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inkwellideas.com

Role playing game software and accessories

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What is Inkwell Ideas?

Inkwell Ideas is a small publisher of tabletop role-playing game tools: software and physical accessories that help game masters prepare worlds, dungeons, characters and encounters. Its catalog sits somewhere between map-making software and print-on-demand props, so it appeals to GMs who want to cut prep time rather than run a full virtual tabletop.

What the catalog covers

  • Worldographer — hex-based world and kingdom mapping software (the successor to Hexographer). According to the site, it can generate maps along with setting details such as cultures, religions and nations, and it also handles city/village maps, dungeons and battlemats, with both automatic and step-by-step generation.
  • DungeonMorph Dice, Cards, Tiles and Book — geomorph-style dungeon pieces sold as engraved dice, cards, battlemats or a book of ideas, for building dungeons on the fly.
  • 5e Creature Decks — creature cards for the fifth edition of the world's best-known RPG, mixing third-party-licensed official creatures, the company's own monsters, and creatures from Kobold Press books.
  • NPC Decks — cards with a portrait on one side and personality, background and quirks on the other, spanning adventurers, henchmen, townsfolk, monsters and science fiction.
  • Sidequest Decks — each card is an adventure outline plus a map, with over 50 adventures per deck across several genres and settings.
  • Coat of Arms Design Studio — heraldry software with hundreds of built-in graphics and import support, for characters, organizations or historical arms.
  • Monster Stand-Ins — cardstock miniatures, described as over 600 minis with 16 stands and a matching PDF, plus optional extra stands and an organizer box.

Who it suits

The common thread is improvisation support. A GM running a sandbox campaign can roll a DungeonMorph die when players wander off the map, pull an NPC card when they talk to a stranger, and drop a Sidequest card when they ask what's happening in the next town. Worldographer serves the opposite need: deliberate, large-scale preparation before a campaign starts.

The trade-off is that these are separate products rather than one integrated suite, and the physical items are analog by design. Groups playing entirely online will get less from the dice, cards and stand-ins than from the software, though the PDF versions cover some of that gap.

A practical next step

Decide which problem you actually have. If prep time is the issue, start with the card decks that match your genre and see whether drawing a random prompt fits your style. If you need a persistent map of a homebrew world, look at Worldographer first at Inkwell Ideas and check its export options against whatever virtual tabletop or printer you use.

Which Inkwell Ideas product should I use to create a hex-crawl world map versus a city or dungeon map?

For a hex-crawl world map, use Worldographer; for city, village, dungeon and battlemat maps, the same tool covers those needs too. Inkwell Ideas describes Worldographer (also called Hexographer 2) as map-making software that quickly creates hex-style world and kingdom maps, can generate world information such as cultures, religions and nations, and also builds city/village maps and dungeons or battlemats, with both automatic and step-by-step generation. So the real decision is less "which product" and more which mode within Worldographer fits your session.

Choosing by map type

What you need Best fit Why
Hex-crawl world or kingdom map Worldographer, hex world/kingdom mode Purpose-built for hex maps, with optional generation of cultures, religions and nations
City or village map Worldographer, city/village mode Auto-generate or build step by step and edit as you go
Dungeon or battlemat Worldographer, dungeon/battlemat mode Quick creation plus auto-generated dungeons, inns and shops
Dungeon content on the fly, without software DungeonMorph Dice, Cards, Tiles or Book Physical random dungeon pieces for table use
Quick adventure hooks with maps Sidequest Decks Each card is an adventure outline and map

A practical scenario: a GM prepping a sandbox campaign needs a continent hex map with named nations, then a starting town, then a small dungeon for the first session. Worldographer handles all three in one workflow, which keeps scale and style consistent. A GM running improvisational sessions at the table might prefer DungeonMorph pieces for dungeons and keep Worldographer for the world map prepared in advance.

