So I have been holed-up in central Virginia since Friday morning, and counting my blessings that we no longer live in the DC area. My thoughts and prayers are with everyone affected by the recent blizzard.
I’ve actually been able to get some work done and have a few maps for you. Today’s map is an experiment. I wanted to try something completely different with the walls. Awhile back I posted two maps from old DND/rogue-like games. These maps didn’t have thick walls so I followed the technique Dyson used on this map The Ruined Palace. My efforts looked like doo-doo (I was still using shitty pens), but I thought I could do better. Over the past couple of weeks I think I have.
Wall and Line-weight test
I first started off looking at some of the different styles and line weights that I’ve used for my maps. Most of my recent maps have been in the top middle style. Fine for thick walls, but not for thin walls. Dyson used the middle style for the map I linked to above. Well, I have to have that crosshatching in my maps, so I added it to two different line weights. I loved it. So to test that style out, I whipped up a quick map. The result is below.
Today’s map was drawn with Micron 05 and 01 pens. Post-production yielded a fantastic contrast between the walls, rock, and open space. If I could ever figure out how to put in a grid, I’d be happy. Truth be told, working this way is much more time consuming but much more rewarding.
Random Dungeon 21
And here we go with the next dungeon. This one actually cleaned up much better than I thought it would. Nothing much more to say about it except that I thinks it’s cool.
Random Dungeon 20
So here is the first map of two that are in a similar style to Random Dungeon 17. You can see that I was unable to remove some of the crappy grid lines. I think I was able to fix it enough so it shouldn’t be too much of a distraction.
This one (and its cousin who will be posted after I finish the post-production) was one where I was drawing the cliff faces in an isometric view and it just looked like poop. Taking a cue from Dyson in this recent map Kemp’s Divide, I figured I would just try using just those little fucking lines. They don’t convey the height of the cliff faces, but quite frankly, any DM using this map can choose how high he wants them to be.
Anyway, more talky-talky after the map.
Random Dungeon 19
Interestingly enough (to me anyway), I drew the rough steps to match the approximate height as my regular stairwells–so forty feet horizontal feet traveled for 20 vertical feet traveled. [I don’t need to illustrate this do I?] I’m making believe that the northern cavern steps rise the same as the rest even though I only fit in six.
One of the things I really like about this map is the southern section. It looks like it could be a well defensible lair for a group of kobolds or goblins or gnomes. It has one access point in the dungeon and the rough steps that lead to the water.
During the first draft of this map, I placed the river as you see it. I had/have no f—ing clue what is on the other side. BTW, the river is at least twenty feet across and is filled with f—ing piranha. Or something.
Man, life has been hectic these past few months. I finished this map back in August, and it was originally slotted as Random Dungeon 20. The two maps that I wanted to post prior to this one are in a style much closer to Random Map 17, but technical difficulties with the pen work and type of paper have made them almost unpresentable. Since I don’t want the blog to linger for too long without posting, I edited this one to move it up in the queue.
Random Dungeon 18
I like how this one turned out. I used only a Sharpie fine-point pen for all line work. I doubled the wall lines and think it makes a nice contrast to the cross-hatching. I also like that it looks more hand-drawn–I kinda like it sloppy and not over-produced. When I scanned it, I was able to adjust the midtone to retain the underlying grid (almost as if I was scanning with a threshold). A quick sweep with the eraser in GIMP cleaned it up a bit.
The grid is actually one of the problems I have with the previous two maps I have nearly completed. Nothing I could do would clean it up. The original Map 18 was drawn on yellow paper with a brown grid. Both of these maps are similar to #17, almost to the point of being able to line them up as one REALLY big mega dungeon level, but with one subtle difference. Because I had such a problem drawing the bridge in the map I have posted, I figured I would just have the rivers accessible via cliff faces. But drawing those in has proved problematic. I connected the levels across the rivers with wooden plank bridges which I think turned out ok, but these f—ing cliffs are a bugger. I really don’t like how the dungeons are drawn in a top down manner, while the cliffs are more isometric. They just don’t look right.
Anyway, enjoy this map for your personal game.
Random Dungeon Map 17
This is the dungeon I had mentioned in a previous post that I had been stuck on drawing in the bridge. I just said the hell with it and drew a few lines. I love this map anyway.
Update: Cousin Piranha River/Random Dungeon 19 has been posted. This is the first of two more that are in a similar style to this one.
Update #2: Cousin Eating fish at the Y/Random Dungeon 20 has also been posted. This is the second of two in a similar style to this one.
I just deleted two paragraphs of words loosely connect by the word F-ck and its myriad of variations. Suffice to say I am displeased with WordPress’s desire to stupify the quick editing of posts and its useless-to-me stat view page. I will never understand website administrators that constantly screw up their websites with retarded changes.
Boing Boing (unless you use the http://boingboing.net/blog hack) and Blastr (nothing saving this retarded design) are the most recently guilty of this that I’ve noticed. Using design guides from the 20th-century? When your website looks like the front page of The New York Times from the era of the sinking of the Fu–ing Titanic, you’ve failed. I’d love to know what stupid c-nt wrote the design manual these f-cks are using. Don’t get me started on FoxNews.com. Not only is the site a pain to scroll through, but the f-ing thing reloads before I get to the bottom and doesn’t remember where I was. So I have to scroll through it again and pray I get back to where I was with enough time to continue reading the blurbs without it, oh you know, reloading again. Are you serious?
Back @Wordpress. Seriously, where is the button to add a link in a post after I click on Edit. Do I really have to go all the way through wp-admin and my post list to edit a post with the same ability I had when I made the post originally? Is this really the New Improved Posting Experience? Idiots.
Shit, I better stop before I go off the rails again.
So here is another dice drop dungeon using the idea from the Advanced Fighting Fantasy RPG. I adjusted the guidelines a bit by designating different dice for different features. The two cavern rooms were where two d8s fell, the entrance room was a d4 with the number equaling the connections, and rest were d6s that were drawn roughly square and aligned with the sides of those d6s. Since my most recent dungeons have had streams and water, I just drew one in for giggles. I still regret not putting a small cavern connected just to the stream in about the middle of the page.
While looking at this, I noticed that it was incredibly linear (which I don’t find terrible), and it could almost use Johnn Four’s 5-room dungeon scheme twice to stock. I don’t know how it would really work.
Advanced Fighting Fantasy Drop Dungeon Parchment
For those of you who would like just a straight black-and white, here you go.
Advanced Fighting Fantasy Drop Dungeon
It’s been a while since I last posted; real life has been very busy with the kids and holiday.
Over at Bundle of Holding right now (and for the next four days or so) they are selling a bundle of the original three Little Black Books and a ton of supplements for Classic Traveller. This link will take you to their page: LBB Traveller Bundle of Holding. The Bundle sale has ended.
Luckily I had some time to whip up this little recreation. I hope if you are interested in Classic Traveller, this two-page sheet finds use for you. Unfortunately, I don’t foresee making it a form-fillable pdf, but that may change if it seems there is enough interest. Anyway, download and enjoy.
For some reason the typeface looks like garbage in my browser viewer, but it shows that the font Univers is embedded. If you download it and it doesn’t look like the picture, let me know and I will see what’s going on.
Classic Traveller Personal Data Sheet