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Topdecker
March 11th, 2017, 15:27
I am starting to get assets constructed and assembled for THE FLOOD. I will be sharing my mapping and art efforts in this thread.

First up, a regional overland map...

https://rpg.works/files/DLR---California-low.jpg

This was based off of several earlier official maps, enjoy!

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Doswelk
March 11th, 2017, 19:40
Your timing is impeccable I have just started The Flood my self.

Very nice, I shall look forward to "stealing it all" :)

Topdecker
March 11th, 2017, 21:18
I hope you find some useful bits.

I am planning on going a bit Rippers on this, with a hook to the "Son's of Liberty" as the organizational face of the Twilight Legion. I am going to use a fictionalized version of William Pinkerton, son of Allan Pinkerton - the founder of the Pinkerton National Detective Agency and known abolitionist. William will use his considerable resources to provide extra information, funding, and motivation to the players while having the benefit of having a name that the players will recognize.

https://i.imgur.com/M74TNzX.jpg

ddavison
March 11th, 2017, 23:36
That is a beautiful map. I'm subscribing.

JohnD
March 12th, 2017, 03:15
Nice work.

Topdecker
March 12th, 2017, 18:20
THE FLOOD MAP PACK (https://s3-us-west-2.amazonaws.com/peg-freebies/Flood_Map_Pack.pdf) PDF was released a long time ago and seems to be filled with much better maps than what is included in the FG product.

I've converted all the images over to cleanly constructed JPGs (i.e. no cropping issues and correctly rotated) and dropped them into a FG module file. I'd love to post it or the images here, but I don't own them and I've happily managed to go through life without getting a single cease and desist notice.

I am happy to provide the images and MOD file to Smite in the event that they get the necessary permissions OR want the images to replace what is currently being used.

https://i.imgur.com/iM806ER.png

I have include a shot of the border so that...
1. You can see that there are no artifacts or other remnants of a poor crop
2. The image quality is noticeably superior to that included in the FG/PDF product

A one on one quality comparison:

https://i.imgur.com/qTOZuCh.png

Probably a 20% improvement.

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Topdecker
March 13th, 2017, 03:23
https://rpg.works/files/DLR--Cobre_low.jpg

Not specifically for THE FLOOD, but thought that I would share.

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Doswelk
March 13th, 2017, 08:28
Very nice, is that the new Profantasy map style from the annual?

Need to have a play with that myself

Topdecker
March 13th, 2017, 12:07
It is indeed a style from the annual. I just wanted to take a peek at it and the next thing you knew I had quick 10x15 mile map that I could drop into any South-western region. It is a really fun little pack.

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Topdecker
March 13th, 2017, 18:27
I am going to use a number of the ONE SHEET freebies from Pinnacle. First one mapped out is HOUSE CALL. (https://s3-us-west-2.amazonaws.com/peg-freebies/HouseCall.pdf) which has this map:

https://i.imgur.com/M6tLXau.png

Here is a version ready for the virtual tabletop:

https://rpg.works/files/Sawyer%20House%20-%20Ground%20Floor%20sm.jpg

It doesn't quite line-up as a 1:1 copy, but it comes close. Also worth noting, this has a secret room with stairs that go to the same place as the main staircase. I am going to provide documentation in the secret room that lets the posse know that Maxwell has a weakness to headshot AND allow them a chance to creep up on the brute and get the drop.

What are we doing here? I started really looking critically at THE FLOOD and decided that my posse needs to get a little more seasoned before they venture to the west coast :). They are starting as novice rank characters and they need some easier stuff in order to toughen up and learn to work as a team. So I am slinging together some of the One Sheets that I like and will intersperse them along their path of travel.

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Hendell
March 13th, 2017, 18:32
Grim Prarie tales and coffin rock i had good luck with for getting the characters seasoned.

Varsuuk
March 13th, 2017, 18:35
My map-envy cannot be quantified using numbers known to man

Topdecker
March 13th, 2017, 19:03
Grim Prarie tales and coffin rock i had good luck with for getting the characters seasoned.

Hendell, you are giving sage advice :)

https://i.imgur.com/WAt6rUx.png

That's a handout that I created to start the AGATHA LEEDS chain of adventures - and it comes from Grim Prairie Trails. The plan being to have some adventures on the road - and then this will be big enough for them to be able try and lower the FEAR level for the area.

Anyhow, you are right, a lot of the materials there are good for getting started.

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ddavison
March 13th, 2017, 19:29
I ran a modified version of Coffin Rock and my players loved it. It's a great introduction to Deadlands too -- especially if you really play up the changes to the people and locations as the fear level rises.

Topdecker
March 13th, 2017, 19:59
I ran a modified version of Coffin Rock and my players loved it. It's a great introduction to Deadlands too -- especially if you really play up the changes to the people and locations as the fear level rises.

I'd be crazy to dodge two recommendations for Coffin Rock. The Agatha Leeds chain points to Leadtown which is described as being a place that could located pretty much anywhere you want. Somewhere near Coffin Rock, Colorado, sounds like a good location :)

Thanks for the recommendation


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Topdecker
March 13th, 2017, 23:41
Ok, HOUSE CALL is now fully mapped...

https://rpg.works/files/Sawyer%20House%20-%20Basement-sm.jpg

Daddy's Boy and Envy are now in the pipeline. The funky thing is that you could almost use the same maps (homestead & barn are featured on both). Might be switching over to a more common battle map style for these.

