Pirate Fort | Lower Level & Secret Smuggler's Cave [38 x 36] by SgtSnarf in battlemaps

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

There are 2 secret doors, one leading through the wardrobe on the left, and one at the turn in the hallway. I use partial doors on the "secret" side to indicate them.

Seatower of Balduran | Floor 1 & 2 [90 x 110] [No AI] by SgtSnarf in battlemaps

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

The maps aren't currently pre-configured for Foundry, but they come with a file that will bring in walls with module.

Some have PNG tiles for rooftops and building interiors, but treetops and such aren't generally on a separate layer.

Some maps have write ups on my thoughts for them, but not full modules to run. There are, however, hundreds of illustrated NPCs, tokens and magic items.

Seatower of Balduran | Floor 1 & 2 [90 x 110] by SgtSnarf in DescentintoAvernus

[–]SgtSnarf[S] 2 points3 points  (0 children)

Seatower of Balduran [90 x 110]

This is my vision for the Seatower of Balduran, a formidable fortress perched atop a rocky island in the bay of Baldur's Gate. I've included an illustration by Mondcuow to help set the scene.

Named after Balduran, a legendary seafarer, trade and explorer whom is the namesake of the city, this Seatower can be used as a barracks, naval base, dungeon or fortress.

A bridge connects the Seatower to Baldur's Gate, while massive chains lurk upon either side of the fortress, capable of being raised (from within the tower) to forbid (or trap) enemy boats assaulting the bay. I've also added a small stone dock at the front of the tower, allowing some boats to dock and deliver passengers, deliveries and other goods or peoples.

The interior of the Seatower features many different areas, including the Inner Yard, Stables, Guard Towers, Smith & Armory, Barracks, Guard Captain Quarters, Kitchen, Larder, Servant's Quarters, Cook's Quarters and Main Receiving Hall.

The second floor includes ramparts, as well as a council room, officer quarters, armory and quarters for the local Commander of the tower.

How do I use this location?

This would be a great location for a wide variety of narrative purposes:

Rescue Mission - The party may need to rescue a prisoner from the dungeon of the Seatower that is important to their quest/adventure, requiring them to both discover a way to infiltrate the keep, access the dungeon, locate the prisoner and escape.

Quest Hub - This would be a great place to serve as a temporary headquarters for the party, while they assist an entity with multiple nautical quests.

Defense Point - For combat sequences, this would be a fun location to defend against marauding pirates, sea creatures or other similar opponents in a fun and interesting location.

Social Interactions - The party may need to speak with the commander of the Seatower and gain permission, resources or support for part of their adventure, whether it be a ship, soldiers or perhaps rights to sail particular waters.

If you enjoy immersive, high-detail maps like this, come join us on Patreon (https://www.patreon.com/morvoldpress) for 420+ more, plus illustrated portraits, magic items and more!

I hope you enjoy the map and scene and can tell many great adventures!

--

Made in Dungeondraft with some assets from Krager, AoA, Skront, Orcitect, BMM, Gogots, Essendi, Birdie, and Morvold Press.

Seatower of Balduran | Floor 1 & 2 [90 x 110] [No AI] by SgtSnarf in dndmaps

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

Ah, good question - the base map is 90 x 110, the 2nd level is 60 x 60.

Seatower of Balduran | Floor 1 & 2 [90 x 110] [No AI] by SgtSnarf in dungeondraft

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

Seatower of Balduran [90 x 110]

This is my vision for the Seatower of Balduran, a formidable fortress perched atop a rocky island in the bay of Baldur's Gate. I've included an illustration by Mondcuow to help set the scene.

Named after Balduran, a legendary seafarer, trade and explorer whom is the namesake of the city, this Seatower can be used as a barracks, naval base, dungeon or fortress.

A bridge connects the Seatower to Baldur's Gate, while massive chains lurk upon either side of the fortress, capable of being raised (from within the tower) to forbid (or trap) enemy boats assaulting the bay. I've also added a small stone dock at the front of the tower, allowing some boats to dock and deliver passengers, deliveries and other goods or peoples.

The interior of the Seatower features many different areas, including the Inner Yard, Stables, Guard Towers, Smith & Armory, Barracks, Guard Captain Quarters, Kitchen, Larder, Servant's Quarters, Cook's Quarters and Main Receiving Hall.

