• Justin Handlin

Create Amazing Battlemaps for your RPG in seconds with Dungeon Alchemist

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What is Dungeon Alchemist?

It’s an AI-powered map-making application on Steam that enables you to make high-quality content faster than ever!

It is as simple as you can get. If you’re anything like me, time is a precious commodity. So a powerful tool like this is a game-changer. It is quite literally as simple as determining the map size and one of their themes.

Once that is done, you just drag a cursor and make it the size that you want, then BOOM! Artificial intelligence automatically creates the rooms and populates them with all sorts of objects to bring them to life.

Art: Compliments of Briganti BV, Belgium

Now that you have the main structure, you can now drag and drop to easily expand the dimensions, add rooms or build other structures on the same maps. All within seconds. To top it off, you can easily change the theme and objects inside at the click of a button.

If you’re not interested in using the AI, you can instead populate, rotate, drag and drop items inside yourself. This gives you the freedom to build the map how you want. They have a library of thousands of objects to pick and choose from. Doors, walls, desks, crypts, you name it.

The layout of the buildings are built on a wide robust set of terrain. The terrain is thematic and generated randomly as well, meaning every time you choose to build a mountainside village, even the backdrop will be different. All within just seconds.

Art: Compliments of Briganti BV, Belgium

Once you’ve got the terrain and structures you want in your map, you can easily print them to a paper size of your choice, or export them to be Virtual Tabletop Ready!

My favorite thing about this tool is that if your player characters go off script and decide to delve into a dungeon or dip into the cult of the dragon's lair when you’re not prepared. You can send the players on a 5-minute break for them, and have it fully fleshed out by the time they come back.

We’ve talked about what we love, what are some cons?

Currently, (at least as far as our limited knowledge goes) all the rooms are straight on one side. This means no angle or round rooms. It’s worth noting, that since this was a Kickstarter project, as it gains in popularity, things like this might be included at some point.

All in all, Dungeon Alchemist is worth every penny. Whether you're busy doing adult stuff and need a map quickly, or you want an absolutely gorgeous backdrop for your epic stories and campaigns.

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Dungeons and Dragons Unearthed Tips and Tricks

for DMs and Players

Monster: Rime Charger

Origin: Rhinoceros

New Features:

Damage Vulnerabilities bludgeoning

Damage Immunities cold; piercing and slashing from nonmagical weapons

Siege Monster. The creature deals double damage to objects and structures.


Frostquake. When a creature hits the rime charger with an attack that deals bludgeoning damage, it can use its reaction to slam its hooves and send ripples of ice through the ground in a 10-foot-radius circle centered on itself that shakes creatures and structures in contact with the ground in that area.

The ground in the area becomes icy difficult terrain. When a creature moves onto the icy area for the first time on a turn, it must succeed on a DC 15 Dexterity (Acrobatics) check or fall prone. Each creature on the ground that is concentrating on a spell must make a Constitution saving throw. On a failed save, the creature’s concentration is broken.

Legendary Actions:

The creature can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The creature regains spent legendary actions at the start of its turn.

Overrun. The creature can move up to half its speed without provoking an attack of opportunity. When it tries to move through a hostile creature’s space, it can try to force its way through by overrunning the hostile creature. As part of the action, it can make a Strength (Athletics) check contested by the hostile creature’s Strength (Athletics) check. The rime charger has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the rime charger wins the contest, it can move through the hostile creature’s space once this turn and the hostile creature is knocked prone.

Unsettling Roar. The rime charger releases an intimidating bellow. Creatures within 15 feet of the rime charger must succeed on a DC 15 Wisdom saving throw or must subtract 1d4 from their next attack roll or saving throw.

Become a Patron and get access to the fully published monster, stats, lore, and more.

Rime Charger

Encounter: Watch your Step!

The characters have been careless in their quests. During which they have caused undue havoc, and property damage and even slain those who did not deserve death. A patron of a victim of their carelessness has hired Birgit Gildan, a female illusionist spellsword (CA) to hunt down the characters who are responsible and have them brought to justice.

Birgit, prefers misdirection and confusion as opposed to brutal frontal attacks. Though, as a master swordswomen, she can hold her own. The details of the wrongdoing are up to the GM (we know murderhobos give you plenty of ammo). Stalking, and hunting the characters, Birgit will put out a fake job request to clear out a cave of monstrous beasts known as stegosaurus that have taken up residence in a cavern some distance away deep in a deep mine. The truth is, the cavern has a steep drop at its entrance. Birgit has used her resources to cast the hallucinatory terrain on the area to make it look like a regular area. Underneath the illusion is a 30-foot drop into a pit filled with a collection of basilisk she has lured into the cavern to capture her target by turning them to stone. When the characters enter the cavern a successful DC 19 Wisdom (Survival) check confirms tracks of large beasts entering the area. The character fails the check by 5 or more, they misidentify the tracks as belonging to a small herd of stegosaurus. If the character succeeds the check by 5 or more, they are able to identify them not as stegosaurus tracks, but actually basilisk tracks.

Once the malicious character has been turned to stone, Birgit calls the magistrate to enact justice against the character. The characters are taken to the hall of the magistrate, where the stone effect is removed, and they undergo trial for their alleged crimes. Birgit learns of their crime, secrets, and anything else she can pick up while stalking them.

Magic Item: Bow of Balance - Submitted by Shawn S.

very rare (requires attunement)

Attacks with this weapon have a +1 bonus to attack rolls and damage rolls. When you score a critical hit on a creature, part of its vitality is drained away and absorbed into the double-curved wooden bow gaining 1 charge. The bow can store a number of charges equal to your proficiency bonus. You can expend a charge to cast the false life spell at a level equal to your proficiency bonus.

Dungeon Master Tip: Making Mistakes

A magic item that allows the characters to move through walls unhindered, giving them easy access to all sorts of places you do not want them to go (at least without great effort), is a mistake. A 4th-level spell that kills multiple foes with no saving throw is a mistake. A race without a level adjustment that has bonuses of +4 to Strength and Dexterity is a mistake.

Usually, the mistakes that creep into a campaign are the ones that seem innocuous at first. When things get unbalanced, you need to fix them either in-game or out-of-game, depending on the situation and the involved players’ personalities. Unbalanced character abilities or items are best handled in-game, but rule changes can only be handled out of the game. Sometimes it’s best for you to admit to the players that you made a mistake, and now it needs to be fixed in order to keep the game fun, balanced, and running smoothly. The more reasonable you are, the more likely your players are to understand.

-DMG 3.5-

Player Tip: Roleplaying a Shifter

In broad strokes, shifters resemble humans with animalistic features. Shifters are strongly influenced by their animal natures. This often means they have characteristics that are alert, fierce and perceptive. They think and act like predators, conceiving of most activities in terms of hunting and prey. Shifters are drawn to a pack of companions, whether that’s a family group or an adventuring party. They work well as part of a team in combat, coordinating their attacks with their allies and coming to the aid of beleaguered friends.

Historically, most shifters dwelled in nomadic bands in plains and forests far removed from cities and towns. The increasing dangers of the wilds have driven many shifters into closer proximity to human and elf communities. Some shifters have adapted smoothly to this change, carving niches for themselves as trappers, hunters, fishers, trackers, guides, or military scouts. Others have a much harder time fitting in. Shifters who feel alienated from the plains and forests they love sometimes take up the adventuring life as a way of escaping the confines of city walls and returning to nature.

-DMG 4e-

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