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Topdecker
March 14th, 2017, 03:03
I've started on the One Sheet - Daddy's Boy (https://s3-us-west-2.amazonaws.com/peg-freebies/DaddysBoy.pdf) which tells a brief but poignant tale; or gets everybody shot up.

https://rpg.works/files/DLR%20-%20Conway%20Homestead.jpg

This a map representing the Conway homestead. The scorched-up barn in the NE corner is where Dad hides during the day.

All of the buildings are from various Inkwell packages which I highly recommend for cranking out maps with structures. Most everything else is from the free CSUAC library. I added runs of light and shadow to help make the ground look a bit more natural and to make the surfaces of the roofs less uniform. Fractal Mapper 8 was the tool of choice.

And the little building behind house isn't a shed.

As for using the map in FG, you probably will want to put a 50 pixel grid over the map. It might be ok at 75px, but 100 pixels is too large. (This does matter - a melee-centric group is going to want less ground to cover.)

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Topdecker
March 14th, 2017, 16:31
The map of Cobre got an update; you may need to refresh to see it.

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Topdecker
March 14th, 2017, 20:07
The HOUSE CALL maps were both updated. Again, you may need to refresh or dump your cache. You can tell you have the right version if the debris on the floor no longer has shadows (and no longer appears to be flying).

Topdecker
March 18th, 2017, 21:49
Here are supporting maps for the AGATHA LEEDS first encounter in Grim Prairie Trails. First is an quick area map.

https://rpg.works/files/DLR_-_Nacogdoches_Regional.JPG

The official documentation mentions Nacogdoches, the fictional village of Caldwell, and the Culwen Cabin being on a haddock in a swamp, but not much else. I took the names (except Culwen) and the general course of the road and water ways from a historical 1870s county map and made a quick map. I didn't bother too much to verify the map scale because it doesn't matter that much.

The area was not very populated, particularly near the bayou. I imagine that the heat is hot and the skeeters thick. This area might support some big wild boars, and maybe an encounter with a 650lb boar might be fun.

Here is the Culwen Cabin, the spot where the posse gets to fight Agatha and the Caldwell devil.

https://rpg.works/files/DLR_-_Curwen Cabin_sm.jpg

It is my first 'battle map' with Campaign Cartographer 3+ and it didn't work out exactly like I had wanted, but it was better in a lot of unexpected ways, so I rolled with it.

Plenty of trees in the event that your Caldwell Devil wants to play hide and seek.

EDIT:

Tossing in satellite imagery so you can get a sense of how bad the terrain is near La Nana Bayou.

https://i.imgur.com/KzHHFz2.jpg

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Topdecker
March 20th, 2017, 02:30
My map-envy cannot be quantified using numbers known to man

Speaking of which, here are some maps for the ONE SHEET entitled "Envy."

The fight starts at the burning homestead, where the party is ambushed by The Walkin' Dead.

https://rpg.works/files/Sandhere%20Homestead.jpg


Unless something good happens for the party, the fight will end here, in the small cave in the curve of the bluff. I added a night-time blue for this one

https://rpg.works/files/Sandhere_Cave_sm.jpg

The amount of time I spent trying to get the cliff, cave and water to turn out right was way, way too much. But sometimes you gotta invest some time to learn ;) The night-time map was CC3+, the homestead was via Fractal Mapper.



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Topdecker
March 20th, 2017, 02:57
I started work on Coffin Rock, but preliminary stuff first - no mapping. I read the adventure twice and was still almost clueless about event triggers and what jacked-up the fear levels.

So I put it aside and went looking around for a pre-built western town that might possibly stand in for the provided map. I found "Silverton Western Town" elsewhere on the internets and ponied up when it looked like it could work.

https://i.imgur.com/msZLb24.jpg

That includes ALL of the location pins! The two on the ground... There isn't a burnt building on the map, so the dead mayor's former home will be off the map a touch. There also isn't a cemetery, so the pin on the lower left is serving as boot hill's pointer (the church is the big building next to the it, with 2 pins).

https://i.imgur.com/WWojfzg.png

The map is at a high enough resolution that it can serve as a battle map! I'd considered remapping the town, but this is going to work really well. It is a little hefty - I chopped it down to 1.2mb - but this is going to my version of Coffin Rock. Heck, it even has a big rock!

I'll continue with the Coffin Rock timeline stuff in the next post...

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Topdecker
March 20th, 2017, 03:14
So Coffin Rock is one of the earlier adventures put together and just appears as in the Story hub under the 'Coffin Rock' filter. It is kind of nice because you can actually go in and add to the Story, edit existed entries, and place your images in with those of the module. Very comfortable to work with.

WARNING: SPOILERS FOLLOW

Anyhow, I went in and added the following (Timeline and Events) entry directly into the story...

https://i.imgur.com/5zTkxNz.png

Here is the text for copy/paste fun...

Mirrors: reflective surfaces in town show troubling visions
Church bells toll immediately when someone dies

Fear Level starts at level 3 and increases due to….


