Seems |
I used Photoshop to add a grid layer to them along with some resizing to make them print at the right scale.
(And then a ton of printing pages and connecting the sheets!)
That's what I was afraid of! I don't have access to Photoshop and that's a lot of money to spend just to print maps. Any less expensive alternatives? A guy can dream!
NobodysHome |
People swear by GiMP and its ability to do pretty much anything Photoshop can do as an open-source alternative.
Of course, similar to all the other open-source alternatives out there, it takes a bit of time to be willing to Google and watch YouTube videos to figure out all the basics such as installing it and then getting it to do what you want it to do.
But it's free, it's powerful, and it has a HUGE, evangelical user community.
Seems |
*slaps forehead*
Ahh yes, GIMP! I used it a while back to make some pawns but completely forgot about it. I redownloaded it and gave it a go, and the grid filter is quite good. Unfortunately, I just can't get it to line up right - when it's good in one area, it's always off somewhere else. But, gives me something to tinker with on other maps.
Thanks all!
NobodysHome |
*slaps forehead*
Ahh yes, GIMP! I used it a while back to make some pawns but completely forgot about it. I redownloaded it and gave it a go, and the grid filter is quite good. Unfortunately, I just can't get it to line up right - when it's good in one area, it's always off somewhere else. But, gives me something to tinker with on other maps.
Thanks all!
I think it's something about the way Paizo PDFs their maps, because I have the full subscriptions and get the "real" interactive map PDFs, but when I upload them to roll20 I get the same exact behavior; their maps aren't "perfect" grids, but rather skew in various areas.
I suspect they're amalgamating multiple maps onto a single PDF page and the combining algorithm isn't perfect.
Doskious Steele |
I think it's something about the way Paizo PDFs their maps, because I have the full subscriptions and get the "real" interactive map PDFs, but when I upload them to roll20 I get the same exact behavior; their maps aren't "perfect" grids, but rather skew in various areas.I suspect they're amalgamating multiple maps onto a single PDF page and the combining algorithm isn't perfect.
I can't count the number of times I used to encounter this kind of headache with tile-based map images that I created myself. I don't know exactly how it happens, but I've noticed in working with maps I create myself that if I export from GIMP to a JPEG, even if the lines were perfect in GIMP they are not in my VTT. If I export to PNG, the grid remains perfect.
I believe that the issue arises because of the compression formatting that is involved in the images. Most images (JPEGs, PNGs, GIFs, etc.) are compressed in one way or another to save on file space. (BMPs and TIFFs are usually not, and also usually gigantic compared to other format types.) PDFs have their own compression mechanism as well as that based on whatever the filetype for the image was when the PDF was created.
I think this has to do with the compression algorithms used: PNG compression is lossless - that is, the image produced when you ask your system to display a PNG file will always be the same. JPEG compression is not lossless, which is why JPEGs tend to seem to degrade over time if you repeatedly open and re-save them. I don't know if the PDF compression is lossless, but I suspect not; also, the image format that is exported to can have an impact on the potential for skew as well.
Doskious Steele |
Has anyone had any luck at all in locating any more of the Scarwall maps? I have a dim memory of the Guest Wing also existing in an unfinished form before the crash on rpgmapshare, but I don't think the full floor plan was ever finished by anyone...
I'll post back here if I decide to have a go myself.
Gauldin |
Harrow deck readings are a big part of this AP, and our group is distributed around the country, so we can't physically "draw" cards. So I created an automated Harrow Deck spreadsheet to handle this. It's an Excel spreadsheet, but hopefully you can get it to work without MS Office (I haven't tested with Google Docs, and don't plan to - sorry).
First go to the Choosing tab, and have each of your players roll a d10 (discarding 10's) to Choose their card. Fill in the number for each PC, and it will populate the card they've drawn and the special bonuses for that book (make sure you update the book number at the top of the sheet).
Then go to the Reading tab. Click Shuffle to clear out anything that was leftover from the last reading, then click Draw to randomly draw a new reading. It shows the flavor and interpretative text for each card, as well as the CotCT hints listed in the AP. It also highlights if a card is misaligned, and if it was chosen by one of the characters during the choosing. Each PC's total Harrow Points is updated on the Choosing tab.
