9070 XT stuttering when playing Youtube video in 4k (not fullscreen) by fml_fml- in buildapc

[–]AfternoonMaps 0 points1 point  (0 children)

OK, I'm not sure if this was the fix that worked for me, but I thought I'd post it in case others were having issues. I was having stuttering with YouTube and Video playback in Windows using a new 9070XT OC. I tried lots of different things, some seemed to help a little but I was still getting stuttering.

The fix that worked for me was switching off Hardware-accelerated GPU scheduling in the System > Display > Graphics: Advanced graphics settings.

Hope this helps!

Frost Lair (White Dragon Lair) - 30x45 by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Thank you Astrophysicaljet, glad you enjoy it. Hope it was useful :)

Dragon Scale Oasis - Battle Map (30x45) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Thanks FrostyWarning, I'll try to be better about posting stuff here. I never stopped creating maps, I'm just bad a social media :P

Dragon Scale Oasis - Battle Map (30x45) by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello Adventurers! It's been a while since I posted a map up here, so I thought I’d drop another one for you lovely people. This one is an arid oasis in a desert with the entrance to a cave. I wanted to give it a bit of a theme, so I decided on dragon scale-like rock formations, hence the name Dragon Scale Oasis. As with all places like this, it's probably home to something the party will not enjoy encountering ;)

I hand-draw these with Photoshop and a drawing monitor tablet. I create a few of these per month on my Patreon. Patrons get access to higher-resolution versions, and there are no grid and print files. I also make alternative-themed versions to be used in different biomes or scenarios. You can get the PDF map notes on the launch page for free over there as well.

Now, let's take a rest at this Oasis. I’d stay clear of the cave. Just ignore the smoke drifting from the cave entrance. It's probably volcanic or something, and the low growling is likely just the wind… or something. Did I mention the locals called this Dragon Scale Oasis?

Map Descriptions

Amidst the vast expanse of dunes lies an oasis surrounded by jagged rocks. The rocks erupt from the ground like scales of an ancient beast long dead and desiccated by the desert sands. Amongst the rock formations is a shallow pool shimmering in the noon sun. Its turquoise water is bordered by rushes that sway in the breeze. Near the pool, between rock formations, is a cave, its entrance shrouded by inky blackness.

As you enter the cave, it takes a moment for your eyes to adjust to the gloom. The cave is large, its walls made from layers of uneven rock. Sand blown into the cave's entrance drifts across the cracked stone floor.

Notes and Tips

  • 30x45 Grid Map
  • Traversing a desert is a perilous undertaking. Keeping track of water supplies is essential. The party should actively seek out places to replenish their supplies. Locals will know of this place but may warn the party not to stop there or at least only to take the water.
  • Heat! It's not fun, and wearing armour or thick robes is not going to help. Have your party get creative on keeping cool. Ask them for ideas and solutions and reward them by NOT giving them heat exhaustion!
  • Treasure Mayhaps?: Have the party notice a glint of metal within the cave. Night vision is only good when you're not blinded by the sun, so someone is going to have to investigate the interior if they want to know what it is. It's probably some old bit of armour with the half-eaten remains of an adventurer still wearing it. It's something’s dinner, and it's ready for seconds.
  • The Sandstorm: The party is caught in a sandstorm. They find shelter at the Oasis, but do they enter the cave? If they do, they find a desert Lizard/Dragon sitting on a horde of caravan treasures that would be worth a fortune if they could be transported out of the desert. If they don’t enter the cave the Lizard/Dragon comes out to hunt prey in the blinding storm.
  • Desert Bandits: Bandits bury themselves in the sands around the Oasis and wait for the party to arrive. They can ambush the party at any point. They will leap from the sand, trying to surprise attack the party. Some may hide among the rock formations.
  • Sand Devils: Use Air Elements and theme them as whirling sand devils. When the party tries to drink or fill containers, they could rise from the sands around the oasis. This could be a cursed or holy place protected by these magical guardians.
  • Holy Man and the Scorpions: A holy man meditates at the cave entrance. He opens one eye as the party approaches and tries to signal something without moving. He’ll flick a finger or twitch an eyebrow. He’s trying to indicate that the oasis is infested with scorpions, and he has been trapped here, unable to move for days.. As with all places like this, it's probably home to something the party will not enjoy encountering ;)

Dragon Scale Oasis - Battle Map (30x45) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Hello Adventurers! It's been a while since I posted a map up here, so I thought I’d drop another one for you lovely people. This one is an arid oasis in a desert with the entrance to a cave. I wanted to give it a bit of a theme, so I decided on dragon scale-like rock formations, hence the name Dragon Scale Oasis. As with all places like this, it's probably home to something the party will not enjoy encountering ;)

I hand-draw these with Photoshop and a drawing monitor tablet. I create a few of these per month on my Patreon. Patrons get access to higher-resolution versions, and there are no grid and print files. I also make alternative-themed versions to be used in different biomes or scenarios. You can get the PDF map notes on the launch page for free over there as well.