Decision criterion: if the map lives on a screen and needs editing or generation, start with Inkwell Ideas' Worldographer; if you need instant physical dungeon layouts or adventure prompts during play, the dice, cards and decks are the better match.

How do the DungeonMorph dice, cards, tiles, and book differ for building dungeons on the fly?

DungeonMorph products all serve one purpose—generating a dungeon layout quickly—but they differ in format, physical footprint, and how much guidance they add. On Inkwell Ideas, the line is described as a way to "create a never-ending dungeon on the fly," offered as 1" engraved dice, 2.5" cards, 10" battlemats, and a book of ideas to fill the dungeons.

What each format is best for

  • Dice (1" engraved): The most portable option. Roll a handful, place them face-up, and the engraved faces form connected dungeon sections. Best for a GM who wants randomness at the table with almost no setup and can work at a small scale—useful for sketching a layout or resolving "what's behind this door" mid-session.
  • Cards (2.5"): Larger than dice faces, so easier for a group to read across the table. You draw and lay out cards to build a map, and they can be shuffled for variety or dealt deliberately. Good for tables where players should see the layout as it grows, and easier to sort or stack than dice.
  • Battlemats (10"): The tabletop-scale version. These suit groups using miniatures, where the map needs to be big enough to place figures on. The trade-off is space and portability—great for a planned session, less convenient to carry.
  • Book: Adds the "fill the dungeons" layer—ideas for what goes in the rooms rather than just the geometry. Useful when the map is easy but the content is the bottleneck.

Choosing between them

| Need | Better fit | |---|---|---| | Maximum portability, random rolls | Dice | | Readable shared layout, shuffleable variety | Cards | | Miniatures on a full-size map | Battlemats | | Room contents and encounter ideas | Book |

A practical next step: decide whether your bottleneck is layout or content. If you can improvise rooms but freeze on floor plans, start with dice or cards. If you can draw a map but stall on what's inside, the book earns its place first. Many GMs combine a layout tool with the book, since the formats are complementary rather than substitutes.

For a concrete scenario: a GM running a pickup session with no prep can roll dice to produce a dungeon, then consult the book for room ideas—fast, and it fits in a bag. A group that plays with miniatures on a fixed table would get more from the 10" battlemats, accepting that setup takes longer and travel is bulkier.

Are the 5e Creature Decks compatible with official D&D monsters, and what does each deck contain?

Yes, at least partly: Inkwell Ideas describes its 5e Creature Decks as including some decks covering official creatures that third parties are permitted to use, alongside decks of its own creatures and decks drawn from Kobold Press monster books. So compatibility means the cards reference monsters you may already know, but the range is not a complete, official deck of every D&D monster.

What each deck contains

The page groups the decks into three kinds rather than listing every deck name:

Deck type Contents
Official-creature decks Cards for official 5th Edition creatures that third parties can use
Original decks Creatures created by Inkwell Ideas
Kobold Press decks Creatures taken from Kobold Press's monster books

Each is a deck of creature cards for 5th Edition, intended as table references. The page does not give card counts, stat block detail or deck titles, so check an individual deck's listing before buying if you need a specific monster.

A practical way to use them

If you run published adventures and want quick references for monsters you already use, start with the official-creature decks and treat the original and Kobold Press decks as extra variety. A game master running a homebrew campaign with an emphasis on unusual foes may get more from the Kobold Press decks, while a new group may prefer the original creatures for simple, unfamiliar encounters.

For world and encounter preparation around these cards, Inkwell Ideas also offers Worldographer map-making software and Sidequest Decks of adventure outlines.

How can I use the Sidequest Decks and NPC Decks to prepare a session with minimal prep time?

Use the Sidequest Decks as the session's spine and the NPC Decks as its cast: draw one adventure card for the situation, draw a few NPC cards for the people involved, and spend your limited prep time connecting them rather than inventing either from scratch. Both are card-based tools from Inkwell Ideas, and the page describes Sidequest cards as each holding an adventure outline and a map, with NPC cards showing a portrait on one side and personality, background and quirks on the back.