Here's the LINK to the file. Hope you find it helpful!
Olmac |
Then go to the Reading tab. Click Shuffle to clear out anything that was leftover from the last reading, then click Draw to randomly draw a new reading. It shows the flavor and interpretative text for each card, as well as the CotCT hints listed in the AP. It also highlights if a card is misaligned, and if it was chosen by one of the characters during the choosing. Each PC's total Harrow Points is updated on the Choosing tab.Here's the LINK to the file. Hope you find it helpful!
I don't see the shuffle or draw buttons. Am I missing something?
I love the choosing part.
Gauldin |
Gauldin wrote:
Then go to the Reading tab. Click Shuffle to clear out anything that was leftover from the last reading, then click Draw to randomly draw a new reading. It shows the flavor and interpretative text for each card, as well as the CotCT hints listed in the AP. It also highlights if a card is misaligned, and if it was chosen by one of the characters during the choosing. Each PC's total Harrow Points is updated on the Choosing tab.Here's the LINK to the file. Hope you find it helpful!
I don't see the shuffle or draw buttons. Am I missing something?
I love the choosing part.
There should be square gray buttons at the top of the Reading tab, right above the cards. Make sure you've switched to the right tab (tabs are listed along the bottom - "Reading" is the first one, "Choosing" is the second).
BushidoWarriorWookiee |
I've just started running the CotCT hardcover edition AP, and reading ahead, I am confounded by the maps of Scarwall (areas B through G). Individually, the floor plans are fine, but collectively, I'm having a really hard time visualizing the castle exterior in 3 dimensions.
The two main problems I anticipate as a result are: how am I going to be able to describe the castle exterior to the players? By the time they're at chapter 5, they're going to be flying around invisibly reconnoitering the place to find alternate entrances, and I need to be able to accurately respond to the inevitable questions.
Second, many of the encounters potentially involve monsters on separate floors, such as scarwall guards in area C watching the causeway approach of area B, etc. etc.
So here's my question: has anybody attempted to model Scarwall as a whole building in three dimensions based on the floor maps provided in the book? This would really help with visualization.
I am asbolutely willing to do the legwork of such a thing, except I have almost no experience with graphics programs, much less 3-D modeling. At this point I'm seriously considering borrowing my son's Legos to try to physically build it in layers just so I can see the whole thing at once.
MrVergee |
3 people marked this as a favorite. |
I've just started running the CotCT hardcover edition AP, and reading ahead, I am confounded by the maps of Scarwall (areas B through G). Individually, the floor plans are fine, but collectively, I'm having a really hard time visualizing the castle exterior in 3 dimensions.
The two main problems I anticipate as a result are: how am I going to be able to describe the castle exterior to the players? By the time they're at chapter 5, they're going to be flying around invisibly reconnoitering the place to find alternate entrances, and I need to be able to accurately respond to the inevitable questions.
Second, many of the encounters potentially involve monsters on separate floors, such as scarwall guards in area C watching the causeway approach of area B, etc. etc.
So here's my question: has anybody attempted to model Scarwall as a whole building in three dimensions based on the floor maps provided in the book? This would really help with visualization.
I am asbolutely willing to do the legwork of such a thing, except I have almost no experience with graphics programs, much less 3-D modeling. At this point I'm seriously considering borrowing my son's Legos to try to physically build it in layers just so I can see the whole thing at once.
shadram |
My party is just about to start exploring Scarwall, and since we've been forced over to playing on Roll20, I've started creating the maps for use on there.
So far I've got the barbican maps finished, and thought I'd share them with anyone else who might be interested. These were created with DungeonDraft, which is probably the best battlemap creation software I've ever used.
Scarwall Barbican maps
Map size is 54x54 squares, with 70px per inch
Next up is the ground floor map of Scarwall itself... It's a big map!
Yossarian |
I'm also working on very high rez maps for Scarwall. I've compactified it a bit in order to use less table space and printer paper, whilst retaining all the room descriptions and flow.
I'm about half way through, here's a preview of the ground floor work in progress..
Yossarian |
I can't quite tell but are you using the original Scarwall layout or the remastered layout as your model for the compression?