Rumors of Mayor Daly’s walking corpse are not investigated (triggers upon reaching Fear Level 4)
Archer Gang is allowed free-run of the town (Archer Gang triggers on Fear Level 4 or should the Marshal and his deputies perish)
Child Wrath kills 3 townfolk or miners
If the Mice Swarms run rampant for 2 or 3 days, the fear level goes up
A zombie invasion (Walkin’ Dead Miners) happens – only a matter of time (clearing some clusters of the Walkin’ Dead around the town should slow this eventuality)



Events when reaching Fear Level 4


Miner takes hostages after seeing his face on a Wanter poster in the Marshal’s office, holing up with his hostages in an abandoned building. White fate chip if the posse can intervene without getting any of the hostages killed.
Dry Goods store now emits an odor noticeable outdoors
Former Mayor Daly’s corpse starts to visit the ruins of his burnt-out home, a trail of ash leading back to the cemetery. Rumors start



Events when reaching Fear Level 5

Assay office under siege by greedy miners, some of whom are missing partners
Jonah Thurgood barricades himself in the smithy.



Anyhow, hope this helps someone running Coffin Rock.

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Varsuuk
March 21st, 2017, 03:47
Well played Sir, well played (& drawn! ;p )


Speaking of which, here are some maps for the ONE SHEET entitled "Envy."

The fight starts at the burning homestead, where the party is ambushed by The Walkin' Dead.

https://rpg.works/files/Sandhere%20Homestead.jpg


Unless something good happens for the party, the fight will end here, in the small cave in the curve of the bluff. I added a night-time blue for this one

https://rpg.works/files/Sandhere_Cave_sm.jpg

The amount of time I spent trying to get the cliff, cave and water to turn out right was way, way too much. But sometimes you gotta invest some time to learn ;) The night-time map was CC3+, the homestead was via Fractal Mapper.



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Topdecker
March 24th, 2017, 20:59
A quick map for Coffin Rock's section entitled 'A Blood Pearl.' My plan was to put the Blood Man and Ms. Daly up at the north end of the map with posse entering from the south. Pearl would be under a ledge doing her best not to get killed by the Blood Man.

https://rpg.works/files/DLR---A-Blood-Pearl---Coffin-Rock.jpg

Hopefully the posse is clever enough use the range to their advantage.

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damned
March 25th, 2017, 02:09
Really enjoying your posts in this thread :)

Varsuuk
March 25th, 2017, 06:53
Love these, I really hope to get to play Deadlands in the future (and Walking Dead-esque War of the Dead)

Topdecker
March 25th, 2017, 19:37
Thanks, guys, I appreciate it! Varsuuk, Deadlands is a lot of fun - we are having a better time with it than I believe that the players were expecting. My guys have been doing swords & sorcery style fantasy and I suspect that this is the first time for them outside that genre. There are some advantages to knowing the bulk of the world and the bulk of the world history. Being somewhere that is familiar yet wildly different is really cool.

Ok, here is another map. It is intended for Coffin Rock's section entitled 'Out of Control' and represents the Archer Gang's cave hide-out. You will want to use a mask on the map.

https://rpg.works/files/DLR---Out-of-Control---Coffin-Rock.jpg

I kind of envision that the gang, during daylight hours, has a man on watch with a Sharps .50 caliber in the rocks above the cave opening. The rest will be inside the cool cave, with light from a 'chimney' to play cards by. The chimney could be the way to the plateau for the rifleman - or a rope from near the cave opening could be the way up.

If the rifleman spots the posse, he will open fire. The gang inside will mount up and gallop out of the cave, hell-bound for leather.

EDIT: The chimney might have smoke from the cooking fire wafting upwards - it might be a good notice check and give the posse some idea to start being more stealthy - or to look for an alternative way in.

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WansumBeats
March 29th, 2017, 04:28
Here's a map I used for the first plot point campaign in the Flood, The Hellbore. After the trainwreck the indians attack. I added the sepia to give it that old timey feel
18373

WansumBeats
March 29th, 2017, 04:31
And here is another map i made for Hellstromes Wild ride, the second Plot Point Campaign.... cruising through the desert on the steam wagon and red petals su attacks, the Maze Rats, Martials Artists and Chinese Ogre board the train as it races through the california desert.
18374

Topdecker
March 29th, 2017, 18:11
Welcome to the party, Wansum :) I am still a long way from running THE FLOOD, but will post up the town of Placerville (from historic maps) over the next week or so.

WansumBeats
March 29th, 2017, 19:18
I've only just begun to run "The Flood" so expect alot more maps :) and thanks!

Doswelk
March 30th, 2017, 10:06
Here's a map I used for the first plot point campaign in the Flood, The Hellbore. After the trainwreck the indians attack. I added the sepia to give it that old timey feel
18373

And here is another map i made for Hellstromes Wild ride, the second Plot Point Campaign.... cruising through the desert on the steam wagon and red petals su attacks, the Maze Rats, Martials Artists and Chinese Ogre board the train as it races through the california desert.
18374
Drat you WasnsumBeats, posting really cool maps I needed TWO weeks ago!

