Exquisite Corpse 4 Dungeon – Schedule

August 25, 2016

This is the assignment grid for the Exquisite Corpse 4 Dungeon (previously posted on G+ but easier to track and update here) [last edit 8/27]

7U –  +Scott Aleric
6U – +Patrick Usher
4U –
3U – +Tony Obert
2U – +Jens Larsen
1U – +Kevin Campbell
start – – – – –
1D –
2D – +Paul Baldowski
3D – +Andrew Durston
4D – +Ivan Katyurgin
6D – +Nate McD
7D – +Christian Kessler

On-deck/fill-in/utility: +David Millar , +Andrey Makarov  

Intersection R

August 24, 2016


And, sometimes things just need to be triangular.



Call for Participants: Exquisite Corpse Dungeon 4

August 19, 2016

[Edit: added link to signup list on G+  https://plus.google.com/u/0/112759340492106094051/posts/3yRPXPZXXox ]

I haven’t been disabused of the idea yet, so let’s do another dungeon!

If you’re unfamiliar with the previous Exquisite Corpses, I suggest looking at the previous projects for an idea of what this involves; I’m not going to explain the whole thing in detail.

Some things are going to be different this time.  The map is going to be a single column this time (rather than the double-wide version in ECD2). The starting section will be in the middle, and then it will extend both up and down from that, so there will be two chains going at the same time.

The spaces will be larger than in the past.  Each contributor’s field will be 40 x 16 squares (10 x 4 inches). That should allow for print maps that are 12″ wide, with margins.  Finished pieces should be 300 dpi (3000 x 1200 px). If grid is not included in the final art, clearly identify where openings are so next person can make reasonable connections. If the final scan is oversized, provide clear crop marks.

There are going to be a maximum of 20 slots (which would make the map about 80 inches/2 meters/6′-8″ tall, if we get that many entries).  Each participant will sign up for a particular slot in the field in advance, so you’ll have some sense of where and when you fit in to the sequence.  We’re going to have 3 day turnaround (and a day for me to get things received and handed off to the next person), so hopefully 2 sections a week in each chain.  If you can’t meet that schedule, please sit this one out.

If a schedule conflict arises, you can swap spots with another person. There will also be an ‘on-deck’ line for late arrivals and those willing to step in whenever.

Signups for spaces will be on a priority basis.  Participants in previous ECD projects have first choice in choosing spaces.

Along the left edge of the map, another 1/2″ space will be allowed for artist signature/identification/website link.

It is the intent that print copies of the final version of this will be produced and sold.  The map and each of its sections will also be released under a Creative Commons license to allow others to expand further on this megadungeon.  Given logistics and technical limitations, the distributed version may not be the full 300 dpi version.

Participants from previous Exquisite Corpse Dungeon projects can now choose their sections. Others interested in taking part in this can begin choosing from the remaining open spots beginning Monday (8/22).  Once we have at least the first 10 slots set, we’ll get the mapping underway.

Questions and discussion will largely take place on the G+ community for Exquisite Corpse Dungeon Project, but important additions will be cross posted back to the original item on the RThorm blog.



Final Trollbrucke

August 13, 2016


This is inspired by — and trying to replicate — old mining maps and geologic sections that used colors, as well as patterns, to show the different layers.  And, of course, there are all kinds of passages and wandering bits through it to make it moderately dungeon-y.

It’s still an open question in my mind as to whether or not this is of any use for actual game play, or if it’s just a cool thing (and hopefully a little inspirational, to think about some adventure ideas).  There’s something extremely compelling about section drawings, at least for me.  But, while I find them endlessly fascinating to look at, I’ve never tried to use one in a game, myself, and I wonder if others do, or if these are mostly just fires to the imagination.

Originally, this was only going to be a black and white image.  The different hatching patterns were sufficient, I thought.  But, after scanning it and cleaning it up and shrinking it to a reasonable size, I started playing around with dropping color into it, and it seemed to be turning out pretty well, so I kept at it.

I thought I’d previously posted a mostly complete draft of this, but I couldn’t find it (just this mostly finished lower half).  That just makes this a better reveal now.  There are a couple other works-in-progress that I have in the backlog that need to get finished up, as well.  Things are in a transition phase on several fronts, so hopefully it’s a good time to get some other things finished up and on to some new projects.

Intersection Q

August 10, 2016


This piece of the Intersections series has rooms in series, and getting from the one broad hallway to the other means going through 2 or 3 rooms, with a couple other side rooms available for additional interest.