It's a compressed version, but very similar to the original. In play you won't notice any difference. I did it in order to be able to print it out on a smaller and more practical set of print outs (although still a lot!). For online play it makes no difference, but I like to print out and play with minis (when we're not socially distancing).
Jhaeman |
4 people marked this as a favorite. |
I've put together some "Location Cheat Sheets" for the campaign so I can find material quickly during a session. These notes compile information from the hardcover, the Guide to Korvosa, and any other published canon resources. The map references to "small map" are the one in the hardcover, while to "big map" are to the pull-out map from the Guide.
Citadel Volshyenek (Midland, M5 on Large Map, G10 on Small Map): This impressive citadel houses the headquarters and main garrison of the Korvosan Guard. It’s a relatively normal citadel that contains an extensive system of Vaults beneath it. (as the campaign progresses, attrition greatly reduces the numbers of the Korvosan Guard, and by Chapter 4 it feels all but abandoned with just a skeleton force).
City Hall (North Point, N5 on Large Map, G3 on Small Map): Built with thick pillars, whitewashed facades, and rectangular windows, this building houses the various ministries and the myriad offices of the growing bureaucracy. Within the great foyer, across from the main entry doors, hangs a massive 8 x 13 foot painting by famed artist Endrik Archerus showing Field Marshal Korvosa meeting Sergeant Endrin atop the ruined earthworks of Fort Korvosa. The painting is titled Breaking the Siege.
Dawnflower House (Midland, G11 on Small Map): The only one of the city’s orphanages to be run by actual clerics.
Endrin Military Academy (Old Korvosa, O4 on Large Map): These whitewashed buildings act as barracks for Fort Korvosa’s small garrison of Korvosan Guards and Sable Company trainees, as well as classrooms and sparring rings.
Great Tower, The (Heights, H1 on Large Map, G5 on Small Map): The Great Tower is one of the tallest free-standing structures in Varisia. It stands 270 feet high, with a 100-diameter footprint at base (40’ at top). It has 19 floors, but only two known entrances: the main entrance that opens onto the tower’s third floor (accessible by a gently arcing bridge) and the hippogriff openings of the top three floors. The tower has massive granite walls reinforced with a skeleton of steel and black iron. The windowless bottom floor of the tower houses the Sable Company’s main armory. A branch of the Endrin Military Academy houses floors two through six. Most of the remaining floor are housing for about 200 Sable Company marines (2/3 of the total), while floors 17 through 19 are hippogriff aeries.
Jeggare Isle (Outskirts, G13 on Small Map): Single squat fort sits atop this low, rocky isle, its roof adorned with siege engines. Its skeleton crew could hardly man them with efficiency in an emergency.
Jeggare Light (Outskirts, G1 on Small Map): This low lighthouse in the outskirts of the city has a single keeper, Veranada Mezzerae.
Korvosa’s Mercy (North Point, G4 on Small Map): The largest of Korvosa’s five state-run orphanages, Korvosa’s mercy has a long-standing association with the military.
Little House (East Shore, G12 on Small Map): The smallest and newest orphanage in the city. Administered by a philanthropic Halfling named Bek Blerkian, it focuses primarily on non-human orphans.
Longacre Building (North Point, N4 on Large Map, G2 on Small Map): Also known as Arbiter’s Hall, the Longacre building houses the city’s arbiters and is the place where criminals sentenced to death are executed. Methods of execution vary, and those killed don’t always stay dead within its halls . . .
Riverside House (Midland, G8 on Small Map): This mid-sized orphanage is Korvosa’s oldest. The headmaster is Osten Vendiger. (it burns to the ground early in Chapter 1, with its young wards returning as attic whisperers or tiyanaks and Vendiger coming back as a cruel ghost that torments them!)
Scrapper Hall (Midland, G7 on Small Map): This relatively small building houses an orphanage with regimented work hours for the children that verge on illegality. The staff often clash with inspectors from the churches of Abadar and Sarenrae.
Bard’s End (South Shore, S3 on Big Map): Standing just a block from Kendall Amphitheater, this is Korvosa’s largest inn. Visiting actors and musicians often stay here, and performances in the inn’s common room are frequent.
