Archive for the ‘Maps’ Category

Four Elements Map

April 2, 2020

RT map 2020-03-31sm

Four interconnected geomorphs inspired by the idea of the four elements.

I’m sending these as individual geomorphs for Dave’s Mapper, so these are available for use through the Creative Commons license [CC BY-NC 4.0].

Individual tiles below, if you want to use them from here.

Created with GIMP

Created with GIMP

Created with GIMP

Created with GIMP

Dark Days on the Silk Road

March 26, 2020

The title seems way too apropos at the moment, but maybe that will be okay.  It is meant to suggest a setting in the kind of nebulous fantasy world of 60s and 70s stories, where the roots of the setting were much more often non-European, often a kind of spare, desolate setting, studded with rich, dense cities.  More a chain of caravan stops than the hamlets and towns between the larger cities.

When I mentioned it in the Next Projects 2019 post, I presented the concept as: “…a fantasy game aimed at a more Fafhrd/Grey Mouser kind of feel.  A recent post from Beloch Shrike aka Link Skywalker at Papers & Pencils titled “Magic Words Suck. Here’s Magic in the Moment.” seems like a good starting point for one branch of the magic system with the right kind of literary feel that this game calls for.” The other key element Thor was starting with was a completely classless system.  Everyone was a little bit of a generalist;  every bravo could also manage to pick a simple lock or cast a couple rudimentary spells if they were going to survive for any length of time.

Thor has been posting some thoughts about this over on his Facebook group (“Thor Talks About Games” – it’s a private group, but if you tell him you found it from here, I’m sure he’ll add you in).  I’m only quoting his posts here, to build the archive for it here; the whole commentary and discussion remains over there.

First post “So I’m working on a game that has an xD6 resolution system. It is an OSR adjacent fantasy game. Everything in the game works off of that except combat damage. Currently I am using polyhedrals for various weapon damage rolls.

“I don’t imagine that it will be difficult for people who find this game to come up with a set, but it seems dumb to need them for only one aspect of the game. Is that wrong? Is there some cool way of rolling D6 to come up with wider varieties of outcomes?”


Second post “So Dark Days, the game I was talking about this morning is a classless game where every character is a Fighter/Wizard/Thief. There are no Stats beyond assigning 1, 2, and 3 to Wizard, Thief, and Fighter in whatever order make sense to you for the character.

“The look and feel of the game is inspired by Fafhard and Grey Mouser sort of stories (there is no appendix N yet). All characters can do anything but at varying levels. the resolution is to roll a number of dice equal to your WT or F against a difficulty.

“If you are using your fighter (I need a name for the stat) you have the Ability to add more dice at a cost to your stamina. If you are using your wizard number you can roll over a number of turns to gather the manna to perform great feats. And if you are using your Thief thing you can retcon the story to make up for things that stand in your way.

“Hit points are divided up into Fatigue, Standard damage, and Critical damage. filling up the boxes for each type of damage cost you but get you a bonus to keep you moving toward success. This is why I want different weapons to make this fairly lite system a little fiddley.”

Some other things have prodded me into starting to think about this for the last couple months.  The big Kickstarter Zine Quest seemed like it might be a place to try it out, but there was a lot of other traffic, and we’re small-time.

But, with some time to work on this, I think we’re going to start to iterate it here, and try to get a rough draft that people can mess with.  Lots of people have time for games, so perhaps we can get some playtesting during these Dark Days.

Alternate Hatch Map

March 19, 2020

RT map 2020-03-19sm

Something a little different from the usual crowsfoot scratches at the edges of the rooms here.  This started as a sort-of engine inspired map, and then, the print on someone’s clothing gave me an idea for the hatch pattern to use for the poche.  This is just a phone cam shot, so it’s not as sharp as a good scan.  I’ll see about posting a better version later, perhaps.

It is a lot less interconnected than a number of the other maps I have done, but it seemed more right for this particular configuration.

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, or if you would like to commission a custom piece.

More Axon Experiments

March 3, 2020


Here’s a snippet of another experimental map I’ve been working on.  I don’t like the shading this way, but this is a photocopy of the base drawing, so it can be a throwaway test. Like the previous axon space map, this is also more open, rather than a set of discrete rooms.

These latest experiments are interesting to me.  I don’t know if they are any more playable than other stuff, and I’d be interested if anyone finds this kind of thing specifically useful or more playable than some more traditional maps are.  Let me know what you think, especially if this kind of map is useful to you.

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, or if you would like to commission a custom piece.

Axon space

February 26, 2020

LEAD Technologies Inc. V1.01

This map seems more abstract than a lot of the usual stuff that is posted (here, and elsewhere) – it’s kind of a throwback to some things from Google+ (back when G+ was around).

