DM Map Markers
While making maps for my D&D campaigns I found that I commonly wanted/needed a way to tell myself information that the players did not have access to that would not require me to make too many other clicks. So I eventually decided to make some map-markers that would represent all the information I could care to know about.
I should also mention that I am a patron of the program Maptools and that these tokens are intended to be placed on the hidden layer where only the DM can see them.
Furthermore, in Maptools (in case you weren't aware >.< ) if you double-click on an image that was dragged and dropped instead of drawn as a tiling texture, then you can enter in text in the 'GM Notes' section. If the image is not on the token layer, and there is some text either in the ordinary text field or in the DM notes field, then when you click on the image a text box will appear that shows the information you previously input. I use this function to detail traps, hazards, puzzles, or whatever else as need be.
Just in case you don't want all of them at once, I have taken the liberty of uploading zip files for each category as well as for all of them together:
Map Markers (All):
DC of Terrain = Movement Speed/ Level on Marker, if Level = 1 then movement is not inhibited but terrain warrants a balance check if run upon
DC of Trap = Level on Marker * 5
Relative DC of Monster Encounter: 1-3 = lower than the party's level, 4-6 = higher than the party's level
DC of door = Level on Marker * 5
DC of Puzzle = Level on Marker * 5
Quality of Shop = Level on Marker *5
The higher the level of the shop, the more goods AND/OR the better quality of goods sold there AND/OR the better prices found there.
Break DC = unspecified
Trap DC = unspecified
I may also add some in the future too.
Last edited by Altrunchen; 11-25-2013 at 11:08 AM.
Would anyone care to give some feedback on these by any chance?
They look pretty good, can't say how they feel and work though as I haven't been able to use them do to my players schedules.
It's good for a modern campaign but for a medieval one, they should look more ancient. I mean, they would look too clean for the era.
And what is a one-way door ? Some sort of trap ?
I think I know what you mean in terms of not looking ancient enough. Like how the map-markers in Skyrim are stylized after Nordic knot-work and so on. But the purpose of these is to be informational and easy to distinguish so that the DM can know what he/she needs to know just with a passing glance. Also, most of them wouldn't be visible to the players anyhow.
Originally Posted by Azelor
And about one-way doors, that's something I myself struggle to understand. But apparently it's a thing in D&D dungeon design. I think it's like one of those doors in Zelda where you walk through and then bars close on the door behind you. That or it's magical and you can't go back the way you came in. In terms of actual design it doesn't make much sense to me either, but I figured that someone (myself included) might want to use them at some point so yeah.
Looked up one-way doors. It basically means a door that can only be opened from one side. Which is kind of silly since all the party has to do is put a wedge underneath the door and they're set. Perhaps a revolving door that is operated with either magic or a mechanical system of some sort or even a combination of the two would be a neat way to look at it?
One-way doors have many ways of being implemented. Say a magical/scientific portal that goes one-way, a trap that when triggered bars the door, the other side of the door has no handle/functional mechanism to open from that side, trap triggering a cave-in, or a turnstile, just to name a few. Basicall think of it as a one-way mirror, but instead of light, physical matter goes through it.
Originally Posted by Azelor