Adult Red DragonWe are happy to announce the full release of the “Token Treasury: Monsters“, our first release in a line supporting virtual tabletop software with ready-to-use artwork.

The Token Treasury line gives you a huge selection of creatures and characters to populate your maps, with frames and varicolor backgrounds to customise your virtual tabletop tokens. The art is available as CC3+ symbols and as PNG files for any graphics package such as Photoshop and GIMP. The Token Treasury is designed for use with any virtual table top software such as roll20, Battlegrounds, d20pro and Fantasy grounds.

The first release, Token Treasury: Monsters contains 118 creatures drawn by fantasy artist Rich Longmore, in rectangular and circular forms, as well as a set of token frames for depicting the creatures role in combat for your fantasy maps.

Add to Cart

Token Treasury: Monsters can now be ordered from the ProFantasy store. If you purchased Token Treasury Monster as a pre-release, the full setup files are now available from your registration page.

Example Token useThe full feature list includes:

  • More than 750 tokens, consisting of 118 creatures and 24 frames in various configurations, for immediate use in any graphics software such as Photoshop or GIMP.
  • Ready for use in virtual table top (VTT) application such as roll20, d20pro, Battlegrounds and Fantasy Grounds.
  • Frames for melee, ranged, magic and bosses to denote the creature’s role in combat.
  • A guide introducing you to the Token Treasury both within CC3+ and in other applications.
  • More than 500 symbols for use in CC3+ including the 118 creatures and 24 frames in 4 symbol catalogs, and templates and drawing styles for creating more token combinations.
  • If you own CC3+, TT:M also installs symbol catalogs, templates and drawing tools. Create custom tokens with varicolour backgrounds and add your own frames. Mirror the symbols to add variations.

Tokens in UseThis is the full list of creatures. Normal creatures are 300 x 300 pixels, large creatures are 600 x 600 pixels, and huge creatures are 600 x 900 pixels.

  • Angel normal
  • Ant Giant normal
  • Ape normal
  • Bandits Melee normal
  • Bandits Ranged normal
  • Barghest normal
  • Bat Swarm large
  • Bear Dire large
  • Beholder normal
  • Boar normal
  • Bugbear Melee normal
  • Bugbear Ranged normal
  • Centipede Giant normal
  • Cyclops large
  • Demon large large
  • Demon Prince large
  • Demon Small large
  • Djinni normal
  • Doppelganger normal
  • Dragon Black Adult large
  • Dragon Black Ancient huge
  • Dragon Black Young large
  • Dragon Blue Adult large
  • Dragon Blue Ancient large
  • Dragon Blue Young large
  • Dragon Gold Adult large
  • Dragon Gold Ancient large
  • Dragon Gold Young large
  • Dragon Green Adult large
  • Dragon Green Ancient large
  • Dragon Green Young large
  • Dragon Red Adult large
  • Dragon Red Ancient large
  • Dragon Red Young large
  • Dragon White Adult large
  • Dragon White Ancient large
  • Dragon White Young large
  • Drider large
  • Drow Melee normal
  • Drow Ranged normal
  • Dryad normal
  • Duergar 1 normal
  • Duergar 2 normal
  • Elemental Air normal
  • Elemental Earth normal
  • Elemental Fire normal
  • Elemental Water normal
  • Ettin large
  • Gargoyle normal
  • Gelatinous Cube large
  • Ghost 1 normal
  • Ghost 2 normal
  • Ghoul normal
  • Giant Fire large
  • Giant Frost large
  • Giant Hill large
  • Giant Stone large
  • Gnoll Melee normal
  • Gnoll Ranged normal
  • Goblin Captain normal
  • Goblin Magic normal
  • Goblin Melee normal
  • Goblin Ranged normal
  • Golem Clay large
  • Golem Stone large
  • Griffon normal
  • Hell Hound normal
  • Hobgoblin Captain normal
  • Hobgoblin Melee normal
  • Hydra large
  • Intellect Devourer normal
  • Invisible Stalker normal
  • Kobold Captain normal
  • Kobold Magic normal
  • Kobold Melee normal
  • Kobold Ranged normal
  • Lamia normal
  • Lich 1 normal
  • Lich 2 normal
  • Lizardfolk Magic normal
  • Lizardfolk Melee normal
  • Manticore large
  • Medusa normal
  • Minotaur normal
  • Mummy normal
  • Naga normal
  • Nightmare normal
  • Ogre Magic normal
  • Ogre Melee normal
  • Ooze large
  • Orc Captain normal
  • Orc Magic normal
  • Orc Melee normal
  • Orc Ranged normal
  • Owlbear normal
  • Pegasus large
  • Rakshasa normal
  • Rat Swarm large
  • Scorpion Giant normal
  • Shadow normal
  • Skeleton Melee normal
  • Skeleton Ranged normal
  • Spectre normal
  • Spider Giant normal
  • Treant large
  • Troll 1 normal
  • Troll 2 normal
  • Unicorn normal
  • Vampire 1 normal
  • Vampire 2 normal
  • Werewolf normal
  • Wight normal
  • Will o’Wisp normal
  • Wolf normal
  • Wolf Dire normal
  • Wyvern normal
  • Yeti normal
  • Zombie 1 normal
  • Zombie 2 normal

All Monster Tokens circular

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Usually we make a map in CC3+, and when done, we export it to an image or print it, turning it into a static thing. This is required when we wish to use the map outside of CC3+, but it also takes away many fun things we can do with the map.
CC3+ does allow us to make really dynamic maps however, maps that change based on triggers in the map. I’ve already talked about a simple version of this in the article on Showing and Hiding Map Features, but let us take this much further and make a map with a large selection of interactive elements.