It’s divided into spaces, but not set up with discrete rooms in the traditional dungeon sense.  But it could still be used as a game setting.

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, or if you would like to commission a custom piece.

First Aid Question for DragonQuest

February 25, 2020

From the Antherwyck page on FB, Jeff Halfhide asks:

Hello fellow enthusiasts! Once upon a time during the g+ and yahoo groups days, there was an article about a first aid skill. I have searched low and also high in my dusty archive and cannot find it. Do any of you have information about it?

I’m not readily finding it, so I thought I should open the question to the wider community.

More Geomorphs

January 19, 2020

A couple more early year geomorphs.

RT 2020-01-08 geomorphART 2020-01-08 geomorphB


January 12, 2020

A couple of geomorphs for the new year.

RT 2020-01-08 geomorphC

RT 2020-01-08 geomorphD

Ortho map test

January 5, 2020

RT 2020-01-05sm

Trying out a format for display. Is this useful, or noisy?

Sectional Cavern

November 30, 2019


This was a partially completed map that I recently found while moving into my new space.  I had only penciled the map, but hadn’t inked it yet.  So, I did that today to finish it up.  There are a combination of cavern spaces along with more finished rooms.  Some connections are likewise more finished, like hallways, and others are rough cave tunnels.

This is potentially more useful than many other section maps I’ve seen (including most of the ones I’ve done) in that it has open connections off to both sides of the map, so that it can be incorporated into a more extended area.

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.

A new map in November

November 25, 2019

It’s been quite a while since I’ve posted a new map.  And it’s been good to break out the old pens and set up and draw another one of these.  Definitely some rust to be knocked off, too.

Photographing this (instead of scanning) and then trying to do some cleanup instead introduced some odd characteristics.  So let’s just leave this one as it is, and move on.

Meeting map – Aug 2019

August 20, 2019


This is pretty much just a raw photo (not a scan; no processing) for a 10×10 geomorph-conforming section of map. It was intended to be a cavern map, but I could see someone using it as pathways through brush equally well. 

Print Planetary Display Logbook is Ready

August 3, 2019

PDLinterior actualThe print version of the Planetary Display Logbook is good to go. We’ve approved printing, so you can check it out and order from at DriveThruRPG. Next step will be testing one of these with different media to see how it bleeds through.  This is a US printing, and there may be differences with production elsewhere, based on the stock it’s printed on (as with any print-on-demand product).

For those of you who aren’t familiar with the Logbook, it is an inexpensive, blank book formatted for mapping the surface of a sphere as a series of hexagons and pentagons (like a soccer ball).  Unlike many other mappings, this has latitude and longitude that coordinate with the shapes of the individual facets.

If you’re ordering things from DriveThruRPG, you can easily toss one of these in with your order.  The print book is less expensive than the PDF version, since it’s a one-shot use, rather than print all you need with the PDF.  If you want multiple copies of the book, for example to use in a space-faring campaign, we intend to have a multiple copies discount.  How many copies would be an ideal size to order, in your opinion?

The background grid lines are too light (see photo).  That’s not necessarily a bad thing, since they are supposed to be there just to knock down the white space a bit.  They are less present, so will be less usable for organizing added information.  But there’s space there for added info; that’s not a problem.  I’ll work on that when we do revisions.  Also, if it was possible to get a stapled version rather than the perfect bound one, I would prefer that.  But we don’t seem to have that as an option.

Eccentric Dungeon; 2nd state

July 23, 2019

LEAD Technologies Inc. V1.01

There’s a fair chance that I’ll tweak this one further; maybe not immediately, but at some point. This had a little post-processing which took out the grid lines and then dropped in a background poche color for the solid areas.  Then, after printing that one, I added the hatches and textures, but I still have the first version both scanned and the original linework for future experiments.

It had suddenly struck me that there aren’t nearly enough circular dungeons. So this started out with some circles, but not regularly aligned; their centers are offset from one another.

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.

Deco Dungeon

June 24, 2019

LEAD Technologies Inc. V1.01

Quick hand drawn map, scanned and colorized. Bare line version below.

LEAD Technologies Inc. V1.01

MOON Planetary Display is live!

June 22, 2019

I mentioned this project a couple weeks ago, and now it’s ready.  The Planetary Display Logbook MOON is now live and available on DriveThruRPG for less than a buck.

A false-color map of the Moon. The six hemisphere images from the USGS maps produced from data collected by the Clementine mission in 2002 are transposed into 32 faces of a truncated icosahedron in the Planetary Display Logbook format.