A low-prep routine

  1. Pick one Sidequest card that fits your setting or genre. Read the outline and map, then decide only two things: where it starts and what happens if the players do nothing.
  2. Draw three to five NPC cards. Assign roles the adventure needs — a patron, someone with information, an obstacle, and a bystander who can become an ally. The back-of-card personality notes do the characterization work for you.
  3. Write one sentence per NPC linking them to the adventure: why they care, what they want, what they hide. Use the card's quirks as written and change nothing else.
  4. Note two clues that point players toward the map's key location, so the session can move even if the group misses the obvious hook.
  5. Prepare one complication from a second Sidequest card — a rival, a delay, or a twist — and keep it in reserve for when the table stalls or finishes early.

Where each deck earns its place

Need Sidequest Decks NPC Decks
Session structure Adventure outline plus map on one card Not their job
People and voices Not their job Portrait, personality, background, quirks
Best moment Choosing what tonight's session is about The instant a player asks "who is this?"
Main trade-off You still supply the connections between scenes You still supply their place in the plot

The trade-off is real: cards give you fragments, not a plot. The prep you save on invention you partly spend on stitching, which is why limiting yourself to one Sidequest and a handful of NPCs matters. If you draw six NPCs and two quests, you will spend the evening improvising links instead of running the game.

A concrete example

A GM with thirty minutes before play draws a Sidequest card showing a small settlement and a nearby ruin. She draws four NPCs: a nervous merchant, a retired soldier, a curious child, and a hostile official. She decides the merchant hired the party to recover goods from the ruin, the soldier knows the ruin's layout but wants payment, the child has seen who really took the goods, and the official wants the matter dropped. Two clues — a torn cloak matching the official's guard and a fresh trail on the map — point to the truth. That is four sentences of linking and a clear opening scene.

Decision criteria

Choose this approach when you can improvise dialogue and pacing but freeze on setup. If your group prefers deep political intrigue with interlocking factions, a single adventure card will feel thin and you will need your own web of relationships. If you run long campaigns, use the cards as between-arc filler and keep your ongoing plot in your own notes, so the decks stay a tool rather than a substitute for continuity.

What do I get with the Monster Stand-Ins Cardstock Minis, and how do the physical minis compare to the PDF version?

The Monster Stand-Ins set is a physical cardstock miniatures kit: the page describes over 600 cardstock minis, 16 stands, and a matching PDF. Extra stands and an organizer box are sold separately, and the PDF can also be bought on its own.

Physical set vs. PDF

Cardstock minis + stands PDF only
What you get Printed minis, 16 stands, matching PDF Digital files you print and mount yourself
Table readiness Cut out and play; stands included Needs printing, cardstock, cutting, and your own bases
Portability Bulky but durable; store in the organizer box Travels on a laptop or drive; reprint losses
Best for GMs who want minis now and reuse them weekly Crafters, budget-minded GMs, or replacing individual pieces

The practical difference is setup time and durability. Physical minis suit a group that plays often and wants to pull figures straight from a box; the PDF suits someone who prefers to print only what a session needs, or who wants a cheap way to test the art style before committing to the printed set. The included PDF with the physical set means you can reprint damaged or extra copies.

A useful next step: count how many distinct monster types your next few sessions need. If it's dozens and you want them ready instantly, the physical set with its stands and organizer makes sense; if it's a handful, print from the PDF and skip the storage question.

Related questions

More questions →
What Are Sidequest Decks and NPC Decks from Inkwell Ideas?

Sidequest Decks and NPC Decks are two card-based accessories from Inkwell Ideas for tabletop roleplaying games. Sidequest Decks give you ready-made adventure outlines with maps—each deck holds over 50 adventures, and decks are organized by genre and setting. NPC Decks provide ready-to-use non-player characters: each card has a portrait on one side and personality, background, and quirks on the back, with decks covering adventurers, henchmen, townsfolk, monsters, science fiction, and more. Both are physical card products meant to cut prep time at the table.

