Posts Tagged ‘map’

Intersection A

January 5, 2016

encounterB-2015-12-14

This is the first of an occasional series.  Rather than making a complete dungeon map, this is just a fragment that could be part of a larger complex.  It could serve as an encounter location or be used to connect between two otherwise unrelated maps.

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An Oldschool Kind of Map

December 30, 2015

Here’s an old school kind of map for any sort of impromptu weekend dungeoneering hijinks you might need a map for.

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This is a mid-level dungeon, with stairs leading down from above (near the waterfall pool, lower left) and further into the depths (flanking the waterfall at the end of the stream, lower right).

Overall, this is far from a beautiful map, and it was done as just a fast throwaway, but there are a couple interesting bits you might like to use in maps of your own.  The watercourse is kinda interesting, but doesn’t quite work.

Since this was scanned in color – to get the blue of the water to show – I had expected that the grid might show up, as well.  It’s interesting that it didn’t show up in the scan, but the phonecam sees it just fine.

maplook

Merry New Year, all!  I’ll try to have something good queued up for Friday, again.

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 Pit of Creasfryb

December 11, 2015

The Pit of Creasfryb first appears to be a carved stone archway in a cliff face that frames a natural cave.  There are a couple of branches that slope off from the main passage, but then there is a hallway and descending stairs that are clearly not naturally formed.  This becomes a series of hallways and rooms that wind their way deep into the earth.postmap29-1009map

It is a damp place, with dripping ceilings and wet floors and walls, to the extent that water is running along the floor as one proceeds deeper into the Pit, and there is a catch bay (with the wide stairway down to a pool that catches much of the runoff, and then a sump in the main passageway (with stairs leading down to another pool and then back up on the other side) to help keep water out of the lowest reaches.

This was another dungeon that worked out as a spiral, generally.  But, unlike a some others, there are a couple of opportunities (if you find the secret doors) to follow an alternate path through it.

Another thing that was important for me in this was to keep the levels straight, so things that are reached by different means are all on the same level, after you’ve gone up or down the different flights of stairs (though there’s one error on that front).  The whole thing has a downward spiral going on, as well, as it winds to the center.

This is an older (-ish, for values of old along the period I’ve been posting these maps) map, with a crappy scan and some of the guide lines showing up.  But despite that, it’s still readable enough to be worth sharing.

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

The Sakkiz-Kamar Underhalls

December 8, 2015

An underground complex of 15 rooms, with a central hallway connection.  Stairs shown at the bottom of the map lead up to the main Fortress Sakkiz-Kamar.

postmap32-b1207map

This is an axonometric projection, so all the rooms are the proper size and orientation to one another.  It’s similar to isometric, but here, the walls that should be 90 degrees to one another are 90 degrees, so you can rotate this  halfway and look at it as a plan view.  Distances between places can be measured accurately (as long as you are measuring parallel to the ground plane).

It’s less convoluted than some other dungeons, but in this experiment, I wanted to be sure it would be very readable.  I haven’t really taken full advantage of having the walls show, other than in a couple of rooms (the Large Hall in the middle and the Holding Cell at the far end, as well as a few archways in the corridor), but this is a nice way to show a dungeon, and I will probably do more along these lines.  Next time I do one of these, I should make sure to make the vertical lines non-reproducible; it’ll read much better that way.

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 Section Dungeon

December 4, 2015

A deep valley with a small keep on one side and a stone hut on the other.  But what is interesting is all that lies beneath the surface.postmap31-b1203map

This turned out rather better than I had expected.  Putting the valley in the middle seems to have helped get it into manageable pieces and break things up.  Tree roots were only penciled in to start, and then, when overtaken by hatch, I figured they’d just be gone.  But I tried with the heavy pen, and that seems to be even better than the original; I’m really happy with that bit.  Unfortunately, the little tree by the stream kind of disappears.

The background could use some help, but it’s workable enough for present purposes.

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.

Another Faceted Cavern

November 20, 2015

Been busy getting the Exquisite Corpse 3 -CITY off the ground, and just realized I didn’t have anything queued up for today.  I’ve had a pretty consistent run of Friday posts, but the last couple weeks have mostly been about the Exquisite Corpse Dungeon and CITY projects.

postmap28-323map

This is a section of cavern that has been made usable as a wizard’s laboratory complex by installing some doors at openings where they could be fitted, to create a few rooms and cordoned-off areas.  But not every area is completely sealed off, so some of the ‘experiments’ that are now on the loose may have a bit more range than expected.

