Posts Tagged ‘Intersection Series’

Intersection Z

December 14, 2016


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

Intersection Y

November 30, 2016


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…


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


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)

Deck of Maps and Intersections

October 21, 2016

There are only a few more Intersection maps from my Intersections series remaining to be posted.  I’ve been thinking about doing something to collect the entire set and make it available in some kind of print form.  Making a book would be obvious, but also not terribly unique, so I was casting around for other ideas, and landed on the idea of a set of cards.

What I’m proposing is a deck of 26 cards, with the complete Intersection series on one side, and a set of semi-geomorphic dungeons on the other side.  The two wouldn’t really relate to each other directly.  The Intersections themselves don’t line up in any way, and the idea behind them was for them to be small snippets; places where other, larger things were coming together.  But the obverse set would be designed to be able to be put together to make a larger, interconnected dungeon.


The idea here is not that any combination will work equally.  Instead, there are different patterns for the cards, but with enough commonality that they can be combined in a lot of interesting ways.  The test image shows a number of these cards laid out together.  The notches represent the locations where connections extend off the card.  So, you can see, there are different arrangements on different cards, and not every card neatly lines up with its neighbors.  But this creates some possibilities for longer corridors and for larger rooms.

So, what I’m wondering is, if there would be much interest in something like this?  The Intersections are complete; it would be a matter of getting the semi-geomorphs drawn. There are lots of maps and map makers out there.  What would make you consider spending a few bucks on a set of these cards?

Intersection V

October 19, 2016


Two large corridors

Intersection U

October 5, 2016


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


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


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.


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.


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.

Intersection I

April 20, 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.

Intersection G

March 23, 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.


Intersection F

March 22, 2016


Intersection F is less “intersectiony” than a couple of the previous ones, a little more of a knot, with intertwining ways to get from one side to another.  But still, it has the same general organizing idea of an area where several paths off in different directions are interconnected.

This does not have stairs or anything to graphically represent a level change, but it feels to me as though the right side should be higher than the left, and maybe some of the hallways would actually be ramped downward to accommodate the level change.


Intersection E

February 24, 2016


This is Intersection E from the intersections series.  Originally the idea for these was that they would be really quick maps (the first couple were only about an hour each to draw), and I’d post one a week, although I’m behind on that count.  But, if the Intersections are a year-long project, and I’m giving them letter names, then that would imply about one every other week, and I’m ahead of schedule in that case.

This set of passages comes to a common meeting chamber almost like wires to a chip.  There are four connections (one off each edge of the page), and the other two doors from the central meeting area just lead to simple rooms.


Intersection D

February 17, 2016


The initial idea for Intersection D was to make it a nexus between three different pairs of passageways.  These could be three different underground systems, or just a common meeting area within a single, larger complex.

The ritual nature of the central meeting area suggests a possibility of it being a common meeting point for the three areas, where some sort of group activity might be carried out.  The nearby chambers off each set of paths could serve as waiting areas for members of each of the different regional factions, and the side chambers of the meeting nexus itself (leading off from the central room to the lower left) might be for some group purpose at these gatherings.

Intersection C

February 10, 2016


This is another in the current series of smaller maps for connecting dungeons or staging encounters.

This one also incorporates some level changes (with the south and west passageways being higher, and the north and east being lower than the rest of this intersection area), so it could be used to go from one level to the next, as well as just for connecting between other sections.  (And, I suppose, if you don’t want to bother with the level changes, it would be easy enough just to ignore them and use this as a flat connector between sections.)