Sidequest Decks: Adventures on Cards

Each Sidequest card is an adventure outline paired with a map. Instead of writing a session from scratch, you draw a card and have a premise, a location, and a map to run with. The decks are built around genres and settings, so you can pick the one that matches your campaign rather than reskinning a mismatched adventure.

Best for: GMs who need a session hook fast, want to improvise between planned arcs, or are running a sandbox where players wander off the prepared path.

What to check before buying: Confirm the deck's genre or setting matches your game, since the catalog splits adventures across multiple decks. The site does not list per-deck adventure counts beyond "over 50," so treat that as the floor, not an exact figure.

NPC Decks: Characters Ready to Drop In

An NPC Deck card is two-sided by design. The front is a portrait you can show players; the back carries the personality, background, and quirks that tell you how the character behaves. That split lets you introduce a face at the table while keeping the motivations and secrets on your side of the screen.

The decks are organized by need:

Deck type Typical use
Adventurers Rival parties, allies, hirelings with depth
Henchmen Retainers and followers attached to player characters
Townsfolk Shopkeepers, officials, and background faces
Monsters Creatures with personality beyond stat blocks
Science fiction NPCs for sci-fi settings

Best for: GMs who improvise NPCs on the spot, want consistent personalities for recurring characters, or need a large cast for a city or faction-heavy campaign.

How the Two Work Together

The products complement each other: a Sidequest card supplies the situation and map, and an NPC card supplies the people the players meet inside it. Drawing one of each gives you a self-contained encounter with a location and a cast, which is useful when players surprise you mid-session.

Choosing Between Them

  • Pick Sidequest Decks if your bottleneck is adventure ideas, maps, or session prep.
  • Pick NPC Decks if your bottleneck is populating the world with memorable characters.
  • Pick both if you run improvisation-heavy games and want a draw-from-deck workflow.

Neither product is described on the site with pricing or format details beyond the card format itself, so check the individual product pages for current availability before ordering.

What Is DungeonMorph and What Formats Does It Come In?

DungeonMorph is Inkwell Ideas' line of random dungeon-generation tools: a set of matching geomorph designs that let you assemble a "never-ending dungeon on the fly." The same designs are sold in four formats — 1" engraved dice, 2.5" cards, 10" battlemats, and a book of ideas for filling the dungeons — so you can pick the format that fits how you run games at the table.

How the DungeonMorph system works

Each DungeonMorph piece carries a dungeon segment drawn to connect with the others. Because the designs share matching edges, you can lay pieces side by side in almost any order and get a coherent map: rooms, corridors, stairs, and entrances line up without planning ahead. That is what makes on-the-fly generation possible — you roll, draw, or deal a piece when the players reach an unexplored area, place it against the edge they're entering from, and describe what they see.

The "Morph" in the name refers to this interchangeability. The pieces are not a fixed dungeon with one correct layout; they are building blocks.

A concrete example

Suppose the party opens a door on the east wall of a room. You roll a die (or draw a card) and place it so its west edge meets that door. The new piece might show a corridor bending north with a side chamber — that becomes the next stretch of the dungeon. If the players later loop back and open a different door, you place another piece against that edge. The dungeon grows organically, and you never need to have mapped it in advance.

The four formats

Format Size Best for
Engraved dice 1" Rolling a random piece; compact storage; tables that like dice-driven generation
Cards 2.5" Dealing or drawing pieces; easy to shuffle and sort; portable
Battlemats 10" Large-scale layouts; minis play at a bigger footprint
Book of ideas — Filling the generated dungeon with encounters, rooms, and content

The dice and cards serve the same core function — randomizing which piece comes next — at different scales and with different handling. The 10" battlemats scale the designs up for use with miniatures. The book of ideas is the companion piece: once the map exists, it supplies material to populate it, so the dungeon has more than geometry.