There are also a lot of doors.  Lots of doors.  A frustratingly large number of doors if they were all locked and had to be picked or broken down in order to get through.

A Hedge Map

August 8, 2016


Not a whole lot to this; just a quick map using hedges rather than stone walls for a layout with several ‘rooms’ created by the shrubbery.  Just a little map in a small notebook (it’s pretty readily apparent from the curvature and the gutter showing at the top).

Other than the biweekly maps, I haven’t been posting a great deal of things of late, but this was different and interesting, and it was quick enough for a sketch.

Intersection P

July 27, 2016


This was another map with a definiteconcept driving it.  In this case, it’s a broad passageway that has suffered some sort of catastrophic collapse, and then connections between the two sides have been re-established with several new (but much smaller) tunnels which go through the debris of the collapse.

Thoughts about new DragonQuest

July 22, 2016

I’ve written up a few thoughts about the nature of DragonQuest and what makes it unique and compelling as a game system and setting.  In short, I see DQ as a Renaissance game versus D&D as a Medieval game.  If there’s going to be a new version of DQ, understanding its strengths and direction is important.

The whole article is posted at Dragonquestrules, but since there’s comparatively much more traffic here (as well as links out to other sites), I’m also putting out a notice about it here.  I hope you’ll take a minute to check it out.


The Elizabethan Hack

July 19, 2016

So, whaddya think about this?

At the moment, this is only a proposal, and a draft of the cover art.

Most of what gets posted on this blog is Rodger’s work, but Thor Hansen is also part of Antherwyck House, and he is the lead on this project.

“There was historically a lot of hand waving about the length of a turn and all the stuff that happened out of sight. I am trying to bring back the flavor without requiring the player to get it all.”


Exquisite Corpse 3 – CITY Revealed

July 15, 2016

The latest Exquisite Corpse mapping project is complete.  Exquisite Corpse 3 is a collaborative fantasy city map with works by a dozen map-making artists included.


The JPG doesn’t do it justice; you really need to get the PDF (link at the bottom) and zoom in enough to see the detail and scroll through to get a sense of what this is.

Contributors to this Exquisite Corpse include:  Christopher Weeks, Rodger Thorm, Ivan Katyurgin, Paul Baldowski, Kevin Campbell, Andrey Makarov, Nate Marcel, Ed Allen, Christian Kessler, Jim Magnusson, Scott Aleric, and Gennifer Bone.  My gratitude for their combined contributions, which made this project possible.

The process was more involved than the previous Exquisite Corpse dungeons.  Here, contributors saw the adjacent sections, but only drew part of the section they were assigned; the next contributor filled things in in order to try to keep from having such sharply delineated edges between sections.  Sometimes it worked better than others.

LINK:  ExquisiteCorpse3-CITY-final-ArchC701 (PDF)  This is sized for a C-size (18″ x 24″) architectural sheet (and is 70% of the actual size in order to fit on the page).  This will also fit onto an 8-1/2″ x 11″ sheet fairly well, but you may not get all the detail.

EDIT: Updated version released with corrected section of map and revised and enlarged text to make authors names easier to read.


Intersection N

July 13, 2016


Even more than the last map, this one has its three passageways that wend through this area without going through rooms of any sort, and all the rooms are side chambers, rather than facilitating connection between one path and another.

Graphically, the step-well alcove (top left) doesn’t work terribly well, but the level change in the passage exiting on the right side of the map gives a bit of level change.

New Notebook – New Map

July 4, 2016

There are a couple hours between when you have to arrive at the park in order to have a parking spot and when the community fireworks program actually starts.  So this was a pre-4th of July fireworks* dungeon.


(*these were fireworks held on the 3rd so that kids could go and stay up late)

I’d grabbed this old but unused notebook to bring along, a fat Paperchase gridded notebook with hundreds of thin pages in it. It’s probably A5 size (roughly 5.5″ x 8.5″), and it’s so fat the spine is curved, rather than straight.  There are probably 400+ pages in a notebook that’s over an inch thick.  So, this could be the first of many, many maps (and other notes).  The grid is fairly close on the pages in this notebook.  The grid that I drew into the map is actually every 2 squares.


To make the map, I just laid out an assortment of rooms across the page, and then connected them together.  I wanted a really tangled, haphazard looking layout, and that seems to be what I ended up with.  I took some pictures along the way to show the process. I only had one pen with me, so this was all done with a simple medium Flair pen (except the gridding, which was added in with a thinner Micron after we got home).