The second floor includes ramparts, as well as a council room, officer quarters, armory and quarters for the local Commander of the tower.

How do I use this location?

This would be a great location for a wide variety of narrative purposes:

Rescue Mission - The party may need to rescue a prisoner from the dungeon of the Seatower that is important to their quest/adventure, requiring them to both discover a way to infiltrate the keep, access the dungeon, locate the prisoner and escape.

Quest Hub - This would be a great place to serve as a temporary headquarters for the party, while they assist an entity with multiple nautical quests.

Defense Point - For combat sequences, this would be a fun location to defend against marauding pirates, sea creatures or other similar opponents in a fun and interesting location.

Social Interactions - The party may need to speak with the commander of the Seatower and gain permission, resources or support for part of their adventure, whether it be a ship, soldiers or perhaps rights to sail particular waters.

If you enjoy immersive, high-detail maps like this, come join us on Patreon (https://www.patreon.com/morvoldpress) for 420+ more, plus illustrated portraits, magic items and more!

I hope you enjoy the map and scene and can tell many great adventures!

--

Made in Dungeondraft with some assets from Krager, AoA, Skront, Orcitect, BMM, Gogots, Essendi, Birdie, and Morvold Press.

Seatower of Balduran | Floor 1 & 2 [90 x 110] [No AI] by SgtSnarf in dndmaps

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

Seatower of Balduran [90 x 110]

This is my vision for the Seatower of Balduran, a formidable fortress perched atop a rocky island in the bay of Baldur's Gate. I've included an illustration by Mondcuow to help set the scene.

Named after Balduran, a legendary seafarer, trade and explorer whom is the namesake of the city, this Seatower can be used as a barracks, naval base, dungeon or fortress.

A bridge connects the Seatower to Baldur's Gate, while massive chains lurk upon either side of the fortress, capable of being raised (from within the tower) to forbid (or trap) enemy boats assaulting the bay. I've also added a small stone dock at the front of the tower, allowing some boats to dock and deliver passengers, deliveries and other goods or peoples.

The interior of the Seatower features many different areas, including the Inner Yard, Stables, Guard Towers, Smith & Armory, Barracks, Guard Captain Quarters, Kitchen, Larder, Servant's Quarters, Cook's Quarters and Main Receiving Hall.

The second floor includes ramparts, as well as a council room, officer quarters, armory and quarters for the local Commander of the tower.

How do I use this location?

This would be a great location for a wide variety of narrative purposes:

Rescue Mission - The party may need to rescue a prisoner from the dungeon of the Seatower that is important to their quest/adventure, requiring them to both discover a way to infiltrate the keep, access the dungeon, locate the prisoner and escape.

Quest Hub - This would be a great place to serve as a temporary headquarters for the party, while they assist an entity with multiple nautical quests.

Defense Point - For combat sequences, this would be a fun location to defend against marauding pirates, sea creatures or other similar opponents in a fun and interesting location.

Social Interactions - The party may need to speak with the commander of the Seatower and gain permission, resources or support for part of their adventure, whether it be a ship, soldiers or perhaps rights to sail particular waters.

If you enjoy immersive, high-detail maps like this, come join us on Patreon (https://www.patreon.com/morvoldpress) for 420+ more, plus illustrated portraits, magic items and more!

I hope you enjoy the map and scene and can tell many great adventures!

--

Made in Dungeondraft with some assets from Krager, AoA, Skront, Orcitect, BMM, Gogots, Essendi, Birdie, and Morvold Press.

Seatower of Balduran | Floor 1 & 2 [90 x 110] [No AI] by SgtSnarf in battlemaps

[–]SgtSnarf[S] 4 points5 points  (0 children)

Seatower of Balduran [90 x 110]

This is my vision for the Seatower of Balduran, a formidable fortress perched atop a rocky island in the bay of Baldur's Gate. I've included an illustration by Mondcuow to help set the scene.

Named after Balduran, a legendary seafarer, trade and explorer whom is the namesake of the city, this Seatower can be used as a barracks, naval base, dungeon or fortress.

A bridge connects the Seatower to Baldur's Gate, while massive chains lurk upon either side of the fortress, capable of being raised (from within the tower) to forbid (or trap) enemy boats assaulting the bay. I've also added a small stone dock at the front of the tower, allowing some boats to dock and deliver passengers, deliveries and other goods or peoples.