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.

Exquisite Corpse 3 – CITY

November 13, 2015

Here are the directions for Exquisite Corpse 3 – CITY  SIgn up to participate, and follow the progress as it evolves in the Exquisite Corpse 3 CITY Community on Google+

PROCESS


CapturecityYou will only fill about 3/4ths of the section you draw. The person who draws the next section further out will fill in the rest as part of completing their section. If you are the first to claim a spot adjacent to an unfinished section, you will get that section (not just a strip) that is mostly completed, and will fill that in, along with drawing the section you’ve selected, but leaving about the outermost 1/4 which the next person will fill in, if the city expands that far, or which will be the outskirts if it doesn’t go any farther.  [See diagram for how this might work. In the example, black was the first section drawn (note how it does not extend to the top edge of the section), and then red was drawn afterwards (again, leaving space at the outer edge for the next participant).]

Leaving roads and other connecting elements for other players to build off of is an essential part of the Exquisite Corpse process, but all buildings and other singular features should be complete.  Please don’t draw a building that goes off the edge of a section for the next person to finish.  However, the second participant in any pair of sections may certainly draw a large structure over the dividing line between two sections (again, see example at right).  There is nothing magical about the section lines that means they can’t be crossed; this is only to keep from making things unnecessarily difficult for the follow-up artists.

MAP REQUIREMENTS


Map scale is roughly 10 yards/10 meters/30 feet/5 fathoms/2 rods/one-half chain per square.

All maps to be *exactly* 1500 x 1500 px (20 x 20 squares) Getting everyone to provide properly and equally sized sections will make management of this project a lot easier.  Any graphics format (JPG, PNG, TIFF) is acceptable.  Hand-drawn, computer-drawn, and hybrid styles are all allowed.  Because of the way this is structured, you will actually be returning 2 drawings when you return your finished works.  Please send those as two separate image files.

When you turn in your section, you must also provide a name for it.  Keys and legends may be included.  Brief narratives and descriptions are also permissible.  These will be incorporated as an appendix in the final piece.

Unlike the previous Exquisite Corpse projects, this one is open to color as well as black and white imagery.  It will be a more varied and patchwork project than the earlier Dungeons.

SCHEDULE


The Exquisiste Corpse 3 – CITY project runs from today, 13 November 2015 through the end of the year.

Once a spot is claimed, you have 1 week to complete your section and turn it in, or the spot is forfeit.

Participants can claim multiple spaces, but only 1 at a time, and only 1 per quadrant of the map. (Turn in your first piece before you claim another spot.)  A section is open for claim once all the lower numbered adjacent spaces are completed.  You can either put your name in for a random selection (you’ll get assigned a section when your turn comes up), or you can request a particular section.  I may go random for order of the first ones, but I’ll have a list so you’ll know when it’s getting close to your turn. If you’re going to be unavailable for a while, you can go on hold.

Unlike the Exquisite Corpse Dungeons, there will probably be some midway reveals, so you’ll get to see the center of the City before the whole thing is completed.

OVERVIEW


This will start from the center, then there will be 4 extensions from the 4 sides of that, and then extend on and out.  The starting diagram map shows the sections, and updated versions of this diagram will be used to identify which section is assigned to each participant.  If this project grows beyond the identified sections, we’ll add more spaces.

The river must be continued through any spaces it connects to. If there’s a river coming into your space, you have to extend it to another adjacent space. Small ponds are okay, but this won’t be a coastal city, so no ocean/seaside/waterfront.

PARTICIPATION


By participating in this project, you agree that your contribution is Creative Commons licensed CC-BY-NC 4.0.  Additionally, you agree to allow Antherwyck House Games permission to include your map in commercially distributed print versions.  (In short, I’d like to make this map available in print through OBS (DriveThruRPG and RPGNow) to further spread these works.  They are going to be priced close to cost, but print products have to be sold, so specific permission for this needs to be provided.)  This is meant to be an opportunity to promote your work, so be sure to include contact info and a blurb for the final version.

To participate, you have to have a G+ account and check it regularly; all the communication during the map-building will be through there (and afterwards, an email address for contact and followup).  This will be cross-posted to the G+ Exquisite Corpse 3 CITY Community, and turn assignments will be posted there.

