
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Original Post:
Sorry for the delay on this one folks - I was visiting family during the weekend, and with the heatwave in Ireland right now, it's hard to find the motivation to do much of anything aside from weeping under a cold shower. I should be back to posting a map e...
2021-07-23 01:15:04 +0000 UTC
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Edit 18/01/2022: Updated to standardize formats and style, added a version without the tree tops, and added WebP files for the treetops!
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Original Post:
Of all the maps in my original Curse of Strahd map pack, the Tser Falls map was probably the one I made and remade the most - I just could not settle on an approach to representing the falls. So, I was quite excited to revisit this one and see what I could do with everything I've pic...
2021-07-14 16:58:13 +0000 UTC
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Edit 18/01/2022: Updated to standardize formats and style, added an interior for Madam Eva's tent, added a version without the tree tops, and added WebP files for the treetops and the roof of Madam Eva's tent!
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Original Post:
You can download all my maps for free here, and you can find this specific set 2021-07-12 16:33:24 +0000 UTC
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Edit 18/01/2022: Updated to standardize formats and style, added a version without the tree tops, and added a WebP file for the tree tops, in case you'd like to place them overhead in Foundry.
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My maps are made primarily with assets from Forgotten Adventures and AoA (bolstered with assets of my own making here and ther...
2021-07-11 14:09:29 +0000 UTC
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Edit 26/11/2021: The Church of the Morning Lord 2.5 can be found here.
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You can download all my maps for free here, and you can find this specific set 2021-07-10 17:33:16 +0000 UTC
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Edit 06/10/2021: Death House 2.5 can be found here.
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You can download all my maps for free here, and you can find this specific set 2021-07-08 18:24:10 +0000 UTC
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Recently I've been considering leaving behind the default Dungeondraft assets in favor of making more detailed, more realistic looking maps using third party asset packs.
This map of a cabin in the woods is the end result of some experimentation with assets from Forgotten Adventures and Tom Cartos, and I'm pretty happy with the results. It does, however, raise some questions that I'd like to pose to my patrons:
How do you think I should proceed? A significant part of me...
2021-07-02 18:33:08 +0000 UTC
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I've been revising my Berez maps recently, as I decided I didn't like how I achieved the 'swampy' aesthetic. After doing so, I decided I should make a battle map for the Abandoned Cottages, just in case anybody would like to use them for an encounter, or should the party want to use them to make a stand against the scarecrows in the area.
As per usual, you can find all my Curse of Strahd battle maps and region maps available for free through the link below. The UVTT files are only avai...
2021-06-24 17:33:44 +0000 UTC
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One of my Journeyman level Patrons mentioned in a message recently that they'd like to see a generic Svalich Woods map, for those occasions where their party leave the road. With that in mind, I put this map together.
The version with the tree trunks is intended to be paired with the treetop overlay used as a roof for Foundry VTT, though you could also just use the transparent tree top overlay if you wish! I've also made camp tokens, if you'd like to have a camp that has the right amou...
2021-06-19 18:08:24 +0000 UTC
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I've heard a lot of horror stories about players acting suspiciously when they arrive to Vallaki, only to become aggressive when they're met with suspicion. If you think there's a chance your players might pick a fight with the guard, I hope this map will serve you well!
I've included the roofing as a token, for use with Foundry VTT's roofing system, added in 0.8.6.
As per usual, you can find all my Curse of Strahd battle maps and region maps available for free through the link ...
2021-06-15 14:44:39 +0000 UTC
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Hey folks!
After several requests, I decided to export my maps in (Universal Virtual Table Top) format, so you can import my maps in Foundry VTT with lights, doors, and windows all set up for you. Unfortunately, it's not a perfect system, so you'll need to add secret doors yourself and likely make some other changes, so I do advise you look over the map files to make sure everything's in order before you try running them in your game. Even then, it'll still be much faster than ha...
2021-06-11 14:00:42 +0000 UTC
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As mentioned in the previous post, I wasn't too happy with my old map for Baba Lysaga's Creeping Hut. With this map, you've got more room to maneuver, or you can just use it for another swamp encounter, if you feel so inclined.
I may yet revisit my maps of Marina's Monument and the map of the Standing Stones, just as they're two other maps from the collection I'm less than 100% happy with, but I'll probably work on some other supplementary maps first!
As per usual, you can find ...
2021-06-08 17:48:47 +0000 UTC
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So, I didn't expect to be revisiting some of the maps I've made for this project so soon, but honestly, I just wasn't really feeling my map for Baba Lysaga's Creeping Hut - it didn't provide a lot of room for combat. As such, I've remade the token of the Hut (this time including the interior on the token, in case it starts moving while occupied, as well as a roof token, in case anybody wants to use it with Foundry VTT's 0.8.6 update), and I'll be posting a generic swamp map to use as an arena...
2021-06-08 17:45:49 +0000 UTC
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I've gotta be honest, the map for the House of Lament really annoyed me. There's not a lot of detail provided, save the descriptions for the adventure, and something like six rooms in the manor are basically described as 'figure it out lol'.
Even worse, when I finally got to the basement level, I realised that this map seems to be guilty of the same thing the Castle Ravenloft maps are guilty of - that pesky 5ft drift. I wound up expanding the wine cellar slightly to account fo...
2021-06-03 22:58:05 +0000 UTC
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I don't know why, precisely, but I really enjoy making maps of snowy areas. Maybe it's because the terrain tools for Dungeondraft are just nicer to work with.
This is another supplementary map for the Complete Curse of Strahd Map Pack - once again, not a location you're incredibly likely to wind up fighting at, but you never know; maybe the people of Krezk don't take kindly to the party uprooting the floorboards of the gazebo?