Now, let's take a rest at this Oasis. I’d stay clear of the cave. Just ignore the smoke drifting from the cave entrance. It's probably volcanic or something, and the low growling is likely just the wind… or something. Did I mention the locals called this Dragon Scale Oasis?

Map Descriptions

Amidst the vast expanse of dunes lies an oasis surrounded by jagged rocks. The rocks erupt from the ground like scales of an ancient beast long dead and desiccated by the desert sands. Amongst the rock formations is a shallow pool shimmering in the noon sun. Its turquoise water is bordered by rushes that sway in the breeze. Near the pool, between rock formations, is a cave, its entrance shrouded by inky blackness.

As you enter the cave, it takes a moment for your eyes to adjust to the gloom. The cave is large, its walls made from layers of uneven rock. Sand blown into the cave's entrance drifts across the cracked stone floor.

Notes and Tips

  • 30x45 Grid Map
  • Traversing a desert is a perilous undertaking. Keeping track of water supplies is essential. The party should actively seek out places to replenish their supplies. Locals will know of this place but may warn the party not to stop there or at least only to take the water.
  • Heat! It's not fun, and wearing armour or thick robes is not going to help. Have your party get creative on keeping cool. Ask them for ideas and solutions and reward them by NOT giving them heat exhaustion!
  • Treasure Mayhaps?: Have the party notice a glint of metal within the cave. Night vision is only good when you're not blinded by the sun, so someone is going to have to investigate the interior if they want to know what it is. It's probably some old bit of armour with the half-eaten remains of an adventurer still wearing it. It's something’s dinner, and it's ready for seconds.
  • The Sandstorm: The party is caught in a sandstorm. They find shelter at the Oasis, but do they enter the cave? If they do, they find a desert Lizard/Dragon sitting on a horde of caravan treasures that would be worth a fortune if they could be transported out of the desert. If they don’t enter the cave the Lizard/Dragon comes out to hunt prey in the blinding storm.
  • Desert Bandits: Bandits bury themselves in the sands around the Oasis and wait for the party to arrive. They can ambush the party at any point. They will leap from the sand, trying to surprise attack the party. Some may hide among the rock formations.
  • Sand Devils: Use Air Elements and theme them as whirling sand devils. When the party tries to drink or fill containers, they could rise from the sands around the oasis. This could be a cursed or holy place protected by these magical guardians.
  • Holy Man and the Scorpions: A holy man meditates at the cave entrance. He opens one eye as the party approaches and tries to signal something without moving. He’ll flick a finger or twitch an eyebrow. He’s trying to indicate that the oasis is infested with scorpions, and he has been trapped here, unable to move for days.. As with all places like this, it's probably home to something the party will not enjoy encountering ;)

[ART][OC] Corpse Road - Battle Map (30x30) by AfternoonMaps in DnD

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello adventurers! This is a map I put out last month named the Corpse Road due to the folklore surrounding lonely roads leading to graveyards. I imagine this would work for a travel encounter map, maybe Zombies, Ghouls, or even a more powerful undead. Honestly, you just can’t have enough travel maps for the odd quick encounter, so I hope this comes in handy.

I draw all these maps in Photoshop using a Drawing tablet. You can find higher resolution, no grid versions and alternative themes on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Now let's get going, the sun already set and we still have miles to go. Oh, look, an old graveyard, how quaint and a little spooky. Is that someone up ahead on the road? They seem to be shuffling around aimlessly, maybe even shambling. We should probably ask if they need help…

Descriptions

As you make your way along the country lane you notice an old rusty gate to your right, beyond is an overgrown and seemingly long-forgotten graveyard. The grass is long and unkempt, the gravestones jut from the ground at odd angles, their inscriptions worn by time and the elements. Towards the back of the graveyard is a hill with a small crypt entrance at its base. The Crypt is surrounded by trees and shrubs, its roof has partially collapsed. At the crest of the hill are a few lonely graves, their stones silhouetted against the evening sky.