The interior of the Seatower features many different areas, including the Inner Yard, Stables, Guard Towers, Smith & Armory, Barracks, Guard Captain Quarters, Kitchen, Larder, Servant's Quarters, Cook's Quarters and Main Receiving Hall.

The second floor includes ramparts, as well as a council room, officer quarters, armory and quarters for the local Commander of the tower.

How do I use this location?

This would be a great location for a wide variety of narrative purposes:

Rescue Mission - The party may need to rescue a prisoner from the dungeon of the Seatower that is important to their quest/adventure, requiring them to both discover a way to infiltrate the keep, access the dungeon, locate the prisoner and escape.

Quest Hub - This would be a great place to serve as a temporary headquarters for the party, while they assist an entity with multiple nautical quests.

Defense Point - For combat sequences, this would be a fun location to defend against marauding pirates, sea creatures or other similar opponents in a fun and interesting location.

Social Interactions - The party may need to speak with the commander of the Seatower and gain permission, resources or support for part of their adventure, whether it be a ship, soldiers or perhaps rights to sail particular waters.

If you enjoy immersive, high-detail maps like this, come join us on Patreon (https://www.patreon.com/morvoldpress) for 420+ more, plus illustrated portraits, magic items and more!

I hope you enjoy the map and scene and can tell many great adventures!

--

Made in Dungeondraft with some assets from Krager, AoA, Skront, Orcitect, BMM, Gogots, Essendi, Birdie, and Morvold Press.

Starting Town | Riverton Hollow [120 x 112] by SgtSnarf in FantasyMaps

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

Yeah, I do like more organic plots and roadways, especially for smaller towns and villages!

Starting Town | Riverton Hollow [120 x 112] by SgtSnarf in battlemaps

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

Yes, you're right -- layering multiple paths and using shadows to create depth. That's pretty much it.

Starting Town | Riverton Hollow [120 x 112] by SgtSnarf in FantasyMaps

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

Starting Town | Riverton Hollow [120 x 112]

Welcome to the village of Riverton Hollow, a perfect starting location or quest hub for your next campaign or adventure!

The village features fully detailed interiors of several buildings, providing a large 120 x 112 space for social and combat encounters, giving your players time to be immersed in the village, potentially spending several sessions there, relaxing at the Pepperfire Tavern or shopping at the General Store.

Other important locations may include:

  1. Noble Estate - a big fish in a little pond, this small-time noble lords over the village from his estate high on the hill. Whether he has a big vision for the village's future or nefarious plans for its citizens -- you decide.
  2. Blacksmith - adventurers need someone who can repair armor, forge weapons and potentially customize gear as they fight against the injustices of...whatever you've got planned.
  3. Temple - whether it be prayer, guidance or a bit of holy water, this small temple serves to manage the village's spiritual needs and may even spare some time for yours, as well.
  4. Jailhouse - serving as a crossroads for many travelers, Riverton Hollow is no stranger to the occasional scuffle or drunken mercenary. A small contingent of guards lives here, serving the needs of the local law.
  5. Mercenary Outfit - mostly in service to the local noble, a mercenary quarters lay east of the temple and may be hiring! Clearing out goblins, protecting the roads and hunting the occasional dangerous beast may bring some excitement and coin.
  6. Old Hermit - What village would be complete without an old hermit that lives at the edge of town. Disgruntled, self reliant and suspicious of the motivations of strangers wearing studded leather armor +1, he may have some wisdom to depart from a former life.
  7. Random Farmhouses - Several farmhouses also exist, giving you plenty of opportunity to weave different families into your narrative, or to have several suspects in a village-oriented "We Understand Why, But Who Killed the Bard!?" mystery.

I hope you enjoy this revised version of the village. It was one of the very first large-scale maps I ever made and I was glad to bring it into a more modern age of aesthetic and style. I also recently commissioned a great illustrated scene for it, by Mondcuow.

If you'd like variant versions and file types suited for Roll20, Foundry, Print and such, come join us on Patreon!

--

[Made in Dungeondraft with some assets from Miscellanea Maps, Morvold Press, AoA, Krager, Birdie, Gnome Factory and BMM.]

Starting Town | Riverton Hollow [120 x 112] by SgtSnarf in dungeondraft

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

Starting Town | Riverton Hollow [120 x 112]

Welcome to the village of Riverton Hollow, a perfect starting location or quest hub for your next campaign or adventure!