Choosing a format

  • If you want randomness with minimal table space, the 1" engraved dice are the most compact option and let you roll a result directly.
  • If you want to shuffle, sort, and deal pieces, the 2.5" cards are easier to handle in bulk than dice and let you control the pool by removing or adding cards.
  • If you play with minis and want the map at miniature scale, the 10" battlemats give you the largest physical footprint.
  • If your bottleneck is content rather than layout, the book of ideas addresses filling dungeons rather than building them.

The formats are complementary rather than competing: many groups would use one generation format plus the book. The site describes the line as supporting "dungeons, inns, shops, and more," so the same approach extends beyond classic dungeon crawls.

What to check before buying

The product page lists the formats and sizes above but does not state prices, bundle contents, or whether formats can be purchased separately beyond the general descriptions. Confirm current availability and what each SKU includes on the Inkwell Ideas site before ordering, especially if you want a specific format rather than the full line.

What is Inkwell Ideas and what does it offer?

Inkwell Ideas is a publisher of role-playing game software and accessories. Its catalog centers on map-making tools for game masters—chiefly Worldographer, a hex-map program that also generates world details and city, dungeon, and battlemat maps—plus physical and digital aids such as DungeonMorph dice, cards, tiles, and books; 5e Creature Decks; Sidequest Decks; NPC Decks; Monster Stand-Ins cardstock minis; and the Coat of Arms Design Studio for heraldry.

Software: Worldographer

Worldographer (also called Hexographer 2) is the site's flagship map-making software. According to the site, it lets you:

  • Quickly create hex-style world and kingdom maps
  • Generate maps and information about that world, including cultures, religions, and nations
  • Make city and village maps, either auto-generated or built step by step so you can make changes
  • Quickly create dungeons and battlemats, with auto-generation for dungeons, inns, shops, and more

This makes it a fit for game masters who want a single tool spanning overworld, settlement, and encounter-scale maps rather than separate programs for each.

Software: Coat of Arms Design Studio

The Coat of Arms Design Studio is for creating heraldry—designs for a character, organization, or historical arms. The site notes it includes hundreds of built-in graphics and can import more, which suits players and GMs who want custom insignia without drawing them by hand.

Physical and digital accessories

Product What it is
DungeonMorph Dice, Cards, Tiles, & Book Tools to create a "never-ending dungeon on the fly," available as 1" engraved dice, 2.5" cards, 10" battlemats, and/or a book of ideas to fill the dungeons
5e Creature Decks Creature cards for the 5th Edition of the world's best-known RPG; some decks cover official creatures third parties can use, some are original creatures, and some come from Kobold Press's monster books
Sidequest Decks Each card is an adventure outline and map; each deck has over 50 adventures, with several decks based on genre and setting
NPC Decks Decks of NPCs for various needs—adventurers, henchmen, townsfolk, monsters, science fiction, and more; each card has a portrait on one side and personality, background, and quirks on the back
Monster Stand-Ins Cardstock Minis Over 600 cardstock minis for under $30, including 16 stands and a matching PDF; extra stands and an organizer box are also available, or you can get just the PDF

How to decide what fits your table

  • If you need to build a campaign world or dungeon maps, start with Worldographer, since it covers hex world/kingdom maps, cities, dungeons, and battlemats in one program.
  • If you want ready-to-run encounters without prep, the Sidequest Decks (adventure outlines plus maps) and DungeonMorph sets (on-the-fly dungeon generation) are the closest match.
  • If you need NPCs or monsters at the table, the NPC Decks and 5e Creature Decks provide card-based references, while Monster Stand-Ins supply affordable miniatures (over 600 for under $30, per the site).
  • If you want custom heraldry, the Coat of Arms Design Studio is the dedicated tool.

