Posts Tagged ‘dungeon’

Exquisite Corpse Dungeon 4

December 28, 2016

Are you in need of a last minute holiday mega dungeon? Then let us help you out with the biggest Exquisite Corpse Dungeon yet.  There are acres of passages, chambers, caverns, and more for you to explore.

A link to a PDF of the full-size (56″ x 12″) version of the map is at the bottom of this post.This is a reduced (but hopefully still somewhat readable) image of the whole map.
ecd4-final

The Exquisite Corpse project has multiple participants who each have to construct a section of dungeon without seeing any of what has already been done.  For these maps, there is a tiny sliver of the previous section that shows where the connections should be, and then they have to map a section. Then they send a tiny sliver of their section to the next person who follows the same steps.  So there is no internal coordination, but something wonderful arises from the blind collaboration.

Sections of this one were drawn by Billy Longino, Kosmic Dungeon, Tony Obert, Jens larsen, Kevin Campbell, Rodger Thorm, David Millar, Paul Baldowski, Andrew Durston, Ivan Katyurgin, Nate McD, Christian Kessler, and Scott Aleric.

Since this is number 4, there must be some previous ones, right?  If you’re looking for more massive, collaborative dungeon art, here are links to the previous Exquisite Corpse projects:


And lastly, here is the link to the full-size 56″ x 12″ PDF: exquisitecorpse4final

Intersection Z

December 14, 2016

encounterz

This is the last of this Cycle of the Intersection series.

Intersection Y

November 30, 2016

encountery

This intersection incorporates a series of standing stones aligned in a line of rooms.  This progression could be extended in both directions to other parts of the dungeon.  These could be part of a larger magical system, perhaps working as a conduit to direct mysterious energies for some larger purpose.

Intersection X

November 16, 2016

Or, ‘A Stream Runs Through It…

encounterx

Sometimes, the connection is something other than a door and a hallway; sometimes, ya gotta take the plunge.

Two wide corridors running roughly in parallel to each other, and the only connection between the two is through a watery channel cutting across both passages.

Intersection W

November 2, 2016

encounterW

Walls in this are rougher than some of the other ones in the series.  One large corridor has a series of piers or columns in the middle (or those could alternately be read as pools, or boulders, or other features, I suppose)

Intersection V

October 19, 2016

encounterV

Two large corridors

Dwarven Chambers

October 16, 2016

Work in progress for a project.  The chambers and the hex grid (yes, it’s a DragonQuest project, so it’s on a hex grid) are done on computer, but then the hatching in the solid areas is all done by hand.  I think the combination of the two is working pretty well, here.

The whole thing will be included in the Wilderness of Ordurak adventure, which is being wrapped up now, and, for the time being, the complete version of it will only be included in there.

img_20161016_201304883

Intersection U

October 5, 2016

encounterU

This is another one of the series that is pretty stylistically removed from most of the others.  It is meant to be a set of tunnels that connect across a small canyon opening, along with a couple of passages that connect to that canyon.  There are two levels to the map, and the lower level is indicated by dashed lines.  Several rooms are beneath the floor of the canyon.

Intersection T

September 21, 2016

encounterT

Unplanned, I swear, but the idea for this map, without thinking about where it was going to fall in the series, was to end each of the passageways and have a decision.  There are just four passages in this map, one leading off each side.  And each one terminates and becomes a T-intersection.  Some of the rooms off those T intersections connect to other rooms, and it all gets mixed together as usual.

Intersection S

September 7, 2016

encounterS

Another tangled set of passages and spaces with a large central meeting space.

There will be a complete A to Z series of these (which falls superbly well into a bi-weekly posting sequence over the course of a year).  Only the last couple maps still need to be drawn; there are a few more that will be queued up shortly.

Two things to think about related to these maps, now.  First, is making some kind of compilation of all of them, and doing it in a way that would be useful and valuable.  It can easily be combined into an ebook of PDFs.  I could add a grid, or hexes, if that kind of management would make it more usable for GMs.  Or I could provide some descriptions and backstory and inhabitants for each one, but these are meant to be intersections, not destinations, nor points of interest on their own.  If you’d be interested in supporting this and having a Codex of Intersections, let me know how you’d like to see it extended.