:p:p:p:p:p:p

Now post the rest of your maps before I get to plot point 4!

Very nice maps by the way.

Topdecker
April 1st, 2017, 19:57
A Coffin Rock regional map with quite a few liberties taken. It is really a fairly small area covered - if you want more riding time, just double it to a 2 mile scale. I went with the smaller scale because mines were often inside the city limits - the town forms around the boom. Since it wasn't done like this, I decided that the mines had to be close, with the town forming at a natural choke-point in order to service all of the nearby mines.

Zombie encounter points are marked. I also added the other abandoned mines that were mentioned - just having the one important mine on the map was sort of troublesome. Adding the mines in turn created the trail network. If you want to add some surprises to a few of the mines, well, who could blame you, Marshal?

https://rpg.works/files/DLR_-_Coffin_Rock_Regional_sm.jpg

The patrolling night-time Blood Men are not on the map. One should be close to the Cooked Earth Mine, the other perhaps closer to the town.

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Topdecker
April 2nd, 2017, 03:36
Coffin Rock's church as a tactical battle map. This could serve as a small church anywhere in Deadlands, though, so it's a keeper :)

https://rpg.works/files/DLR - Coffin Rock Church floorplan.JPG

In Coffin Rock, the church has a couple of the cultists in the building... Which is pretty weird given how few creature comforts these kind of buildings actually afford. Anyhow, I added a stove (more for heat than cooking) and a back room so they could lay-down or otherwise be able to explain how they can stay here.

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Mask_of_winter
April 2nd, 2017, 05:03
In case you guys weren't already aware. The Boomtown (https://www.rpgnow.com/product/1120/Deadlands-Classic-Boomtowns?term=boomtown&test_epoch=0&it=1) sourcebook for Deadlands Classic has some very cool looking map tiles.

Topdecker
April 2nd, 2017, 05:59
In case you guys weren't already aware. The Boomtown (https://www.rpgnow.com/product/1120/Deadlands-Classic-Boomtowns?term=boomtown&test_epoch=0&it=1) sourcebook for Deadlands Classic has some very cool looking map tiles.

Thanks for the info, Mask, I will give it a look! I run weekly games and sometimes get ahead of my work efforts - or maybe I just want to take a week off :)

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Topdecker
April 3rd, 2017, 00:20
As long as we're on the topic of payola maps generica.... There is Deadlands Reloaded: Combat Map Set 1 (https://www.drivethrurpg.com/product/151987/Deadlands-Reloaded-Combat-Map-Set-1) and Combat Map Set 2. They are high-resolution and generic enough to drop in most anywhere.

I don't fully recommend them, though, and here is why.

Both sets arrive as sort of a construction set mess. The porches are detached and if you want a permanent grid, you have to paste/place it with photoshop/gimp/etc (there a separate files for the grid and the map, with the grid being a PNG overlay). The porches don't cover the map fully, so you have to place the included 'dirt' map under them. As a result of the one guy paid to do the job not doing it right, it took me several hours of additional work building/scaling the images before they were ready for VTT fun.

In terms of mapping glitches, I think that only one of the 10-12 buildings has windows. Yeah, the church has none. Bunkhouse, well, it is made for sleeping. The sheriff doesn't need to look outside. And on and on. But that is ok, because none of the buildings have any outdoor anything. The maps end at the wall edges.

In one final tip of the slacker cap, they also forgot to package one of the porches (but included the grid for it).

I ultimately regretted the purchase since I wanted and payed good money for a zero-work solution. I also suspect that a lot of what I did to assemble the pieces could be very frustrating to the average GM - there was layer ordering, resizing with positional pinning, and quite a few 'experienced' tricks in play and it still took quite a while to accomplish.

The amount of work you end up doing after spending $20 is unacceptable and what you end up with are not grade-A maps. Just try to peek in or out a window...

Topdecker
April 4th, 2017, 02:53
I am not sure if I need/want another map for Coffin Rock besides this one...

https://rpg.works/files/DLR---Mudder-Lode---Coffin-Rock.jpg

I might do one or two random encounter open terrain maps, but this should pretty much wrap up the encounter-specific locations for Coffin Rock.

EDIT: Some explanations... The three things with dark/black circles are merged stalactites - stalagmites which I think are called columns or pillars. I also tossed in plenty of larger rocks in order to let the posse use cover if they need or want it.

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Hendell
April 4th, 2017, 03:20
18424

This one may be useful to you for a random encounter.

Topdecker
April 4th, 2017, 03:28
18424

This one may be useful to you for a random encounter.

I DRAW MY PISTOLS

Good looking map, makes you want to get far, far away from them trees, though.

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Topdecker
April 15th, 2017, 02:57
Not exactly a map, but potentially useful... Here is a link to a summary of all the adventure elements involved in The Flood (https://docs.google.com/document/d/1RpXCGGSCuQ_OzLTin-h73s-qB3B-3XCUntTxXzgxPNE/edit?usp=sharing).

WansumBeats
April 18th, 2017, 00:00
Hey guys, I was surfin the internet some time ago and I ran across a guy that was blogging up a storm and he posted some files he made online for DONT DRINK THE WATER.. I recently found them again and want to share them.