The colors show comparative elevation information (blue areas are the lowest; red areas are the highest).

Usable as a fantastic planet for science fiction game settings, whether as the Earth’s moon, or as a reference for a far-flung alien world.

This could be used as an alien world, with the blue sections used as water, and the higher areas as land.  Or it could certainly be used in a near-space game where a moon map would be useful. Use it as a base to start from, and add further detail to make it your own planet for your own game.

Planetary Logbook – MOON

June 2, 2019

nB Capture

To show how the Planetary Display Logbook would work, I’ve taken a set of 6 false color images of the moon from the LRO, where color represents altitude – north and south polar views, nearside and farside faces, and east and west sides.  I’ve used those to fill out the 32 panels of a Planetary Display Logbook, so there’s a completed planetary display to show how it could work.

n6 CaptureThis will probably eventually be available from DriveThruRPG one way or another, but for now it’s just an alpha draft as we work it all out.  If you’ve bought the Logbook from us already and you’d like to get a copy, contact us, and we’ll get it to you one way or another.

Working from a source like that, there are parts of the image that are cut out.  So, if you put all the pieces together, you’d still have breaks between the sections.  Because the logbook is an abstraction, there are things that get missed or that get lost in translation from the flat form (which is already an abstraction) to the facets of the truncated icosahedron. I’m sure there are cartographic tools and methods that would do a better translation, but for gaming purposes, I think this is going to be good enough.

n1 CaptureYou can see the differences between the two coordinate systems, especially in the near polar sections (like Region 1n).  The arcing lines from the original NASA maps don’t line up with the straight lines from the Planetary Display Log, but you can see how the distortions occur between the source and the display format and how the two different kinds of display are marking the information in the map.

The image quality and resolution of the source imagery is a bigger issue for me right now.  These are large-ish images, but since they are using just a segment of the image for each page, they get somewhat pixelated when just a portion is used for a page.

With this getting worked out, we’ll probably have some version of this included with the Zvezda adventure, when that comes out.  So consider this another teaser on that front, as well.

The “moon cube” of the six source images:

moon cube

Planetary Logbook is live

May 25, 2019

We’ve just launched the latest DriveThruRPG product from Antherwyck House Games: the Planetary Display Logbook.


This takes our Planetary Display and turns it into a 40 page PDF with pages for mapping a planet (or other spherical surface) with a set of 32 hexagons and pentagons (like a soccer ball/football).  Each page is for one of these sections, and additional information about the region can be collected on the page, as well.


Since it’s a PDF, you can print as many copies as you need for an entire campaign.

Eventually, we’ll have a printed version of the Logbook also available from DriveThruRPG.  Those will probably be comparatively cheap, since they will be for a single planet, instead of being able to print as many as you want.

We’re running the Planetary Display Logbook with an introductory discount, but, as a reader of this blog, we’re offering a further discount to you.  Get the Planetary Display Logbook PDF for only $7.95 with the discount code 9fcfe5f85f (good only through the end of June).

If you are interested in licensing this format for your game system or in having custom versions made, get in touch with us.  We’re also hoping that early buyers will offer us feedback on how we might make the Logbook even better.

Soundtrack for Space: 1969

March 16, 2019

I think we’re going to stick with ‘Moon Station Zvezda’ as the title for the space game project.  But Thor mentioned an alternate title of Space: 1969, and that’s very, very good, as well.

However, my main question here is to solicit appropriate tunes for a soundtrack for a space-based game set in the early 70s.  What kind of things would you recommend?

The scenario is located (in the current iteration of the timeline) in 1973, but things into the mid 70s are probably okay, since it is an alternate timeline.  And it doesn’t have to be 100-percent of the time period, if there’s something more recent that nonetheless evokes the sense of the era.

Split-level cavern

March 7, 2019

overall Capture
Another cave hex map with some up-and-down in order to try to show two levels overlaid on each other.  It’s a twisty, two-level overlay with four openings to lower levels, and the large opening in the top-right rooms is like a balcony overlooking onto a larger room underneath (which could yield some interesting complexity in a combat situation).

The green area at the far right is a pool.  There’s a ledge on the far side, across the water.  There’s also a tunnel opening underwater that connects to a passage back to the central vertical shaft.

At a closer level of zoom, the shading indicating areas underneath other areas. When the image is zoomed out, though, it just appears as a shade, though it’s still probably adequately functional.  The map wasn’t designed to be colored, but experimenting with it worked well enough that I decided that this should be the version to post.

This seems like something that would be found in a jungle setting.  I imagine it with the entry steps, although wide, almost entirely hidden by vines and overgrowth.  But, of course, you can set it wherever suits.

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.