The site describes these products and their contents but does not publish current prices or purchasing terms in the material reviewed here, so check the individual product pages for pricing and availability before buying.

What Are Monster Stand-Ins Cardstock Minis?

Monster Stand-Ins are cardstock miniature figures from Inkwell Ideas: a set of over 600 printed miniatures that comes with 16 stands and a matching PDF, priced under $30 according to the product description. If you want physical minis for a table, the boxed set is the main option; if you only need printable figures, a PDF-only version is also offered.

What's in the set

The product page lists the core contents directly:

  • Over 600 cardstock minis — printed figures you punch out and stand up for tabletop play.
  • 16 stands — holders that keep the cardstock figures upright during a game.
  • Matching PDF — a digital copy of the same miniatures, so you can print more or use them digitally.

The stated price is "under $30" for the full set. The page does not break down individual component prices.

Available formats and add-ons

Option What you get Notes
Full set 600+ cardstock minis, 16 stands, matching PDF Described as under $30
PDF only Digital miniatures file For printing your own figures
Extra stands Additional figure holders Sold separately
Organizer box Storage for the minis Sold separately

The extra stands and organizer box are listed as separate purchases, so if you plan to use many figures at once or want to keep them sorted, budget for those on top of the base set.

Who it's for

These minis suit groups that want a large, varied monster roster without buying and painting plastic or metal figures. Cardstock stand-ins are lightweight, cheap per figure, and easy to store flat. The trade-off is durability: printed cardstock is less sturdy than molded plastic, and you'll need to punch out and assemble figures before first use.

If your table already uses a battle mat or grid, the 16 included stands cover a typical encounter's worth of figures at once; larger battles will need the extra stands.

How to decide

  • Choose the full set if you want ready-to-use physical minis and a backup PDF in one purchase.
  • Choose PDF only if you have a printer, prefer to print on your own cardstock, or play online and only need the images.
  • Add extra stands and the organizer box if you expect to field many figures simultaneously or want to keep the set tidy between sessions.

The product description does not specify mini size, art style per figure, or licensing terms, so check the individual product listing for those details before ordering.

What kinds of maps can Worldographer create?

Worldographer (also known as Hexographer 2) is map-making software from Inkwell Ideas for quickly creating hex-style world and kingdom maps, city and village maps, and dungeons and battlemats. It can generate maps and supporting world information automatically, or you can build them step by step and make changes as you go.

World and kingdom maps

Worldographer is built around hex-style mapping, so its core strength is overworld and realm-scale cartography. According to the site, it lets you "quickly create hex-style world & kingdom maps."

Beyond the map itself, the software can generate information about that world, including:

  • Cultures
  • Religions
  • Nations

That means the tool is aimed at producing not just terrain and borders but a usable setting framework around them.

City and village maps

Worldographer also includes functionality for making city and village maps. These can be handled in two ways:

  • Auto-generated — the software produces the settlement map for you.
  • Step by step — you build it incrementally, which lets you make changes along the way.

The step-by-step option matters if you want a specific layout rather than a random result.

Dungeons and battlemats

The same software covers smaller-scale encounter maps. Per the site, it allows you to "quickly create dungeons & battlemats," and it can auto-generate:

  • Dungeons
  • Inns
  • Shops
  • And more

So the tool spans three scales: world/kingdom, settlement, and interior/encounter.

Quick comparison

Map type Supported Auto-generation
Hex-style world & kingdom maps Yes Yes (maps plus cultures, religions, nations)
City/village maps Yes Yes, or step by step
Dungeons Yes Yes
Battlemats Yes Not specified
Inns and shops Yes Yes

What to keep in mind

The site describes these capabilities but does not publish pricing or licensing details on the material available here, so check the product page directly before committing. If your priority is hex-based worldbuilding with generated setting detail, Worldographer is designed for exactly that; if you mainly need settlement or dungeon maps, the same tool covers those scales as well.

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