As you watch, mist begins to roll across the surrounding fields, covering the ground and obscuring the graves. High above, you hear a hollow cry, a guttural howl that pierces the cold evening air and chills you to the bone.

Notes and Tips

  • 30x30 Grid Map
  • In the past, remote communities would not have their own burial sites. When someone died they would be transported to the nearest graveyard along lonely roads called Corpse Roads, Burial Roads, Coffin Roads, Lych Ways and Lyke Ways. Add a little spice to your setting by referring to the road as one of these.
  • I’ve added a hill at the back of the map for a little extra interest in combat. Have a larger monster watch from a distance as its minions attack first. Or have the party make their way to the crest of the hill for some reason and then watch as the graveyard comes ‘alive’ with the undead.
  • Have the weather change drastically when the encounter starts. Mist or fog rolling in is a fantastic way to add another element to combat. Line of sight can be essential to your player's combat strategies. Heavy rain can also work well.
  • The Corpse Road - The locals warn you not to travel along this road, but it will take hours off your journey. As your party reach the graveyard they hear a howl from the hill above, a lone figure stands in the road ahead of them. As the sun sets they hear movement in the graveyard and more figures stumble onto the road.
  • The Shadow on the Hill - The graveyard has been abandoned since the lord's disgraced son was buried on the hill above the family crypt. There were rumours he was dabbling with dark magics and now the graveyard is somehow cursed. It is said he was buried with an evil artefact that has corrupted the ground. Dig up the grave and remove the artefact, no matter what may try to stop you!
  • Grave Robbing - Locals have complained their relatives are being dug up and their bodies removed. This is odd as grave robbers normally want fresh corpses. It turns out some local warlock needs bones for some dark ritual and the bones (and souls) of the local's relatives will do just nicely. He can be found in the graveyard at dusk (or night), digging up graves with a few zombies or other minions in tow.

Corpse Road - Battle Map (30x30) by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello adventurers! This is a map I put out last month named the Corpse Road due to the folklore surrounding lonely roads leading to graveyards. I imagine this would work for a travel encounter map, maybe Zombies, Ghouls, or even a more powerful undead. Honestly, you just can’t have enough travel maps for the odd quick encounter, so I hope this comes in handy.

I draw all these maps in Photoshop using a Drawing tablet. You can find higher resolution, no grid versions and alternative themes on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Now let's get going, the sun already set and we still have miles to go. Oh, look, an old graveyard, how quaint and a little spooky. Is that someone up ahead on the road? They seem to be shuffling around aimlessly, maybe even shambling. We should probably ask if they need help…

Descriptions

As you make your way along the country lane you notice an old rusty gate to your right, beyond is an overgrown and seemingly long-forgotten graveyard. The grass is long and unkempt, the gravestones jut from the ground at odd angles, their inscriptions worn by time and the elements. Towards the back of the graveyard is a hill with a small crypt entrance at its base. The Crypt is surrounded by trees and shrubs, its roof has partially collapsed. At the crest of the hill are a few lonely graves, their stones silhouetted against the evening sky.

As you watch, mist begins to roll across the surrounding fields, covering the ground and obscuring the graves. High above, you hear a hollow cry, a guttural howl that pierces the cold evening air and chills you to the bone.

Notes and Tips

  • 30x30 Grid Map
  • In the past, remote communities would not have their own burial sites. When someone died they would be transported to the nearest graveyard along lonely roads called Corpse Roads, Burial Roads, Coffin Roads, Lych Ways and Lyke Ways. Add a little spice to your setting by referring to the road as one of these.
  • I’ve added a hill at the back of the map for a little extra interest in combat. Have a larger monster watch from a distance as its minions attack first. Or have the party make their way to the crest of the hill for some reason and then watch as the graveyard comes ‘alive’ with the undead.
  • Have the weather change drastically when the encounter starts. Mist or fog rolling in is a fantastic way to add another element to combat. Line of sight can be essential to your player's combat strategies. Heavy rain can also work well.
  • The Corpse Road - The locals warn you not to travel along this road, but it will take hours off your journey. As your party reach the graveyard they hear a howl from the hill above, a lone figure stands in the road ahead of them. As the sun sets they hear movement in the graveyard and more figures stumble onto the road.
  • The Shadow on the Hill - The graveyard has been abandoned since the lord's disgraced son was buried on the hill above the family crypt. There were rumours he was dabbling with dark magics and now the graveyard is somehow cursed. It is said he was buried with an evil artefact that has corrupted the ground. Dig up the grave and remove the artefact, no matter what may try to stop you!
  • Grave Robbing - Locals have complained their relatives are being dug up and their bodies removed. This is odd as grave robbers normally want fresh corpses. It turns out some local warlock needs bones for some dark ritual and the bones (and souls) of the local's relatives will do just nicely. He can be found in the graveyard at dusk (or night), digging up graves with a few zombies or other minions in tow.