Creaky Hammock (Midland, M6 on Big Map): This nautically-themed tavern and inn primarily serves ships’ crews in port for a few days. A place of loud nights and boisterous days, the saying is “The only way to sleep in the Creaky Hammock is to drink yourself asleep.” The innkeeper is Destin Smish.
Crested Falcon (Heights, H13 on Big Map): Perhaps the most expensive (and overpriced) restaurant in the entire city, the Crested Falcon caters to the whims of the city’s elite. The menu changes every day and only find the costs of their meals during the check-out process. Those who receive the bill but can’t pay are subject to compulsion magic that compels them to serve until they pay off their debt (washing dishes or wearing sandwich boards!). This is the place for the nouveau-riche to see and be seen.
Frisky Unicorn (Heights, H3 on Big Map, PFS # 8-01): The least expensive (but still far from cheap!) of Citadel Crest’s bed breakfasts, the Frisky Unicorn provides little more than a posh room and three meals. A narrow turret rises from one corner of the place, from which a capricious and cacophonous nest of (relatively tame) pseudodragons can be found. The creatures are great for driving off imps from the nearby Acadamae, but sometimes make a pest of themselves whenever guests flash shiny objects or uncovered food. The inn’s proprietor is Oliver Cadmion (LG male human aristocrat 2) and the resident cook is a man named Lomen.
Jeggare’s Jug (Old Korvosa, O7 on Big Map): Jeggy’s Jug (as it’s frequently called) is a small, jaunty pub renamed after Montlarion Jeggare (a famous patron) died.
Jittery Quill (Heights, H6 on Big Map): This low-key establishment serves both ale and coffee, making it the favourite haunt of university students and faculty alike. It stays open all night, six days a week, closing every Oathday at noon and reopening at dusk the next day.
Laughing Way Inn (North Point): An inn clearly showing its age, with rounded steps and sagging balconies. It remains a favoured destination of visitors thanks to its long history and fame as the only structure not razed to the ground during the Second Battle of Mainshore in 4439. Legends say the ghost of a shoanti woman, the Barbarian Princess, appears on certain nights of the year.
Leftover’s (East Shore, E2 on Big Map): The neighborhood’s only inn charges standard rates and offers standard amenities (two-person rooms and a cozy common room). The one-armed innkeeper, a retired soldier named Portenus Gaskelinni (LN male human expert 2/fighter2), happily tells the story of how a Shoanti berserker cut his arm off just be he decapitated the warrior in turn! Two Oathday nights a month, Gaskelinni’s Korvosan Guard buddies stop in and reenact the skirmish with blunt, wooden swords for amused audiences.
Overlook, The (Heights, H15 on Big Map): This tavern teeters on the edge of the Merciless Cliffs and offers a spectacular (if terrifying) view of the raging surf below. The tavern’s owner and bartender, Asa Hemrich, offers similarly dangerous offerings. Anyone who finishes his “This-n-That” (a truly disgusting concoction of anything on hand) gets to drink free for the night—but few manage it (DC 25 Fort save).
Posh and Turtle (North Point, N10 on Big Map): Situated at the west end of the famed Avenue of Arms, the Posh and Turtle has been the finest inn and tavern in Korvosa for over a century. Upon entering, one immediately sees the glass flooring overlooking a wide but shallow sea cave. Within the cave lives a 20’ long sea turtle named Old Tom, who grew too large to escape through the opening back out to the ocean. Narrow grates allow patrons and the waitstaff to drop food to Old Tom. The inn’s wizardly owner, Thavium Rigulus (LN male human wizard 6), magically cleans the cave three times a day. The inn has high-quality furnishings and appointments, from gold-leaf flatware to emerald-studded wine glasses. Apparently, some druids have begun agitating for Old Tom’s release.
Shoreline Drinkhall (East Shore, E4 on Big Map): The most popular tavern in East Shore, doing business every hour of every day. Even off-duty garrison guards stop in for a drink before heading home. Longshoremen, warehouse managers, dock bosses, and even slumming nobles can be found here. The place is owned (and occasionally patrolled) by House Endrin. It has a reputation for fair prices and stiff drinks, though its meals taste like military rations. Because the place is close to Thief Camp, it often fills with Shoanti and Varisians. Bar brawls occur regularly, but not with the frequency or danger of the Stick Mermaid.