Cantina 18590
Fort 18591
Large House 18592
Small House 18593
Store 18594

All of these images are legit. I didnt steal them from anywhere.. i will find the link ....

Thought it best i find the link...

https://toybox-sw.blogspot.ca/2012/06/my-maptool-framework-for-savage-worlds.html

He also posted these on pegincs forums awhile ago.. i downloaded them about a year ago through a dropbox link he posted on his site.

Topdecker
April 18th, 2017, 00:20
That is some awesome stuff, Wansum, thanks for sharing it! If you ever stumble across the tokens, those would be fantastic as well :)

Topdecker
May 3rd, 2017, 02:03
A battle map for plot point one.... Out of the Fire. AKA the start of The Flood. I am gonna kick it off with a player awaking on the edge of the cliff and go for crazy from there :)

https://rpg.works/files/DLR---The-Flood---PP1---Out-of-the-Fire.jpg

I think that I must have drawn that rail car almost a dozen times before I got one that I liked (and this one started life as a tracing).

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Hendell
May 3rd, 2017, 02:15
Very nice Top.

I'll be collecting all of these or do you think you'll be putting them in a module when your done?

Topdecker
May 3rd, 2017, 02:17
I will probably create a collected module. If I fall off the edge of the world, you might wanna nab 'em, but as long as I am around the intent will be to create a module.

Topdecker
May 3rd, 2017, 21:13
Battlemap for The Flood Plot Point #1 - Attack of the Tunnel Critters.

https://rpg.works/files/DLR---The-Flood---PP1---Attack-of-the-Tunnel-Critters.jpg

The side tunnels are to explain or be used by the tunnel critters. They intentionally are not extended into the tunnel proper so you can reveal the map without exposing the tunnels.

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Topdecker
May 10th, 2017, 19:25
I pulled the train from a PEG train tile freebie (https://s3-us-west-2.amazonaws.com/peg-freebies/TrainTiles.pdf) and assembled it into a map....

https://rpg.works/files/DLR---The-Flood---PP2---Iron-Dragons-Attack.jpg

This is intended for use with The Flood, Plot Point #2, "Iron Dragon Attack" and represents the 3-car train as described in the setup. It is a shame that there is no good way to scroll the train along a path or otherwise give it the appearance of movement

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Spin-Man
May 14th, 2017, 18:01
It is a shame that there is no good way to scroll the train along a path or otherwise give it the appearance of movement

TopWhat if you added motion blur to the trees and other moving background elements? The comic fan in me has always liked the strategies used to convey movement in static art like movement lines and "ghost images". I don't know if it would make the map look weird, but it's a thought.

Regardless, I think the map looks great! Thanks for posting these.

Topdecker
June 1st, 2017, 21:19
The Flood Savage Tale: The Russian Menace

As you you may know, the Savage Tales are generally pretty lightly described which allows each GM a lot of latitude in how to spin each of the tales.

In my game, right after the conclusion of Plot Point 3, the players proceeded along a cliffside/coastal road to Lost Angels. One of the players spotted something like a coconut bobbing in the water - and realized with some horror that it was someone's head as a thin, pale arm broke out of the water. They watch as the swimmer desperately made their way to rocks and grabbed hold of the jagged stone as the waves battered them. It became evident that it was young girl and in short order they rescued the child.

They immediately noticed a manacle around an ankle and evidence that she'd be flayed, her back being scarred from repeated abuse. They travelled into Lost Angels (with a powerful hunger) and started looking for a matron that would escort the child back to the east. But before they did, they learned of Petrov and Felicity Peak and decided that they would bring justice to the man.

After sending the girl eastward to the group's benefactor, the posse paid for passage on boat and proceeded to the docks for Felicity Peak. They learned that the dock exported quite a bit of food - and they knew that what amounted to slave labor produced it. They were canny enough to land in the early hours of night, crept past the dock worker and manager and proceeded to the rope bridge:

https://rpg.works/files/DLR---The-Flood---Russian-Menace-rope-bridge.jpg

I placed El Jeffe here at the bridge. He had a watch on the bridge, but the advance scout for the group rolled a 27 for stealth and crept across the bridge unnoticed and dispatched the two guards quietly.

The guards, had they noticed the group, were under orders to first chop one of the suspension ropes with an axe and then call for the rest of the guards. It would have been difficult as hell, but the posse was careful about the time and good the dice gods favored them.... They got the drop on El Jeffe and his men and shot them to pieces without any injuries.

If you use this map, I suggest you play it about the same way. If they go during the daylight hours or get caught crossing, don't be afraid to allow the rope to be cut, dropping them into the channel or forcing them to cling to the bridge while El Jeffe and his men take pot shots at them.

The lack of a swimming skill might eat a BUNCH of bennies :) If they fail a swimming roll (no bennies), have them toss a pistol or rifle in order to keep their heads above water.

I will add another map or two to this post as I make them...