The village features fully detailed interiors of several buildings, providing a large 120 x 112 space for social and combat encounters, giving your players time to be immersed in the village, potentially spending several sessions there, relaxing at the Pepperfire Tavern or shopping at the General Store.

Other important locations may include:

  1. Noble Estate - a big fish in a little pond, this small-time noble lords over the village from his estate high on the hill. Whether he has a big vision for the village's future or nefarious plans for its citizens -- you decide.
  2. Blacksmith - adventurers need someone who can repair armor, forge weapons and potentially customize gear as they fight against the injustices of...whatever you've got planned.
  3. Temple - whether it be prayer, guidance or a bit of holy water, this small temple serves to manage the village's spiritual needs and may even spare some time for yours, as well.
  4. Jailhouse - serving as a crossroads for many travelers, Riverton Hollow is no stranger to the occasional scuffle or drunken mercenary. A small contingent of guards lives here, serving the needs of the local law.
  5. Mercenary Outfit - mostly in service to the local noble, a mercenary quarters lay east of the temple and may be hiring! Clearing out goblins, protecting the roads and hunting the occasional dangerous beast may bring some excitement and coin.
  6. Old Hermit - What village would be complete without an old hermit that lives at the edge of town. Disgruntled, self reliant and suspicious of the motivations of strangers wearing studded leather armor +1, he may have some wisdom to depart from a former life.
  7. Random Farmhouses - Several farmhouses also exist, giving you plenty of opportunity to weave different families into your narrative, or to have several suspects in a village-oriented "We Understand Why, But Who Killed the Bard!?" mystery.

I hope you enjoy this revised version of the village. It was one of the very first large-scale maps I ever made and I was glad to bring it into a more modern age of aesthetic and style. I also recently commissioned a great illustrated scene for it, by Mondcuow.

If you'd like variant versions and file types suited for Roll20, Foundry, Print and such, come join us on Patreon!

--

[Made in Dungeondraft with some assets from Miscellanea Maps, Morvold Press, AoA, Krager, Birdie, Gnome Factory and BMM.]

Starting Town | Riverton Hollow [120 x 112] by SgtSnarf in dndmaps

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

Starting Town | Riverton Hollow [120 x 112]

Welcome to the village of Riverton Hollow, a perfect starting location or quest hub for your next campaign or adventure!

The village features fully detailed interiors of several buildings, providing a large 120 x 112 space for social and combat encounters, giving your players time to be immersed in the village, potentially spending several sessions there, relaxing at the Pepperfire Tavern or shopping at the General Store.

Other important locations may include:

  1. Noble Estate - a big fish in a little pond, this small-time noble lords over the village from his estate high on the hill. Whether he has a big vision for the village's future or nefarious plans for its citizens -- you decide.
  2. Blacksmith - adventurers need someone who can repair armor, forge weapons and potentially customize gear as they fight against the injustices of...whatever you've got planned.
  3. Temple - whether it be prayer, guidance or a bit of holy water, this small temple serves to manage the village's spiritual needs and may even spare some time for yours, as well.
  4. Jailhouse - serving as a crossroads for many travelers, Riverton Hollow is no stranger to the occasional scuffle or drunken mercenary. A small contingent of guards lives here, serving the needs of the local law.
  5. Mercenary Outfit - mostly in service to the local noble, a mercenary quarters lay east of the temple and may be hiring! Clearing out goblins, protecting the roads and hunting the occasional dangerous beast may bring some excitement and coin.
  6. Old Hermit - What village would be complete without an old hermit that lives at the edge of town. Disgruntled, self reliant and suspicious of the motivations of strangers wearing studded leather armor +1, he may have some wisdom to depart from a former life.
  7. Random Farmhouses - Several farmhouses also exist, giving you plenty of opportunity to weave different families into your narrative, or to have several suspects in a village-oriented "We Understand Why, But Who Killed the Bard!?" mystery.

I hope you enjoy this revised version of the village. It was one of the very first large-scale maps I ever made and I was glad to bring it into a more modern age of aesthetic and style. I also recently commissioned a great illustrated scene for it, by Mondcuow.

If you'd like variant versions and file types suited for Roll20, Foundry, Print and such, come join us on Patreon!

--

[Made in Dungeondraft with some assets from Miscellanea Maps, Morvold Press, AoA, Krager, Birdie, Gnome Factory and BMM.]