Sticky Mermaid (Old Korvosa, O6 on Big Map): Perhaps the most disreputable tavern in the city, the Sticky Mermaid serves an unruly clientele made even rougher by fishjack, a particularly potent spirit served only here and garnished with fermented eggs of Jeggare River salmon. The Korvosan Guard shuts this place down every couple of months for a week or two, but the place always reopens and returns to its share of bar fights and death.
Three Rings Tavern (North Point, N7 on Big Map): This quiet, low-key tavern belongs to retired adventurer and former Pathfinder Theandra Darklight (N female human fighter 3/rogue 4). Theandra is a matronly but friendly and good-natured person. A half-shoanti barbarian named Tauk Par (CG male human barbarian 6) serves as a bouncer. Theandra serves as much coffee and tea as mead and wine, and is well known for its breakfast specialties: Varisian sweetbreads and Gebbite cream-filled pastries.
Travelling Man, The (Old Korvosa, (O12 on Big Map): This small tavern’s main claim to fame is its proximity to one of the otyugh plugs used by the city to feed its sewer beast allies. People flock to this tavern every Oathday, when a small contingent of Korvosan Guards winch open the plug and throw in some fresh meat and veggies. Once or twice a year, the otyugh decides to rampage and bursts out of the plug. As a result, the front wall of the place is exceedingly thick and has barred windows.
Twitcher’s (The Shingles): Likely the only permanent structure in the transient rooftop world of the Shingles, Twitcher’s mixes the karale much stronger than most other taverns. The bartender is a red-haired man named Ramthos whom, some dark whispers suggest, works in league with the predators of the Shingles by intoxicating his prey to make them easier targets.
Upslope House (The Heights, H9 on Small Map): This fine inn has ten rooms.
Whitecaps (North Point, N3 on Big Map): An inn more than a century past its prime, Whitecaps looks old, smells old, and even feels old. However, it has a reputation for being clean, cheap, and secure (with high quality locks and thick doors).
Wise Dragon Inn, The (Heights, H9 on Big Map): During the autumn and spring, students at the University of Korvosa fill this large inn (during this peak time, the inn charges a gold sail more than the city’s average)—but during the winter and summer, rooms are usually available (5 silver shields less). The inn serves no alcohol in its attached restaurant, but does have two sitting rooms and a tiny but diverse library (including Cevil “Redwing” Charms’ works). The owner has an imp familiar, and several other imps (automatically freed when their masters died) reside here as well.
Gilded Orrery (The Heights, S10 on Small Map, H5 on Large Map): This store specializes in items and texts in support of conjuring (at such a high volume it offers 25% discounts), but nonetheless stocks a wide and impressively deep collection of other magical wares and books of arcane lore. The Gilded Orrery is frequented by Acadamae students and holds book signings and discussions about once per month. The proprietor of the shop is a plump little woman with wispy gray hairs and a mirthless smile named Gastra Weagra (LN female human expert 5) (niece of the Acadamae’s former headmaster). Gasta only sells to those affiliated with the Acadamae, House Ornelos (or its agents), or to those who can impress her with some non-damaging arcane magic (DC 20 Spellcraft check). She absolutely refuses to sell to the monarchy or anyone affiliated with it. Members of the public can browse the shop and listen in on readings, even if they can’t normally make purchases.
Ledbetter’s Apothecary (Bridgefront in Old Korvosa; S on Bridgefront Map): This shop, located in a former shrine to Aroden along Hook Street, sells high-quality magical potions and oils, as well as all sorts of miscellaneous alchemical items. The proprietor is Silas Ledbetter (NG venerable male human alchemist 10), a well-liked alchemist who is opinionated, slightly racist, and generally grumpy in his elder years—perfect for a neighbourhood like Bridgefront.
Bank of Abadar (North Point, N6 on Big Map): This institution serves two functions. First, it is Korvosa’s main bank, and includes services such as security boxes, saving accounts, loans, and even writs of credit. The city’s mint is below the building. Second, it is a temple to Abadar, God of civilization. Led by Archbanker Darb Tuttle (LN male half-elf cleric of Abadar 13), the clerics of Abadar work closely with the ministers of City Hall, the arbiters of Longacre Building, and the Field Marshall of the Korvosan Guard. They love their city, and work from every legal angle to protect and support its continued growth.
