It’s always a little daunting to take on a brand new style of map. When Steve Russell asked for an map inspired by the Orient for Heroes of the Jade Oath I took it on with some trepidation. After a ton of experimenting with textures, brushes and line-styles I came up with a version I was happy with, and this is the result!
There’s a new IDW comic line out – the Legend of Drizzt. As with many previous comics IDW decided to do a special Module Edition of the first comic in the series, with an adventure for 4e D&D (written by Logan Bonner) included so that you can run sessions involving that most famous of the drow for your own players. I was very happy to be asked to do the maps for it. The module edition is a not-for-sale special edition, but might well appear in the compiled series, or in a special legacy edition as with earlier comics.
A couple of years ago I teamed up with Steve Russell to turn a couple of the maps that I created for the Rituals of Choice adventure path into map packs. The plan was to see whether people were interested in the maps themselves as a product separate to the adventures. The packs initially just included a multi-page pdf that allowed people to print them out at home and assemble them on the table, but quickly expanded to include high res jpgs, an A4 bundle alongside the US letter format packs, gridded and gridless versions of the maps and finally maptool campaign files for those of us who prefer to use virtual tabletops.
So did it work? With over 2200 map packs sold at the time of posting this I think I can say yes! Continue reading
The latest installment in the Fantastic Maps series takes us to the high seas with pirate ships! I’ve always enjoyed sailing and the tales of dashing captains and dastardly pirates, and when running my home game I decided it was time to get them onto a heaving deck. As Ben McFarland once said to me ‘nothing good ever comes from getting on a ship’. That turned out to be true, and the ship in question ended up on the floor of the bring deep (in this shipwreck map).
Now you too can have your players adventure on the high seas. This map pack has two ships. The first is a modest 35′ two masted pinnace (25′ without the bowsprit) suitable for green adventurers starting out island hopping in an archipelago, or for sneaking up on a larger vessel silent-like: Continue reading
The Lost City has been found! Logan Bonner and Open Design have released their archaeological delve into the secrets beneath the sands this week and I had the pleasure of mapping the crazy locations that Logan and the patrons came up with. I’ve never before been given an art brief that involved drawing a deity – I’m just saying.
The Lost City takes place under the sands that hide the crashed remains of a flying city. As the PCs investigate they uncover the history of the city and must find out why the city fell from the skies.
A flying city is a wondrous location anyway, but the patrons and Logan pulled out the stops when coming up with fun sandbox locations for adventurers to explore. I don’t want to give away too many spoilers (but there are some – so if you’re a player you should look away now), but here’s a selection of some of the maps I created for the book: Continue reading
This map was created for the Pathfinder adventure The Elusive Foe by Interaction Point Games which has just come out. The action takes place in Scotland and the route takes in rolling forested hills and ruined towers. The real fun here was in the icons, and the inset map. I’m from Scotland so it was great to have the chance to illustrate a part of the world I know really well. Continue reading
Any self respecting bandit needs a lair. This month’s Fantastic Maps release, in partnership with Kobold Quarterly, presents a cavern lair that any Bandit prince would be proud of. The cave system was carved from the rock by the waterfall that still run through the middle, cascading between the two levels. Continue reading
After showing off the city map tiles for Wayfinder #4 (previous post) it got me thinking. The square format is repetitive and blocky. Also, the directional lighting means the tiles can’t be rotated for variety without it looking like there are 4 different suns. So, whilst they are pretty, they have their drawbacks when trying to create a large map. I also feel that creating a whole city at this level of detail is a bit of a fools errand. That’s a lot of tiles to build a district, let alone a full city.
So I’ve been playing around, and because this is a personal project rather than a commission, I can make my mulling public. So here’s what I’ve come up with so far.
Here’s some of the logic behind the design: Continue reading