At the base of the trail up to the top of mesa where Petrov keeps his manor house, the overseer house and two slave houses exist along with the fruit trees and crops that the slave tend.

https://rpg.works/files/DLR---The-Flood---Russian-Menace-Hut-Town.jpg

And finally, at the top of the mesa, Petrov's manor house awaits the players...

https://rpg.works/files/DLR---The-Flood---Russian-Menace-Estate.jpg

That's it for this Savage Tale :)


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Topdecker
June 13th, 2017, 19:13
The following map is for THE SCIENTIFIC METHOD, which is pretty much a mandatory Savage Tale.

https://rpg.works/files/DLR---The-Flood---Scientific-Method.jpg

I basically picture the large ghost rock boiler powering an electric generator that feeds a lot of fairly low-power lights and a number of higher powered lights in the main chamber. Wires run haphazardly along the ground with waste and refuse tossed in the little niches.

There is a rope ladder leading downwards into the chamber with the bunk and boiler (the room is fairly square in shape). Vandergrift's man stands watch with a shotgun above. The noise is horrible in this chamber - the bunk is only here to provide comfort when the chill of caves requires the remedy provided by the boiler's heat.

The main chamber has a wooden table with Vandergrift's notes. The two lights on the south wall frame glowing lightning bolt marking.

How you handle the subsequent encounter is up to you. I plan on having a notice check to hear the guard's shotgun discharge. A few seconds later the lights will go completely out when the boiler is destroyed. The volume of the ghost rock burn will go up as it burns out of control.

This should put the players in the dark with something unknown coming... Ham it up :)

BTW, the chickens Vandergrift used are along the north wall of the main chamber. I find it really unlikely that he'd discard them given the focus on hunger and starvation, but whatever.

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dmkevin
June 13th, 2017, 19:49
Fantastic maps! I've got to run Deadlands sometime soon.

Topdecker
July 18th, 2017, 17:10
Plot Point 4. Yeah!

First up is an in-game image that I've cleaned up (too much white noise) and added a little red spot too. This is the Wailing Doom and he has a weakness - that weakness being the little red-gem between his eyes. I didn't want to point it out verbally - sharing the image should be enough, but the artist PEG hired didn't bother to actually make it match the description :cry: - they left out the gem. Anyhow, it is all fixed up and ready for use as a player aid.

https://rpg.works/files/wailing_spirit.jpg

Here is a map for the SAFE HOUSE portion of PP4:

https://imgur.com/oDgMExU.jpg

The southern most building is where I placed Smythe prior to the 8 wild card mega encounter.

I will get the Wailing Cavern up later.

Topdecker
July 19th, 2017, 15:18
The Wailing Hole.... The place where Smyth dumped an artifact. The point of entry is from the top of the map. I stopped adding bodies once I felt like there was a sufficient amount of gore.

https://rpg.works/files/DLR---The-Flood---PP4---Wailing-Cave.jpg

The scale here should be the Savage Worlds norm - a 2' grid.

This should be enough maps to get through this Plot Point.

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Topdecker
July 20th, 2017, 03:45
Ah hell, the Wailing Doom killed one of my players on a raise. Even with a blue chip as a kicker, his vigor roll at the end still totaled a 1.

ddavison
July 20th, 2017, 11:25
I modified my game so everyone in the party rose up as harrowed if they died, but I provided a reason and some other bad reasons why that happened to them specifically. I always thought harrowed were one of the best parts of the game but didn't want to leave it to chance.

I also modified the game so that the manitou would wake up in the middle of the night and go do a bunch of stuff the players had no idea about.

Topdecker
July 20th, 2017, 18:48
Harrowed... That might work for another character, but this one had tuberculous and a death-wish. Frankly, it was amazing he made it this far since he waded into the fray of every combat. I actually think that the player would be disappointed if his character returned ;)

No, I am going to let his start with his current XP - 5 which is probably my generic solution for the death of a player. That takes him down by a single advancement and keeps him on par with the rest of the group.

The manitou idea... I will need to think about that one :) They are in famine's lands, so maybe I need to setup some odd events related to ruined crops and such.

I did ask him to think about placing something odd in his belongings. I wonder what he will cook up...

Thanks!

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ddavison
July 20th, 2017, 23:37
Introducing faminites is fun.

Topdecker
August 24th, 2017, 04:00
Plot point 5 played out fine with no additional maps created. The single, solitary guard was a bit of push-over, but the tight timeline still made it tense and interesting.

I did elect to have the prisoner that was a lycanthrope go furry onboard the boat - below decks while they were tending to Hellman. I rigged the timeline so they were 30 minutes from daylight. They were smart enough to run and locked the werewolf in the cargo hold for the short amount of time it took before he changed. No one had a silver weapon or bullets so I arranged an opportunity for them to win in a non-combat fashion and they figured it out.

So, I did use a map that I had for a small cargo ship.

ddavison
August 24th, 2017, 06:02
Plot point 5 played out fine with no additional maps created. The single, solitary guard was a bit of push-over, but the tight timeline still made it tense and interesting.

I did elect to have the prisoner that was a lycanthrope go furry onboard the boat - below decks while they were tending to Hellman. I rigged the timeline so they were 30 minutes from daylight. They were smart enough to run and locked the werewolf in the cargo hold for the short amount of time it took before he changed. No one had a silver weapon or bullets so I arranged an opportunity for them to win in a non-combat fashion and they figured it out.

So, I did use a map that I had for a small cargo ship.