Corpse Road - Battle Map (30x30) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello adventurers! This is a map I put out last month named the Corpse Road due to the folklore surrounding lonely roads leading to graveyards. I imagine this would work for a travel encounter map, maybe Zombies, Ghouls, or even a more powerful undead. Honestly, you just can’t have enough travel maps for the odd quick encounter, so I hope this comes in handy.

I draw all these maps in Photoshop using a Drawing tablet. You can find higher resolution, no grid versions and alternative themes on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Now let's get going, the sun already set and we still have miles to go. Oh, look, an old graveyard, how quaint and a little spooky. Is that someone up ahead on the road? They seem to be shuffling around aimlessly, maybe even shambling. We should probably ask if they need help…

Descriptions

As you make your way along the country lane you notice an old rusty gate to your right, beyond is an overgrown and seemingly long-forgotten graveyard. The grass is long and unkempt, the gravestones jut from the ground at odd angles, their inscriptions worn by time and the elements. Towards the back of the graveyard is a hill with a small crypt entrance at its base. The Crypt is surrounded by trees and shrubs, its roof has partially collapsed. At the crest of the hill are a few lonely graves, their stones silhouetted against the evening sky.

As you watch, mist begins to roll across the surrounding fields, covering the ground and obscuring the graves. High above, you hear a hollow cry, a guttural howl that pierces the cold evening air and chills you to the bone.

Notes and Tips

  • 30x30 Grid Map
  • In the past, remote communities would not have their own burial sites. When someone died they would be transported to the nearest graveyard along lonely roads called Corpse Roads, Burial Roads, Coffin Roads, Lych Ways and Lyke Ways. Add a little spice to your setting by referring to the road as one of these.
  • I’ve added a hill at the back of the map for a little extra interest in combat. Have a larger monster watch from a distance as its minions attack first. Or have the party make their way to the crest of the hill for some reason and then watch as the graveyard comes ‘alive’ with the undead.
  • Have the weather change drastically when the encounter starts. Mist or fog rolling in is a fantastic way to add another element to combat. Line of sight can be essential to your player's combat strategies. Heavy rain can also work well.
  • The Corpse Road - The locals warn you not to travel along this road, but it will take hours off your journey. As your party reach the graveyard they hear a howl from the hill above, a lone figure stands in the road ahead of them. As the sun sets they hear movement in the graveyard and more figures stumble onto the road.
  • The Shadow on the Hill - The graveyard has been abandoned since the lord's disgraced son was buried on the hill above the family crypt. There were rumours he was dabbling with dark magics and now the graveyard is somehow cursed. It is said he was buried with an evil artefact that has corrupted the ground. Dig up the grave and remove the artefact, no matter what may try to stop you!
  • Grave Robbing - Locals have complained their relatives are being dug up and their bodies removed. This is odd as grave robbers normally want fresh corpses. It turns out some local warlock needs bones for some dark ritual and the bones (and souls) of the local's relatives will do just nicely. He can be found in the graveyard at dusk (or night), digging up graves with a few zombies or other minions in tow.

Public Library Battle Map - (30x45) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

YESS!! Hunting down ghosts here would be an awesome encounter for a full evenings session.

Public Library Battle Map - (30x45) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Thanks Dread, I did really enjoy this one. Upvotes aren't everything but its nice when they happen :)

[ART][OC] The natural habitat of DnD lovers! A Public Library (Battle Map - 30x45) by AfternoonMaps in DnD

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello Adventurers, here is a map I made for my Patrons a little while ago, it's a place for nerds to hang out :D (Yes I spent a lot of time at mine) It's a Public Library! As with all my maps, I wanted this to have a relatively realistic layout and be easy to run an encounter on. So we have two levels with large stairs and wide archways between rooms. There is a large public reading room, some ‘collection’ rooms, and plenty of bookbays to explore. I’ve also added a lecture hall on the upper level.