Exquisite Corpse City – Ideas

November 10, 2015

Okay… Despite my better judgement, I’m going to open up an Exquisite Corpse City to run until the end of the year. I wanted to give it a rest until after the new year, but there’s enough interest, and I think, with a few rules in place, it can run without needing too much attention on my part.

I have some guidelines I’ve been thinking about for this since the weekend. So I’ll open this up for discussion, and we’ll try to get everything straightened out in order to start on Friday the 13th (beacause, yeah!)

Proposed Rules


Capturecity Map scale is roughly 10 yards/10 meters/30 feet/5 fathoms/one-half chain per square.

All maps to be *exactly* 1500 x 1500 px (20 x 20 squares) Getting everyone to provide properly and equally sized sections will make management of this a lot easier.

Once a spot is claimed, you have 1 week to complete your section and turn it in, or the spot is forfeit.

Participants can claim multiple spaces, but only 1 at a time, and only 1 per quadrant of the map. A section is open for claim once all the lower numbered adjacent spaces are completed.

Rivers must be continued through any spaces they connect to. If there’s a river coming into your space, you have to extend it to another adjacent space. Likewise with (major) roads. Small ponds are okay, but this won’t be a coastal city, so no ocean/seaside/waterfront.

This will start from the center, then there will be 4 extensions from the 4 sides of that, and then extend on and out.

You will only fill about 3/4ths of the section you draw. The person who draws the next section further out will fill in the rest as part of completing their section. If you are the first to claim a spot adjacent to an unfinished section, you will get that section (not just a strip) that is mostly completed, and will fill that in, along with drawing the section you’ve selected, but leaving about the outermost 1/4 which the next person will fill in, if the city expands that far, or which will be the outskirts if it doesn’t go any farther.

When you turn in your section, you must also provide a name for it.

In the above example, the Black End was the earlier section, and the Red Quarter was done afterwards. Only the participant drawing the outer section can draw a building across section lines (like the Red Castle in the example).

Claims for particular sections can be placed in advance, if there’s a particular location you want, or you can put your name in the pool. I may go random for order of the first ones, but I’ll have a list so you’ll know when it’s getting close to your turn. If you’re going to be unavailable for a while, you can go on hold.

To participate, you have to have a G+ account and check it regularly; all the communication during the map-building will be through there (and afterwards, an email address for contact and followup).

This will be cross-posted to the G+ Exquisite Corpse Dungeon Community, and useful comments posted here will be copied over there (because that’s probably where most of the discussion will be).

UnFurnished Dungeon #1 – The Merrimack Mine

July 25, 2015

MerrimackMine coverIt seems it has taken much longer than it should have to get the first UnFurnished Dungeon completed.  There has been (and still is) a lot of format experimentation going on.  But, among the others, there is now a version making its way through the OBS approval system (though it probably won’t be greenlighted in time for their Christmas In July sale).

[UPDATE: It’s now available here:  http://www.drivethrurpg.com/product/153705/Merrimack-Mine-UnFurnished-Dungeon-1 ]

Part of what we’re experimenting with is different printing formats. For the OBS version, it is formatted as a 7.5″ x 9.25″ page.  That qualifies it as a small item, rather than a large one, and makes it less expensive to print.  It’s also going to be just black & white interior.  The PDF is the same size, so most people who get that and print it out are going to have wide margins all the way around.

There have been other sizes explored, as well, including 5.5″ x 8.5″ (classic white box/digest size), full 8.5″ x 11″ (standard letter), and a fold-out 3.5″ x 8.5″ that could be mailed in a standard business envelope (that we would distribute directly, and that might be even cheaper to produce and to mail, at least domestically).

Because this is still an experiment, I’m looking to get some feedback on this version, So, if you’re interested in this idea, and you’re willing to write a few lines about what you think are the good and the bad points in it, I’ll send you a copy of the PDF (either emailing it directly, or sending you a promotional copy from OBS).  I’m not going to do this forever; I was thinking I would cap it after a handful, though it may take a while before this gets to that point.  (Neither I nor Antherwyck House Games have all that much of a following, so it could be a while.  But I also don’t mind if you spread the word about this, either.)