Intersection M

June 29, 2016


This is another one of the early maps.  Unlike most of the others in the series, there are connections between passages that allow access through this complex without going through any of the rooms.

Spherical Grid – Experiment #1

June 21, 2016

After a wonderful partial map posted by Kevin Campbell a couple weeks ago [here on Google+], I did some looking and found a couple blank map forms*.  They aren’t wonderful quality (too dark and heavy), but they’ll still do for doodling.


So this is a quick and dirty try at using the spherical box blank.  It’s little more than a five-minute map, but it’s one experiment at finding an interesting way to use the form.  It’s enough to justify messing around some more later on. Read the rest of this entry »

Astrolabe of the Bees – GameChef draft

June 16, 2016

I thought I’d give Game Chef a shot this year even though I didn’t have a lot of available time.  But, ultimately, there wasn’t enough inspiration and enough time to work it all out in the short period available.  So this is just an incomplete, preliminary draft of some first thoughts (plus the half-page chart idea).

astrolabe card

The general ideas behind the game were to have a game in which bees are seeking to develop technology in order to improve their hive.  But how this is expressed and what the steps of play are -even whether this is a solo game, almost like a hex crawl RPG, or whether it could be a multi player game (either competitive or cooperative)- and what other levels might also fit in.

The reason for posting this is to see if there are some ideas that are good enough to resonate with others.  Maybe someone reading this will have some comments about the idea andit’ll turn into a collaboration, or just some general ideas will resonate with someone else, and the discussion will help push things along a little more.

Read the rest of this entry »

Intersection L

June 15, 2016


The graphic experiment in this map was the (relative) ghosting of the secret rooms as a lighter appearance, without the heavy line delineating the other rooms and hallways.

The rooms are also more random and irregular, even compared to each other.  The whole thing may not come together as some others in this series, but then, this was actually one of the earliest ones.

Intersection K

June 1, 2016


This map is very deliberately intended to be not just an intersection between a couple different passageways, but to specifically be a location for an encounter to take place (Balrog optional).

Graphically, this one’s different than the others in the series.  I’ve generally settled on a style I’ve been using for most of the series (I love Dyson-style hatching as much as the next mapper, but some variety is good), but it’s not an absolute requirement for these, and I’ll likely do some other variants later on.

This map, along with the next few in the coming weeks, were drawn for this series at the end of 2015, but got scanned and put away in a different folder, so they fell out of the posting sequence until I recently came across them.  I’ve already jumped out of sequence with Intersection O, the previous post in the series.


Intersection O

May 26, 2016


Circles and spirals were obviously what was behind this map.  And, it seems there was maybe something in the water, since Matt Jackson also posted a very circle-y map earlier this week, as well.  This was still in process at the time, but I shared an in-process version, just for comparison.

The latest couple maps have been exploring the idea of interrupting a long, continuous hallway; in this case, the arcing diagonal hall is broken with a large circle, and various smaller halls and rooms spin off from the various paths.

This is a little bit out of sequence, but I think last week was supposed to be the next post, so things got messed up anyhow.  So, enjoy this one, and there will be a new one next week to get back on schedule.


Gafton City Map

May 25, 2016


This city map from an old DragonQuest campaign recently turned up during some sorting.  It was a preliminary sketch, and far from completely worked out.  A few key locations are identified, and some general notes about other areas are pencilled in.

The Castle sits atop a rocky hill, commanding the highest ground in the area, and two lower hills and the intervening valleys make up the terrain occupied by the city. Wider, longer hachures are to indicate hills, and the shorter, tighter ones are more cliff-like.  Two large bridges have been built to span the valleys and connect other parts of the city to the center.

Gafton is a city with a population of around 24,000 located in a high plains/mountain foothills setting (think of someplace sort of like Denver CO).  It is one of a number of city-states in the region. There are rivalries and alliances between these city-states which keep the area politically turbulent.

Populations tend to cluster more than typical because the outlying areas are very wild and hazardous to travel through.  Dangerous beasts and great monsters are prevalent, as well as the numerous mercenary companies who cross the region in service to the princes of the cities.

Intersection J

May 4, 2016


Experimenting with some alternative textures for the cavern walls and a bit more interesting layout with the bridge and stairways in the Sand Cavern.

This is a bit more constrained in the ways the two passages are connected, with the Sand Cavern being the nexus to get from one passage to the other (unless you locate the secret passage connecting the two side rooms).  The rooms are almost all subsidiary to the passages, rather than being interconnected in the way some other Intersections have been.


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