I'm currently working on adding all my maps...
2021-05-31 16:24:41 +0000 UTC
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Keeping up with the supplementary maps for the module, I made maps for DragnaCarta's Curse of Strahd Reloaded series - specifically for the Fanes of Barovia, as they're such a popular addition to the module.
2021-05-26 17:15:08 +0000 UTC
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So, the module notes the absence of a map for St Andral's Church, and prompts the DM to use the same layout as the church in Barovia village. To that end, I simply made a better-maintained version of my Barovia Chapel map.
However, Vallaki is *significantly* bigger than Barovia village by my understanding, so surely it would need a larger place of worship than a dying village, no? I also imagine that, as the resting place of a saint and symbol of hope and comfort to the masses, it woul...
2021-05-22 17:18:13 +0000 UTC
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Another map of a neglected location in Curse of Strahd this weekend - Vallaki's Arasek Stockyard. You're not guaranteed to have combat here, but stranger things have certainly happened in Barovia. I've included a version with roofing, as I imagine that even should your party have a combat encounter here, it's unlikely they'll enter any of the buildings in the area.
2021-05-16 16:18:34 +0000 UTC
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The encounter this map is built for isn't exactly a combat encounter, but I wanted to make a battle map for it regardless, as I feel it'll help me set the scene when I run it. It'll also make it slightly easier to keep track of who's doing what in the moment if there's a map with tokens to indicate this.
I've made a variant of the map without the rowboat by the shore, so that you can use the token I exported from Dungeondraft (which is literally just a rowboat with a lantern on the fro...
2021-05-14 14:54:23 +0000 UTC
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For Vallaki Town Square, I decided as so many people do when making battle maps for Curse of Strahd, to make a version that fits the square as described in the module, as well as a version that brings the stocks to the focal point (per the suggestion of MandyMod, among others), adding some gallows for good measure.
I don't have very much experience with urban battle maps - as such, I may revise this at some point. I'll be sure to update if I do!
2021-05-10 13:53:35 +0000 UTC
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Castle Ravenloft - the most terrifying map in the module just because of how unwieldy it is. I really dislike that so many maps in Curse of Strahd use 10 foot squares (or 50 and 100 foot in some cases), so you can imagine how much I hate that this one map in the module, likely the most important map in the module, is in isometric form with 10 foot squares. I needed to change that.
This one took a lot of time and energy, but a huge thanks to Tsswagger for allowing me to use her maps of ...
2021-05-06 14:34:53 +0000 UTC
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If Argynvostholt taught me how to use layers and levels more effectively, The Amber Temple taught me how to use the Pattern Shape Tool. Frustrated with the size of the statue in the middle of the main hall making it much harder to substitute it something similar, I decided to try something new - drawing an asset using the Pattern Shape Tool. It was the first time I'd tried it, but I'm happy with how it turned out, and I started using it a lot more going forward.
I've incl...
2021-05-06 14:06:36 +0000 UTC
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Part 2 of my split Tsolenka Pass map - the only thing of interest here is the fact that I had to combine rope and two backwards knives in Dungeondraft to make the spears the mounted statues are holding...
2021-05-06 14:00:11 +0000 UTC
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Once again, I felt there was a lot of empty space between the regions of most importance in this map, so I split Tsolenka Pass into separate areas - the bridge, and the gate.
2021-05-06 13:58:22 +0000 UTC
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This area didn't necessarily require a battle map, but I know a lot of DMs like to add some kind of encounter to this area, and I do hope to do something with it myself - I just haven't figured out what yet...
2021-05-06 13:54:24 +0000 UTC
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Similarly to the Ulrich Mansion, I did make some minor changes here - in the module as written, I think the diameter of the stone circle is 100 feet, but I changed that to a more manageable 50 for ease of use. However, you could just rule it that every square is 10 feet if you really want to maintain the original size - it's still much easier to use for battle maps than the map of Berez in the official module.
I've also included two variant maps inspired by u/DragnaCarta's Curse of...
2021-05-06 13:50:21 +0000 UTC
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Berez is... a lot. Like, 100ft squares on the battle map. It's excessive. Does the Ulrich Mansion need to be 200ft across?
Do the goats need an enclosure with a 100ft diameter? Honestly, I think not.
So, aside from just breaking Berez into smaller, more manageable chunks, I also adjusted the size of the Mansion and the Standing Stones - it won't make much of a difference to gameplay, but I felt it made more sense this way.
Also, Dungeondraft doesn't have goats, s...
2021-05-06 13:44:30 +0000 UTC
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This one was kind of fun, just because I had never tried to make a swamp area in Dungeondraft before. In the end, I decided to have multiple versions of the area - an exterior view, an interior view, and a version of the swamp where the Hut is not in a fixed position. I've also made my hut available as a PNG so that you can use a hut token that actually looks like the hut on the battle maps, and I may come back later to do a generic 'Swamp' battle map, so your players have more room to battle...
2021-05-06 13:36:11 +0000 UTC
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I didn't realise how few caves there appear to be in Barovia until I was working on this map - as such, I didn't have a lot of practice with the cave tools in Dungeondraft, but I think it turned out OK. Using the cliff path assets to craft a wolf head entrance was pretty tricky, however.
2021-05-06 13:32:03 +0000 UTC
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Part two of my separated Yester Hill map is focused on the Gulthias Tree. Dungeondraft provides a surprisingly limited number of weapon and tool assets, so the axe embedded in the tree's trunk was created using the Floor Pattern Shape tool.
2021-05-06 13:25:40 +0000 UTC
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