Hah! I did the same thing with the werewolf, except it was on a large rowboat.

Topdecker
August 24th, 2017, 13:48
Hah! I did the same thing with the werewolf, except it was on a large rowboat.

It was kinda funny... The players were marveling at how smoothly - how easily - the raid on the prison had gone and then all hell breaks loose :) One of the NPC prisoners got all torn-up and now they are sweating the next full moon cycle.

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dstuffle
August 24th, 2017, 17:10
Plot point 5 played out fine with no additional maps created. The single, solitary guard was a bit of push-over, but the tight timeline still made it tense and interesting.

I did elect to have the prisoner that was a lycanthrope go furry onboard the boat - below decks while they were tending to Hellman. I rigged the timeline so they were 30 minutes from daylight. They were smart enough to run and locked the werewolf in the cargo hold for the short amount of time it took before he changed. No one had a silver weapon or bullets so I arranged an opportunity for them to win in a non-combat fashion and they figured it out.

So, I did use a map that I had for a small cargo ship.

That was a fun encounter. I also had the werewolf change on the boat (a maze runner). They had no silver weapons at the time, but the Matrial artist used a kick that seriously exploded, and used an Edge that let him move the target a few inches. So it was a side kick into the werewolf's gut knocking him over the side and into the water (and the waiting Blood shark's mouths).

From then on, they all carried silver ammo or weapons, and kept a real close watch on what phase the moon was in. :)

ddavison
August 24th, 2017, 17:22
It's funny how players all start doing that afterward. My players were the same except several of my players actually jumped into the water when the prisoner wolfed-out. I gave them some parting shots in the air before they splashed in.

Deadlands is full of so many memorable moments. Another one that caused my players to scatter like ****roaches was when they were exploring the 2nd story of a burned out building on the outskirts of the ruins of Gomorra. They heard a raspy voice on the first floor say, "Breakin' an Enterin'.... the penalty is hangin'". They started jumping out of windows as fast as they could. One guy was Harrowed with the ghost ability, so he just phased right through the wall at full speed.

goodmanje
August 25th, 2017, 02:56
I bought The Flood. For such a large book the campaign has way too much "Come up with a reason for your players to travel hundreds of miles to the city. Make it take several weeks and play about 4 adventures of your own along the way. When you get there turn to mission 3." Kind of irritating.... if I could come up with my own stuff that easily I wouldn't have bought The Flood in the first place. And being a Savage Worlds adventure, of course the maps absolutely suck.

Topdecker
August 25th, 2017, 04:03
goodmanje...

This Flood Adventure guide (https://docs.google.com/document/d/1RpXCGGSCuQ_OzLTin-h73s-qB3B-3XCUntTxXzgxPNE/edit#heading=h.66xc7oh43q0y) will be useful to you. It organizes and categorizes the various Savage Tales so they are a bit more accessible.

The Flood has quite a few Savage Tales that you can toss into the mix in order to have material. Otherwise, grab the one-shot's from PEG's site - there are quite a few good little diversions there. You can also use Prairie Trails - I've posted some maps for a few of those Savage Tales.

I don't disagree with the bulk of what you've said, but I will say that beneath a few warts, the tale told by THE FLOOD is a good one. I have personalized it at a few points (for instance, I added a ship's captain that the posse likes and uses since they did not have a nautical team), but that is normal reactive game mastering.

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goodmanje
August 25th, 2017, 05:48
Thanks Top! I agree the story in the Flood is really cool, I just wish it was more "complete". It would make it easier for the less creative out there to get through.

Hendell
August 25th, 2017, 06:23
Grim prairie tales is something you might what to check into Goodmanje.
You could probably use some of those encounters to fill in.

goodmanje
August 25th, 2017, 13:23
Thanks Hendell, i'll check that out...

WansumBeats
August 30th, 2017, 03:47
Wow i should really be paying more ATTENTION GAWWWW!!! GREAT GREAT GREAT GREAT MAPS MAN!!! WOW...

So the single guard, was not a push over in my campaign... i had him walk into the gaurd room and lock the door... then open a slot and stick his shotgun out and blast my players... they couldnt do anything... finally one of them snuck up to the opening and stuck his flamethrower inside and just roasted him... it was FANTASTIC... I havent played past this PPC, my son went to Croatia a month ago and now school is starting.. i should be back ingame in the next two weeks!

WansumBeats
August 30th, 2017, 03:49
Anyone know what was patched in the FLOOD? today?

Moon Wizard
August 30th, 2017, 04:00
All of the NPCs and Humans from the DLR Marshal's Guide were made full records within the Flood module, so now they can be edited just like other creatures in the module.
]
Regards,
JPG

Topdecker
September 27th, 2017, 17:17
Here is a label-free, higher resolution map for Jehosaphat Valley. Hand drawn and a bit on the homely side, it gets the job done.

https://rpg.works/files/DLR---The-Flood---Jehosaphat-Valley.jpg

If you are wondering about 50' long coffins, a 200' gap in the wall and how they keep stuff from leaving the pits, or anything else related to scale or logic, all I will say is that this is a fairly exact replication of PEG's original maps. Treat everything as icons representing approximate locations, and thing works out fine...