Now, before reading any further, I strongly suggest that you download the example map and give it a good try before reading further (requires DD3). Another much simpler example shows moving lights (Works without DD3).

Continue reading »

CorvallenThe Town of Corvallen has gone through a number of iterations in its role as a model for the “Isometric Town” style of the February Annual issue.

In addition to seeing the final version in the now-available Annual, you can now read up on Sue Daniel’s method of constructing the map, as well as all the small adjustments she did to make the map the work of art it is.

Check out the article “The Making of Corvallen” in pdf format.

CA146 CorvallenIn February’s Annual we are looking at city mapping once more, but with a twist: The Annual issue contains an isometric style that Sue Daniel has created by building house models in SketchUp and exporting them as CC3+ symbols.

Created as full 3D models the symbols are based on real-world Tudor-style houses and fit together seamlessly at various angles, allowing you to create streets lined by adjoining houses. resulting in a beautiful and evocative, three-dimensional view of the settlement.

If you haven’t done so already, you can subscribe to the Annual 2019 here. If you are already subscribed, the February issue will be available for download on your registration page on the first of February.

World map by Richard T DrakeDear map-makers! Welcome to the first newsletter of 2019 and a new year of fantastic mapping. We have the latest Annual for you, very useful articles by Remy Monsen

News

  • The Annual Vol. 13 (2019) has started and is available for subscription. The January issue can be downloaded from the registration page.
  • Update 21 for CC3+ is available, fixing a long-nagging problem with cache use

Resources

Articles

A new version of CC3+ is available now, fixing a few nagging bugs and enabling some text specs for macro access.

Version Notes

CC3+ Version 3.90
=================
– Fixed problem with CC3+ crashing when running out of cache. Should increase stability significantly.
– Fixed Symbol Set 1 forest tools breaking selection method
– Enabled Outline and Fixed Angle flags for TSPECS command
– Text no longer renders as ClearType, instead renders as aliased glyphs, removing halos with effects.

Download this latest update from your registration page.

Welcome to a new year of user map’s from the Profantasy community. We spotted the following this month or at the end of last year and hope they inspire you to create your own great maps with CC3+!

The coastlines for Richard T Drake‘s beautiful map were created in Fractal Terrains 3, imported into CC3+ and then completed using an amalgam of the Herwin Wielink and Jon Roberts styles.
World map by Richard T Drake Continue reading »

Part III: The Warlock’s Castle and the Crater of Ghorm

Before I come to the next two symbols I need to explain a bit about the background story of RdW, especially about why its name is ‘Call of the Warlock’:

In the beginning of the world of Tanaris the eight gods didn’t interfere into the things of the humans, elves etc., but one day the god Thongmor started playing around in the world and the other gods had to react. As they didn’t want to counter Thongmor’s action personally, they created the Warlock. This is a person with godlike abilities, immortal and invulnerable, his task was to fight against Thongmor. Over the years, with changing Warlocks and with the beginning of the war of the gods, the initial task of the Warlock was forgotten and now he is an independent entity.

But as the gods didn’t want to create another god, they gave him one ‘weakness’. They created the Swordmasters, a group of people with outstanding abilities in swordfighting, who always know where the Warlock is, they always hear the ‘call of the Warlock’. If one of them fights the Warlock and defeats him in a duel (this is the only situation where a warlock can die), the winning Swordmaster will become the next Warlock.

The Swordmaster is a Player Class, which means a player can become Warlock. Unfortunately the requirements for playing a Swordmaster are so hard (while creating a character you have to role dice epic…), no one in my group ever played one.

The home of the Warlock is the castle ‘Sign of the times’, which is settled on a mountain range overarching the ‘black lake of buried hopes’ (in the night you can hear the screams of the dead souls of all the Swordmasters who lost their fight against the Warlock). The feature with this castle, mountains and lakes is, that the warlock can teleport this ensemble anywhere he likes. When the map is done, I will see where exactly I will place it:
Continue reading »

We’re continuing Jay Johnson’s City Mapping article with the third and final part.

Adding Details

City with trees and paths in courtyardsLittle details add a great deal to a map. Look at these two images. The first is with trees and pathways in the courtyards. The second is without them. How much difference do these details make in your opinion? In my opinion, they make a big difference.

Shadows

Another detail you can work on is your shadows. I adjusted the shadow settings on my buildings so they intrude more into the streets. The places where the streets are covered in shadow creates a sense of danger and mystery, don’t you think.

The City’s History

City without trees and paths in courtyardsThink about your city’s history and include details that suggest a city that has evolved. Your city should have a nucleus (the original settlement) from which it expanded. Consider how this expansion took place and the different phases through which it occurred. Think about how your city has grown. If there were old walls, roads that ran beside them most likely now mark where they once were. Maybe sections of these walls still stand or roads pass beneath old gates that are located far from what is now the city’s perimeter. What other changes may have occurred as your city grew?

Some More Advanced Techniques

Let’s take a minute to talk about some more advanced techniques I have used. Some that require using other programs in conjunction with CC3+ and its add-ons. Continue reading »

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