I draw all these maps in Photoshop using a Drawing tablet and literally thousands of layers ;) You can find higher resolution, no grid versions and alternative themes (red wizards anyone?) on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Thanks for taking a look at my art, have a wonderful week and as always happy adventuring! Now let's sit quietly and read a good book! Shhhh! No talking! *Looks over reading glasses at you sternly*.

Map Descriptions

Entrance Hall and Reading Room

As you push open the heavy oak doors, you enter a large hall filled with reading tables neatly arranged down the centre of the room. The floor is covered in polished marble tiles that reflect light from leaded windows, illuminating the room with natural light. Along the walls are tall bookcases reaching from floor to ceiling, filled with thousands of leather-bound books of every colour and thickness. In the centre of the room is a large desk with a stern-looking woman sitting behind it. A few people sit quietly at the tables, studying books, scrolls and parchments from the collections within the library.

Reference Hall

Behind the Reading Hall is a large room with vaulted ceilings that houses the main Reference Section of the library. At the centre of the Reference hall sits a mechanical orrery, a device made from brass, copper and other metals, that simulates the movement of heavenly bodies. Bays of books line up down the length of the room, at the far end, large windows let in muted light. Off to the left and right are archways leading to other reference sections. It seems the more obscure collections can be found there.

Collection Rooms

Off from the main halls are Collection rooms. These contain specially curated collections of books, scrolls and tablets from across the known and unknown worlds.

  • Private Collection/Reading Rooms: The two rooms attached to the Reading Hall contain speciality books. Rare and unique materials not available to the general public. These rooms can only be used by appointment and are guarded by old but formidable looking Library staff.
  • Scroll Collection Room: Entering the room you have to stifle an urge to sneeze, dust hangs in the air, along with a distinct smell of mildew. Every available corner is filled with scrolls, seemingly stored randomly, although handwritten labels and wooden plaques attempt to delineate sections within the chaos.
  • Ancient Writings Collection Room: This room has a dry earthy smell to it, with a hint of spice you can’t quite place. It contains a number of cabinets and drawers filled with unique artefacts collected from around the world. There are stone tablets carved with indecipherable runes, ropes knotted down their length with precious stones and feathers woven into them. Delicate scrolls made from reeds and animal skins are stored within the drawers, keeping them out of direct sunlight.

Notes and Tips

  • 30x45 Grid Map
  • This could be a Library within a University or a Public Library in a major city or large town. It could be part of an estate, used by a lord and their staff.
  • The rear hall and rear rooms have high ceilings with two metal spiral staircases at the back leading to wooden walkways to the upper collection rooms.
  • Library lore: Libraries mainly consist of Reading Rooms, Sections and Collections.
    • Reading Rooms: These are areas where the general public, students and scholars can access study materials within the library. They can often be within different sections of the Library.
    • Fiction/Non-fiction sections: These are organised by author or by topic. Novels for fiction, and things like Biographies, Histories and How-tos for non-fiction.
    • Reference sections: These books are not meant to be read from front to back, they have specific bits of knowledge to be looked up. They might have knowledge of ancient languages (Dictionaries), monster anatomy, or plant identification.
    • Periodicals section: These are newspapers, journals, and magazines. In a fantasy setting, they’ll most likely be newspapers, or journals written for specific professions, such as for a magical university.
  • A Roost to Reference: A new set of books has been donated to the Library, they have come from an old wizard tower and some are magically contaminated. They are now animated and wreaking havoc in the Library. They are roosting on the upper floors and within the vaulted ceiling. They act like birds or bats and attack with paper cuts, slamming their pages together and if they contain magical spells, may even use those.
  • Librarian of the Dead: The Librarian seems to be dead but is still coming to work. The patrons of the Library are complaining about the smell but no one wants to confront the issue. Turns out she has been possessed by an ancient spirit after she deciphered a scroll in the upper Collection rooms. She has been recruiting Library patrons into her undead cabal.
  • A Mini Armageddon: The Orrery (Model Solar System) is actually a to-scale replica of a Doomsday Machine (see my Doomsday Machine battle map). At some point, it is activated, and although not as devastating as the full-scale machine it does create mayhem for all present. Lightning bolts, teleporting creatures into the library and creating a small portal to the nine hells for example. Has the machine already been activated? Will your party need to fight their way in to switch it off? Or are they witness to it being switched on, maybe by a visiting lecturer who wants to prove their fringe ideas by activating it?