Grand Cathedral of Pharasma (Gray, G1 on Big Map): The largest building in the district, the Grand Cathedral of Pharasma acts as a barracks, temple, and keep. Its high, black-marble walls contain few windows and many arrow slits. It has survived many sieges by undead. It is home to many clerics and faithful warriors, and is currently led by Bishop Keppira d’Bear (N female human cleric of Pharasma 13).
Pantheon of Many (South Shore, S5 on Big Map): Build just two years ago, this massive octagonal building is the fourth largest in the city. Its white-marbled walls hold shrines to 17 different deities, with only Gorum, Lamashtu, and Rovagug excluded from the “Core 20.” The pantheon respects all of the deities it serves, and all 17 spaces are equally sized. Clerics representing their respective deities perform rites under the watch of a pair of impartial observers.
Sanctuary of Shelyn (North Point, N8 on Big Map): One of the city’s most beautiful buildings but its smallest house of worship, this square building engulfs a small interior courtyard decorated with statuary, murals, and beautiful flowering plants.
Temple of Aroden (Old Korvosa, O11 on Big Map): This old and crumbling temple has lost almost all of its former splendour. A pitiful trio of clerics attempt to maintain the building as best they can, holding services every Sunday for a constantly shrinking number of curious observers and other holders-on.
Temple of Asmodeus (Heights, H4 on Big Map): The tenth-largest building in the city, this star-shaped temple features a red-glass dome in the center. The arms of the star rise 30 feet tall, while inside the dome is a single room with an altar dedicated to Asmodeus at each point. Doors open into wide additions, which serve as living quarters and administrative office. The Church of Asmodeus occasionally competes with that of Abadar for the right to verify and bear witness to contracts and oaths of fealty or service. It is led by High Priest Ornher Reebs (LE male human cleric of Asmodeus 11).
Temple of Sarenrae (Heights, H14 on Big Map): The turreted temple of Sarenrae stands in a relatively sparse area atop Citadel Hill in the Heights district. Built of white marble, the temple is especially dedicated to the healing aspect of Sarenrae’s portfolio and thus doubles as a public hospital. Priests of Sarenrae are often mobbed by those seeking treatment. Because the church is only loosely hierarchical, paladins of the faith are welcome to visit but are left largely free to take up their own causes.
shadram |
4 people marked this as a favorite. |
After a monumental effort over the weekend, I've now finished my maps of Scarwall.
Linky: Castle Scarwall maps
EDIT: Just realised that imgur compresses the images quite a bit, so here's a dropbox link with the original files.
They're 70px = 5ft scale, to match the Roll20 default, and are 92 by 120 squares each. So pretty big... I also used the box text in the book to add the details for each room.
I had finished the first floor for my last session, expecting that they wouldn't get any further than that, but 5 minutes into the session they decided to dimension door to the roof... Yeah. I managed to wing it for the rest of that session, drawing boxes directly in Roll20 for a rough roof layout for the encounters up there, but figured I'd better get on with it and finish mapping the whole thing, since they can now pretty much go anywhere.
I'll have my revenge on them, though. They haven't yet discovered the dimensional anchor effect on the place, so getting out may be a bit more challenging. :P
Seems |
Ngodrup |
I've made maps of the whole of Castle Scarwall (based on the Anniversary Edition), from the Barbican to the Caverns. Made with Dungeondraft, with additional assets from 2minutetabletop
Apologies for the double post, I can't seem to edit or delete my previous comment for some reason
Bellona |
Did anyone ever create a flyer handout for Lavender's Luxurious Liniment from the second book? Might be a cool way for my PC's to come across this adventure hook.
I did make one for my group. I'll dig in my files to find it, and it'll take me a little while to figure out how to get it on-line for everyone.
...
Okay, here's a link to a PDF version which I just put on-line:
Lavender's Luxuriant Liniment poster.
It's just a simple black/white poster, as I figured that Vendra would prefer quantity over quality for this kind of quick-con advertising. The text is basically what was written on page 97 of the RE version.
... I think that this is the first time that I've offered something on the Community Created Stuff threads. :)
Kris Vanhoyland |