The UnFurnished Dungeons were going to be a Patreon benefit, as well (and that’s still part of the plan).  I haven’t done much more to update the Patreon site recently, though I’ve seen that they are making some improvements to the systems there.  If you are interested in gtting this as a Patreon supporter, I’ll make sure you get a copy, too.

[Edited to replace image.]

Crystalline Cavern

July 24, 2015

This system of halls and chambers is formed almost entirely of high-grade crystalline quartz.  The walls and ceilings are faceted and are made up of thousands of large conjoined crystals.  The floor is mostly just a rough and irregular surface of broken crystal, but there are places, especially alongside the walls of rooms, where many sharp crystalline points still poke up making a surface with very difficult footing.

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There are a range of colors in the rock of this place, from purple and indigo through to pale yellow.  Deeper colors are less transparent and harder to see through.  However, because of the numerous facets and the crystal structure of the rock, none of it is very glass-like in terms of being able to clearly see through.

The ‘bridge’ (where the two hallways cross over each other near the entrance) is a clear quartz so that torchlight from a group passing by would be readily noticed by someone in the other part.  Some of the walls are thin enough and clear enough that this is possible in between other adjacent spaces, as well.

Although this is not stalactite and stalagmite structure, there are many areas with projections of crystal jutting up from the floor or extending down from the ceiling, and the heights of rooms and halls vary widely throughout the complex.

(If you want to think of this like being inside of a giant geode, you are not far off.)

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.

Another Complex of Rooms

June 19, 2015

There are things about this one graphically that I like very much.  A lot of these maps have come about from various kinds of graphic experimentation, and when one of them reads well, it’s always nice to see.  This also shares some obvious similarities with the earlier Complex of Rooms.

The question with these is whether it’s appealing and playable.  I’d love to get your opinion, or even better, a play report if someone uses it for an adventure.

postmap15-519map

This may be the next of the Un-Furnished Dungeon series.

We’ve got an interesting idea to explore for that, a kind of unique format to put it in print.

Without padding them further, it turns out that the Un-Furnished Dungeons are be too small to be able to put together as a DriveThruRPG product, at least as presently configured.  We just don’t have the page count to make a whole book out of it.  We could certainly do them as PDFs, and let people print them on their own.  But, for now, we’re going to work on making relatively low-cost printed copies that can also be mailed relatively cheaply.

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.

New Print Proofs

June 13, 2015

Yesterday’s mail brought the proof copy of the printed map for “The Wilderness of Ordurak.”

ordurak

This is a 12 x 18 print on poster paper. It’s reasonably glossy (as you can tell from the photo) but not as heavy stock as the SPI map for Alusia (for those of you interested in the comparison); it’s definetely paper, rather than cardstock. It is folded (but then, so was Alusia), but it was shipped in a padded envelope, and it had a couple pieces of thin cardstock to protect it. I think that these should ship fairly well. (And a copy is going to Stephen Peto, who did this map, so we’ll see how shipping to the UK works. I had thought that DT-RPG had a POD site in England, as well, but apparently they print everything in the US and then ship internationally.)

The scifi certificate cards were also in this order, as well.  These are playing card size cards that you can use to keep notes for your games.  Fill in info for special equipment, or use as a small scale character sheet.  Card backs have a hex pattern, which can be used for mapping or other notes.

BSG

Logan

These will be coming to the Atherwyck House store at DriveThru RPG

Hatch Detail

June 12, 2015

What that the hatching looks like, up close.

geomorphCapture611

The most recently posted set of geomorphs were scanned at a pretty decent resolution, so it’s possible to enlarge things to see the detail. Whether that’s for better or for worse, I’m not sure.

Hatch and other fine detail is done with a Sakura Micron 02 pen. Wall edges and other detail with a Paper Mate Flair M. Water is Prismacolor – True Blue.

Three Water Geomorphs

June 11, 2015

Three geomorph maps with the ‘water’ theme for Inked Adventures.  Water has to go through passages, as well, and so it seemed reasonable to me to have some of the passages with water, instead of making a separate watercourse.

611map-3geomorphs

You could connect these together, and have a stream flowing through a dungeon, where the footing is treacherous and crossing the water is a peril in and of itself.  Or you could read it as just some slightly flooded passageways with some water on the floor.

