Archive for September, 2015

A Trio of Geomorphs with Stairs

September 29, 2015

Not satisfied with the horizontal options with geomorphs, these three tiles also include stairs, so you can extend to dungeon levels above and below. (Construction underground is difficult, and the stair might wander and even change its configuration between one level and the next, so you don’t need to be too concerned if they don’t line up on the same place on each tile.)

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Copies of these are also in Dave’s hands to add to Dave’s Mapper, so you should eventually be able to stumble across them there, as well.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project.

Cavern of the Kashgharl Stream

September 25, 2015

The Cavern of the Kashgharl Stream is now mostly forgotten, a remote, crumbling village near the cliffs where the entrance is found. But, hundreds of years ago, it was a bustling town where the Shkevdak Dictators regularly sent their fearsome Yellow Mask soldiers for weapons training.

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The cavern itself was carved out of the rock to provide access to the small freshwater stream found in a natural cave.

The Yellow Masks believed that the waters of the Kashgharl Stream imbued their swords with magical properties, and squadrons of soldiers would occupy the cavern complex for a series of special rituals known only to the Yellow Masks themselves.

The bridge crossing the stream is an elaborately carved and skillfully crafted work of stone masonry.  The majority of the stone used in the bridge seems to match the local rock that the rest of the complex is carved into, there are also numerous individual stones that clearly come from other origins.  Most of these have figural carvings on their exposed faces, but many of them are carved in different styles (and with different inscriptions) than those on the majority of the bridge.

The chasm that the bridge spans is nearly 40 feet deep, with accumulations of boulders and loose rock at the base of the cliffs which give way to a sandy ground.  The stream is only a couple feet deep at its deepest parts.  The ledge making the border of the large pool that the stream pours over is about 8 feet above the water level in the pond, although this will vary by as much as a couple of feet over time, depending on the flow rate of the water.  The pool is at least 60 feet deep, but there are numerous small crevices too small for a person to fit into which extend even deeper.  Presumably, these openings connect to underground streams to allow the water to keep from filling the cavern.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project.

The Divided Chambers of the Rift

September 17, 2015

There are two different kinds of mining to carve out the rooms in this small dungeon.  In the top half, including the stair entrance, everything is very well laid-out and orthogonal, with square corners and perpendicular walls.  A rough cavern tunnel runs through the middle of this area, dividing between the two sections, and offering passage away in both directions.  The chambers on the far side of the rift are also squarely built, but the connecting hallways and the orientation of each room has a much more haphazard configuration than the more regular layout of the entry section.

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Most of the maps I’ve done so far have been pretty self-contained, with only one way in or out.  But this one has clear extensions with the rough cavern extending off in both directions.  I think the flexibility to be able to extend it and do more, just using this as a jumping-off point, is better than the completely enclosed versions, but I’d be interested in hearing from anyone who is using any of these maps with any thoughts on the topic.

I conceived of this as starting with the grand stair, descending down into the column hall as the starting point, but it occurs that it could also be accessed through either end of the long cavern, so there are multiple options for GMs to adapt and use this.

As usual, feel free to use for any non-commercial purpose, or contact me if you’d like to use this on a commercial project.

Voronoi Map – Settlement and Wilderness

September 15, 2015

There’s not a whole lot of progress on the Voronoi map I started a while ago, but this was an interesting exercise, and maybe worth sharing.

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This is the same as the previous Voronoi map, but with some new information added.  Each cell of the map that had a village, as well as each town cell and all the cells immediately adjacent to it, were designated as ‘Inhabited,’ and are shaded blue on this map.  Then a buffer of one cell, adjacent to an inhabited cell, was chosen, and anything beyond there (indicated by the red lines on the map) is wilderness.

The rivers (which, for the most part, I’ve chosen to make follow the edges between cells) also act as the buffer, which is why the inhabited area at the bottom center is apparently directly adjacent to a wilderness area, because it’s across the river.

This makes some interesting effects, in terms of where wildness comes surprisingly close to civilization.  I’m also intrigued by how much of the river in the center of the map is buffer region, but then it switches to wilderness.

To me, this starts to set up some character of the region; it suggests where farms might be, and even starts to suggest a couple places that are ‘civilized,’ but where danger might be higher because the wilderness is not that far away.

The Full Dungeon Burime

September 8, 2015

While things are winding up for the Exquisite Corpse Dungeon 2 (it’s down to the last handful of artists), the Dungeon Burime finished up last week.  You can now see it all, from top to bottom, at: http://pnprpg.ru/content/dungeon-burime1/

Out of the seven sections in that map, three were drawn by artists who are also contributors for the Exquisite Corpse Dungeon 2.  (Those being section 1 by Andrey Makarov and section 6 by Ivan Katyurgin, as well as my own in section 3.)