Today, I broke down and bought Cecil Howe’s Hex Kit. I already had the base tiles, and wanted something to make my campaign map.
I started with the following hand-drawn map (with some later modifications)
The Known World as of Session 4
And with a few hours of campaign planning, I created the following with Fog of War style obfuscation:
The Known World thus Far
I love maps. Ever since my first reading of Tolkien, maps have held a special place in my heart. From my cloth map of Ultima VI, to the Birthright campaign map, to the blue printed maps in the old TSR modules; maps permeate the hobby.
And Matt Jackson has been delivering fantastic maps. First he gaves Moleskin Maps I [my review] and now we have eleven more area maps in Moleskin Maps II.
Each map is two pages. The first page provides a small map and a worksheet for filling out the Location Name, Background, Key Locations, GM Notes, Wandering Encounters, and Major Treasure. The second page is the full-sized version of the small map.
As a GM you will need to do some work to populate the map; Then again, the GM is the best person to do the work.
Some of the maps are very simple structures with a few logical “rooms;” Others are more complicated structures with several rooms and passage ways.
If I had to name these locations I’d say go with:
- Fault line cave
- Bandit cave at the falls
- Collapsed tower and cave stores
- Fortification in the box canyon
- Dwarf crypt
- Shelter for the night
- Owlbear den
- River smugglers den
- Pit slave quarters
- Goblin warrens
- Gladiator arena monster’s lair
Then again, who knows what thoughts they will evoke in you. Like its predecessor, Moleskin Maps II is a fantastic compliment for your GM toolbox.
Today I picked up a copy of Moleskin Maps: Volume 1 by Chubby Monster Games.
I’ve been following Matt Jackson’s work for awhile, and when I saw the free preview of one of the maps in the book, I was sold – especially given the $1.99 price tag.
The PDF includes 11 maps. Each map has two pages. One page is full page rendering of the map. The other page is a helpful worksheet with a 1/4 size image of the map and space to write down the Location Name, Background, Key Locations, GM Notes, Wandering Encounters, and Major Treasure.
The mapped regions are small and digestible; With enough space to flesh out an interesting monster lair. If you are going to make your first dungeon, starting with one of these maps – don’t forget free preview – would be a great idea.
The concept of the project is simple, the execution is fabulous. With the crisply inked maps and the “fill your own micro dungeon” mindset, Moleskin Maps is a fantastic addition to my gaming arsenal.