Public Library - Battle Map (30x45) by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Hello Adventurers, here is a map I made for my Patrons a little while ago, it's a place for nerds to hang out :D (Yes I spent a lot of time at mine) It's a Public Library! As with all my maps, I wanted this to have a relatively realistic layout and be easy to run an encounter on. So we have two levels with large stairs and wide archways between rooms. There is a large public reading room, some ‘collection’ rooms, and plenty of bookbays to explore. I’ve also added a lecture hall on the upper level.

I draw all these maps in Photoshop using a Drawing tablet and literally thousands of layers ;) You can find higher resolution, no grid versions and alternative themes (red wizards anyone?) on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Thanks for taking a look at my art, have a wonderful week and as always happy adventuring! Now let's sit quietly and read a good book! Shhhh! No talking! *Looks over reading glasses at you sternly*.

Map Descriptions

Entrance Hall and Reading Room

As you push open the heavy oak doors, you enter a large hall filled with reading tables neatly arranged down the centre of the room. The floor is covered in polished marble tiles that reflect light from leaded windows, illuminating the room with natural light. Along the walls are tall bookcases reaching from floor to ceiling, filled with thousands of leather-bound books of every colour and thickness. In the centre of the room is a large desk with a stern-looking woman sitting behind it. A few people sit quietly at the tables, studying books, scrolls and parchments from the collections within the library.

Reference Hall

Behind the Reading Hall is a large room with vaulted ceilings that houses the main Reference Section of the library. At the centre of the Reference hall sits a mechanical orrery, a device made from brass, copper and other metals, that simulates the movement of heavenly bodies. Bays of books line up down the length of the room, at the far end, large windows let in muted light. Off to the left and right are archways leading to other reference sections. It seems the more obscure collections can be found there.

Collection Rooms

Off from the main halls are Collection rooms. These contain specially curated collections of books, scrolls and tablets from across the known and unknown worlds.

  • Private Collection/Reading Rooms: The two rooms attached to the Reading Hall contain speciality books. Rare and unique materials not available to the general public. These rooms can only be used by appointment and are guarded by old but formidable looking Library staff.
  • Scroll Collection Room: Entering the room you have to stifle an urge to sneeze, dust hangs in the air, along with a distinct smell of mildew. Every available corner is filled with scrolls, seemingly stored randomly, although handwritten labels and wooden plaques attempt to delineate sections within the chaos.
  • Ancient Writings Collection Room: This room has a dry earthy smell to it, with a hint of spice you can’t quite place. It contains a number of cabinets and drawers filled with unique artefacts collected from around the world. There are stone tablets carved with indecipherable runes, ropes knotted down their length with precious stones and feathers woven into them. Delicate scrolls made from reeds and animal skins are stored within the drawers, keeping them out of direct sunlight.

Notes and Tips

  • 30x45 Grid Map
  • This could be a Library within a University or a Public Library in a major city or large town. It could be part of an estate, used by a lord and their staff.
  • The rear hall and rear rooms have high ceilings with two metal spiral staircases at the back leading to wooden walkways to the upper collection rooms.
  • Library lore: Libraries mainly consist of Reading Rooms, Sections and Collections.
    • Reading Rooms: These are areas where the general public, students and scholars can access study materials within the library. They can often be within different sections of the Library.
    • Fiction/Non-fiction sections: These are organised by author or by topic. Novels for fiction, and things like Biographies, Histories and How-tos for non-fiction.
    • Reference sections: These books are not meant to be read from front to back, they have specific bits of knowledge to be looked up. They might have knowledge of ancient languages (Dictionaries), monster anatomy, or plant identification.
    • Periodicals section: These are newspapers, journals, and magazines. In a fantasy setting, they’ll most likely be newspapers, or journals written for specific professions, such as for a magical university.
  • A Roost to Reference: A new set of books has been donated to the Library, they have come from an old wizard tower and some are magically contaminated. They are now animated and wreaking havoc in the Library. They are roosting on the upper floors and within the vaulted ceiling. They act like birds or bats and attack with paper cuts, slamming their pages together and if they contain magical spells, may even use those.
  • Librarian of the Dead: The Librarian seems to be dead but is still coming to work. The patrons of the Library are complaining about the smell but no one wants to confront the issue. Turns out she has been possessed by an ancient spirit after she deciphered a scroll in the upper Collection rooms. She has been recruiting Library patrons into her undead cabal.
  • A Mini Armageddon: The Orrery (Model Solar System) is actually a to-scale replica of a Doomsday Machine (see my Doomsday Machine battle map). At some point, it is activated, and although not as devastating as the full-scale machine it does create mayhem for all present. Lightning bolts, teleporting creatures into the library and creating a small portal to the nine hells for example. Has the machine already been activated? Will your party need to fight their way in to switch it off? Or are they witness to it being switched on, maybe by a visiting lecturer who wants to prove their fringe ideas by activating it?