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Topdecker
September 27th, 2017, 17:20
All of the NPCs and Humans from the DLR Marshal's Guide were made full records within the Flood module, so now they can be edited just like other creatures in the module.

I have been meaning to mention that this has been very helpful and I appreciate you doing it!

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Topdecker
March 4th, 2018, 16:24
Our FLOOD campaign is resuming in a few weeks, so more materials are forthcoming.

EDIT:

I noticed that my guys were at 50xp, but really hadn't acquired any gear whatsoever to help them some of the creatures that are coming. So I am toying around with...

Cannonade Hide-out
2-shot magic derringer
Range 8/16/32
Damage 3d6+1 SBT, RoF 1, AP4, Heavy Weapon, magic
Downside - distracting whispers, so -2 to notice rolls and a vacant stare
Takes no ammo, with shots recharging at a rate of 1 per 12 hours.

Acquiring... The cannonade is held by a miner that lost his leg in a bear attack. The bear was on him, but he still fired the cannonade, killing the bear but costing him a leg. He tires of the endless hunger and the lost limb leaves him eager to return to the east - at least as far as Denver. He knows about the treasure in Groaning Man Cave and offers his derringer as payment if the posse will only retrieve the gold in the cave. (See the Groaning Man Cave entry in THE FLOOD.)


Hellfire Colt
.44 caliber revolver
Range 12/24/48
Damage 2d10 per round until extinguished
Can be fired in SMT for 2d8, targets may ignite
Downside: 1 less starting benny, bad nightmares, haggard appearance due to lack of sleep

Commissioned by Richard Jarvis (president of Colt Firearms) to deal with an occult threat, the Hellfire Colt is recognizable as an arcane weapon by the constantly shifting etchings which cover the entirety of the weapon with the exception of the checkered hand grips. Anyone handling the weapon will immediately notice how cold the steel is.


Longstreet's Black Blade
Calvary sword, melee
Damage 1d8+6
Sword gains a charge with each life taken and can hold 3 charges. Each charge can rapidly heal wounds (full health, no scarring, age reverts to when the sword was owned)
Downside: Bloodthirsty Hindrance, paranoid about anyone expressing an interest in the blade - will never share it's power

Early in the great war, Gen. James Longstreet was badly injured on three occasions, but was quickly back to duty each time. Longstreet was said to have flung the blade into the Chattahoochee and then rode north and surrendering himself to the Union. The Black Blade was believed lost.


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Topdecker
March 14th, 2018, 01:37
Groaning Man Cave - another hand-draw map that goes with a

https://rpg.works/files/DLR_-_The_Flood_-_Groaning_Man_Cave.jpg

I personally am deviating from the source quite a bit, and making the cave simply too hot to enter. This leads to a secondary quest for something to quench the fires long enough to get inside and recover the gold - and one of the pistols in the post above.

The geyser and heat of the cave combine to create a boiling stream. My players will encounter a priest who is parboiling fish in the stream - he'll tell them about the frozen heart of a murderess that should cool the cave and then offer the posse tasty fish.

Or you can play it as written, a battle against fatigue (yawn).

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Sgain
May 12th, 2018, 20:47
have you found any maps of Perdition? My posse has gotten themselves roped into helping with the local elections.

Topdecker
May 12th, 2018, 21:23
No, but a couple of generics might help you out:

https://www.drivethrurpg.com/product/134221/Western-Town
https://marketplace.roll20.net/browse/set/1177/silverton-western-town

I bought and have used both to good effect.

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ddbrown30
April 1st, 2021, 16:56
I am starting to get assets constructed and assembled for THE FLOOD. I will be sharing my mapping and art efforts in this thread.

First up, a regional overland map...

https://rpg.works/files/DLR---California-low.jpg

This was based off of several earlier official maps, enjoy!

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Let's go necrooooo!

Hi, Topdecker, I was wondering if you still had the source for this lying around, particularly the layered Photoshop file so that I can export a high res version with no text. I'd like to bring it over to World Anvil and place all of the Strange Locales and Savage Tales on it and then share that to the community for future Marshals to use as reference.

Topdecker
April 2nd, 2021, 13:37
Let's go necrooooo!

Hi, Topdecker, I was wondering if you still had the source for this lying around, particularly the layered Photoshop file so that I can export a high res version with no text. I'd like to bring it over to World Anvil and place all of the Strange Locales and Savage Tales on it and then share that to the community for future Marshals to use as reference.

It wasn't made in photoshop and I currently don't have CC3+ installed. Apologies.

ddbrown30
April 2nd, 2021, 14:25
It wasn't made in photoshop and I currently don't have CC3+ installed. Apologies.

Ah, okay. I haven't used Cartographer before, but I'm guessing that the map isn't just a separate file? You'd have to export it?

ddbrown30
August 21st, 2021, 15:51
I forgot to post here. I did end up finishing this. Here is the end result.

https://www.worldanvil.com/w/deadlands-ddbrown30/map/00b5b80d-f074-456c-8845-70b57ef5e4a7
https://www.worldanvil.com/w/deadlands-ddbrown30/map/16df5ceb-381c-4d1d-bf7c-3d00e03e3943

Suppoko
February 6th, 2022, 22:15
got what I needed thanks