The second question, even though it’s still summer, is to start thinking about what the next series should be.  By the time I hit intersection Z, I think I’ll be ready to be done with intersections for a while.  But maybe not.  Again, I’m open to suggestions and other ideas for the next series to start on.

 

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.

 

 

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.

ECD3city-vignette

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.

 

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.

map16-0704

(*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.

IMG_20160704_110947340

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).

0704process

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.

Spheric-X1

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. (more…)

Intersection O

May 26, 2016

intersectionO

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.

 

Intersection J

May 4, 2016

encounterj-3-14-2016

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.

Intersection I

April 20, 2016

encounteri-3-14-2016

There are two primary lines in this intersection, but unlike some of the others, this doesn’t have multiple connections between different paths.  To get from one side to the other, you have to go through the two locked rooms on this one.  There are a few side rooms, and one complex of rooms off the passages, rather than being connected to other parts.

These maps I’ve been making with very little post-processing.  Generally, these are just pencilled and then inked and then scanned and posted, so some of the warts and flaws show from time to time.  But, overall, they seem to be working well.  I’m still very interested in hearing about anyone using any of these in actual play.

Trollbrucke – Foundations

March 30, 2016

map16-0330draft

This is mostly done now.  There are a few final touches that need to be added in, and the upper layers haven’t been drawn, yet.  But this gives a pretty good sense of where I’m headed with this project.

I thought the idea was pretty great, although mostly just a throwaway, initially.  But I’ve spent too much time fussing over it, and I think it’s lost some of the original energy.

There is already a section above this, which is well underway, with the surface and the actual bridge itself.  By implication, there could be a couple more sections, with the two ends of the bridge off to either side.  There are also at least two more implied underground sections, with the tunnel leading off to the right and the stairway leading even deeper.  Those may remain unknown, though.  Too many things I don’t like in this, although it was fun to try.

Streithnaught’s Basement

March 25, 2016

map16-0326

After some recent discussion about things DragonQuest, it occurred to me that I haven’t done nearly enough hex-grid maps.  So this is a first step in remedying that deficiency.

I think that the under-caverns read well enough that a GM could readily use this without having to do lots of figuring out of what is where, and what the map contains.

If there’s interest, this could turn into another Un-Furnished Dungeon, though being hex-gridded rather than rectilinear probably dooms it from the start.  So I’m not going to go into a lot of description of the particular features here, for the most part.  But there are a few features that probably bear a little explaining.

  • The spiral stair at the center of the large cavern leads up to the building above.  The ceiling of the cavern is roughly 20′ high, so the whole stair is more than 40′ up into the building.
  • The feature close by the stair (about 5 o’clock from the stair, 1 hex south-east) is a depression or ditch in the floor of the cavern that connects to the tunnel leading away to the right.  The opening into the tunnel is only about 3′-4′ tall, though it gets taller as it slopes down away from the cavern.  (The stippling pattern in the cavern areas and the lines indicating the slope read as similar values.)
  • Several decoratively carved openings line the north-east hallway (upper right)
  • The rubble at the upper left can be treated as solid wall, if the GM wants to keep this as a self-contained location, or the passage beyond may connect to something else, if it’s to be part of a larger setting.  The stones could also be blocking the passage beyond, but the PCs might discover that there is a way to get through if they move enough of the stones and debris away.
  • There is a floor trap in the secret hallway at the far right side which falls about 15 feet to the cavern room below.

As is the case with most of my maps, feel free to use this for any non-commercial purpose (with attribution).  You can also contact me if you’d like to use any of my works for a commercial project.

Intersection G

March 23, 2016

encounterg-3-14-2016

A more rectilinear kind of intersection with a large number of connections.  There are 8 different hallways connecting to this intersection (2 per side).  The very gridded origin of this intersection is quite clear in the alignment of each pair of hallways, which line up from one side to the other, but which have to pass through the complex of rooms to get from one side to the other.

It wasn’t something I was particularly paying attention to as I drew this one (obviously), but only one of the eight paths into this intersection presents a choice of two doors; five of the rest are halls that immediately terminate with a door.  I’ll have to pay more careful attention to things like that in the future.