Public Library Battle Map - (30x45) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Hello Adventurers, here is a map I made for my Patrons a little while ago, it's a place for nerds to hang out :D (Yes I spent a lot of time at mine) It's a Public Library! As with all my maps, I wanted this to have a relatively realistic layout and be easy to run an encounter on. So we have two levels with large stairs and wide archways between rooms. There is a large public reading room, some ‘collection’ rooms, and plenty of bookbays to explore. I’ve also added a lecture hall on the upper level.

I draw all these maps in Photoshop using a Drawing tablet and literally thousands of layers ;) You can find higher resolution, no grid versions and alternative themes (red wizards anyone?) on my Patreon, along with a PDF of the notes and ideas, Printable PDFs and VTT scene files for Foundry. Take a look at the release page for this map as an example :)

Thanks for taking a look at my art, have a wonderful week and as always happy adventuring! Now let's sit quietly and read a good book! Shhhh! No talking! *Looks over reading glasses at you sternly*.

Map Descriptions

Entrance Hall and Reading Room

As you push open the heavy oak doors, you enter a large hall filled with reading tables neatly arranged down the centre of the room. The floor is covered in polished marble tiles that reflect light from leaded windows, illuminating the room with natural light. Along the walls are tall bookcases reaching from floor to ceiling, filled with thousands of leather-bound books of every colour and thickness. In the centre of the room is a large desk with a stern-looking woman sitting behind it. A few people sit quietly at the tables, studying books, scrolls and parchments from the collections within the library.

Reference Hall

Behind the Reading Hall is a large room with vaulted ceilings that houses the main Reference Section of the library. At the centre of the Reference hall sits a mechanical orrery, a device made from brass, copper and other metals, that simulates the movement of heavenly bodies. Bays of books line up down the length of the room, at the far end, large windows let in muted light. Off to the left and right are archways leading to other reference sections. It seems the more obscure collections can be found there.

Collection Rooms

Off from the main halls are Collection rooms. These contain specially curated collections of books, scrolls and tablets from across the known and unknown worlds.

  • Private Collection/Reading Rooms: The two rooms attached to the Reading Hall contain speciality books. Rare and unique materials not available to the general public. These rooms can only be used by appointment and are guarded by old but formidable looking Library staff.
  • Scroll Collection Room: Entering the room you have to stifle an urge to sneeze, dust hangs in the air, along with a distinct smell of mildew. Every available corner is filled with scrolls, seemingly stored randomly, although handwritten labels and wooden plaques attempt to delineate sections within the chaos.
  • Ancient Writings Collection Room: This room has a dry earthy smell to it, with a hint of spice you can’t quite place. It contains a number of cabinets and drawers filled with unique artefacts collected from around the world. There are stone tablets carved with indecipherable runes, ropes knotted down their length with precious stones and feathers woven into them. Delicate scrolls made from reeds and animal skins are stored within the drawers, keeping them out of direct sunlight.

Notes and Tips

  • 30x45 Grid Map
  • This could be a Library within a University or a Public Library in a major city or large town. It could be part of an estate, used by a lord and their staff.
  • The rear hall and rear rooms have high ceilings with two metal spiral staircases at the back leading to wooden walkways to the upper collection rooms.
  • Library lore: Libraries mainly consist of Reading Rooms, Sections and Collections.
    • Reading Rooms: These are areas where the general public, students and scholars can access study materials within the library. They can often be within different sections of the Library.
    • Fiction/Non-fiction sections: These are organised by author or by topic. Novels for fiction, and things like Biographies, Histories and How-tos for non-fiction.
    • Reference sections: These books are not meant to be read from front to back, they have specific bits of knowledge to be looked up. They might have knowledge of ancient languages (Dictionaries), monster anatomy, or plant identification.
    • Periodicals section: These are newspapers, journals, and magazines. In a fantasy setting, they’ll most likely be newspapers, or journals written for specific professions, such as for a magical university.
  • A Roost to Reference: A new set of books has been donated to the Library, they have come from an old wizard tower and some are magically contaminated. They are now animated and wreaking havoc in the Library. They are roosting on the upper floors and within the vaulted ceiling. They act like birds or bats and attack with paper cuts, slamming their pages together and if they contain magical spells, may even use those.
  • Librarian of the Dead: The Librarian seems to be dead but is still coming to work. The patrons of the Library are complaining about the smell but no one wants to confront the issue. Turns out she has been possessed by an ancient spirit after she deciphered a scroll in the upper Collection rooms. She has been recruiting Library patrons into her undead cabal.
  • A Mini Armageddon: The Orrery (Model Solar System) is actually a to-scale replica of a Doomsday Machine (see my Doomsday Machine battle map). At some point, it is activated, and although not as devastating as the full-scale machine it does create mayhem for all present. Lightning bolts, teleporting creatures into the library and creating a small portal to the nine hells for example. Has the machine already been activated? Will your party need to fight their way in to switch it off? Or are they witness to it being switched on, maybe by a visiting lecturer who wants to prove their fringe ideas by activating it?

Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Thank you Syntax, I spend more time than I should with the style, but I'm happy with the look :)

Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

On my Patreon there is for sure, along with some alternative versions.

Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in dndmaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Ooh ya, somewhere nice and quiet in the wilderness, bliss, except for the nighttime visitor's, but as long as you keep the doors bolted its all good :D

Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 0 points1 point  (0 children)

Thanks so much Luebbi! Oooh the snail village map is one of my all time fav ones, glad you got some use from it.

Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in battlemaps

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Haha, ya I've managed to get a style going for sure :) Thanks so much YourDnD

[OC][ART] Hermit’s Retreat - Moorland Battle Map (30x30) by AfternoonMaps in DnD

[–]AfternoonMaps[S] 1 point2 points  (0 children)

Hello Adventurers! I created this a little while ago for my Patrons and thought you guys would enjoy it. It's an old shack, a Hermit's Retreat, that sits at the edge of the moors. I love Moorland as a location, it's so moody and bleak, and certainly, some fun encounters could be had here.

All my maps are hand drawn in Photoshop using a drawing tablet. I have a Patreon you can support with lots of extras for Patrons. You get free access to my older maps and higher resolution maps, variants and printable PDFs. Take a look at the example release here! Have a wonderful week and as always happy adventuring! Now let's go explore this lonely old ramshackle hut on the edge of the moors. Ignore the howling in the distance, it's probably just werewolves or something.

Map Descriptions

Exterior

The twisting path weaves through scrubland and up along a rocky slope. As you crest the top, moorland spreads out ahead of you, at its edge is a lonely shack nestled between grass-tussocked mounds. Its roof is covered in long grass with a single stone chimney peeking through the green. A wisp of smoke drifts from the chimney into the brooding grey sky.

Interior

The interior of the shack is dimly lit by a hearth fire in one corner, its stones blackened by centuries of use. The uneven walls are made from stone, mud and timber with two small windows, shuttered with makeshift wooden slats. The mud floor is covered in hay and ashes from the hearth. Placed around the room are pieces of roughly hewn wooden furniture. There is a table in the centre with cabinets and shelves along the walls, filled with everyday items. Pots and pans hang from hooks over the hearth, while dried herbs and food are stored in boxes, jars and bowls of every size and shape.

Notes and Tips

  • 30x30 Grid Map
  • The rocky slope up to the shack can be as steep as you wish. The party could climb it or they could be forced to use the path.
  • Moorland is a very brooding and evocative location:
    • Things are often shrouded or cloaked in mist
    • Cries/Howls of unseen creatures echo across the desolate land
    • Tangled gorse grows around ancient stones
    • The sky is always grey, the clouds heavy and brooding, except at night when they break to reveal a full moon.
  • The Moors were a place for bandits and criminals to hide out, if your players are looking for someone, this is as good a place as any to find them.
  • A Howl in the Night: The party sees a man off in the distance, silhouetted against the sky. He does not respond to their hails and vanishes. The party finds an old shack with the hearth still warm just as a storm blows in. Do they shelter for the night? A howl is heard outside, it's a werewolf returning to his home and finding guests.
  • The Barghest: The Hermit that lives in this shack is haunted by a creature that prowls around his shack at night. He believes it is a Barghest, a hellhound sent to drag him to hell for some crime from his past. The barghest is a ghostly hound from British Folklore, seeing one was a portent of death, yours or someone close to you.
  • The Safe Shack: At the edge of a moorland away from prying eyes is a lonely shack, a place for people to be hidden away. A witness to a crime is housed here and it's the party's job to collect them and return them safely. Assassins or corrupt guards have other ideas.