The coloring would probably be better if I did it on a computer instead of hand coloring with a blue pencil, but I think it suits just like this.  (And the squares and lines outside the 10 x 10 grid are just the orientation marks on my own page I use for making these; they can be freely ignored.)

In addition to being for the contest, I’ve also sent a copy to Dave’s Mapper. (As such, these are CC licensed for non-commercial reuse with attribution [CC BY-NC 3.0])

Dungeon of Corners

June 5, 2015

Further explorations in the orthogonal but not square school of dungeon-building.

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Also, not recommended for practitioners of the “I’ll describe it in words and then you try to draw it” method.

Like some other people have said about their process, I generally draw these as straight to ink, without penciling anything in (not always, but often).  I also have frequently been laying out a guide grid that divides my page into a few sections.  You can see the effect of that on this complex in the two column sections (H, G2, G1, K on the left and S1, S2, S3 on the right).  Having some organization in place helps keep these from becoming too scattered, and gives me something more to think about than merely a blank sheet of paper, which can always be a daunting thing to work from.

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 Dungeon at the Top of a Hill

May 29, 2015

If your playing style is along the lines of, “DM describes the space in words while one of the players tries to draw it,” then this one is likely to break someone.  Some of these maps come about during slow stretches in phone meetings; but I don’t think that the content of the meeting has any direct bearing on the character of the map.  If it did, this one would be even more troubling to consider what the meeting must have been concerning…

postmap13-416map

Near the edge of the woods is a circle of trees on a small rise.  It is not far from the path, but it is covered in bramble and thorns, and the steep slope makes it unwelcoming.  But those who venture up and into its midst will find a small, well-fitted door in a stone opening set in the ground inside the dished center of the circle.  This leads quickly down underground, and then along a long, straight path leading to a procession of hundreds of stairs that lead up (presumably under the rise of a hill a half mile away, across the fields) ending at a landing with an alcove to one side and a stout wooden door a few feet beyond.

The magics that were used to enchant the creatures who dug the chambers of this dungeon did not bind them as closely or as precisely as the wizard had hoped.  Although the instructions they were given were straightforward, they could be misinterpreted  And so, the complex took on a strange configuration of unusual hallways and misshapen rooms.  Odd corners and alcoves aplenty turned out to be especially fitting and useful to the new inhabitants.

But do some odd traces of that magic still linger in the stones of the dungeon?

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.

Exquisite Corpse Dungeon – print edition

May 28, 2015

For those of you who were interested in it and want to get a copy for yourself, printed copies of the Exquisite Corpse Dungeon are going to be available.

Test print of ECD scrollThe first release is going to be distributed in an upcoming Mythoard bundle coming this summer.  This also marks the soft launch of Antherwyck House Games as a publisher.

We’ll also be offering copies of the ECD available directly from us, as well as an option for a premium version on heavier weight display stock.  But for now, we aren’t set up yet for online orders.  If you’re interested in news about when that will become available, sign up for our TinyLetter newsletter, and we’ll be certain to announce when we’re ready to start shipping these.

The map of the dungeon has turned out to be 3′ long when printed. It’s far from your average dungeon, especially because the terrain keeps changing as you go from one section to the next.

Also, there has been enough interest that there will be another Exquisite Corpse Dungeon starting some time this summer.  Once again, we’ll have word about that in the newsletter, and the main discussion will also probably center on Google+, where the whole thing was hatched in the first place.

–RT

Collected Notes on the Moonbase Map

May 26, 2015

{This was supposed to be posted a few weeks back as a followup to posting the Moonbase map, but it got sidelined in the Drafts folder, so here it is now.}

Lunar topographic map

First of all, if you haven’t seen the new USGS maps of the Moon, they are lovely (and huge files): http://pubs.usgs.gov/sim/3316/


There was good feedback and discussion about the Moonbase map from the Google+ groups. This is a summary and accumulation of those questions and answers.

moonbase

The idea of making this into a setting or a game has been kicking around for a long time, and it’s not likely to go away. And the feedback from a few people about this being posted on G+ was positive and interested in seeing more about it.

++

Bryan Rombough asked, “Why are just the habitat modules covered by regolith? Are the benefits from the regolith covering (insulation?, radiation protection?, something else?) not needed for the other modules? Or would covering those modules somehow be a hindrance?

Some of the inspiration for this came from proposed concepts (both US and USSR) for moon bases. The principal reason for regolith cover seemed to be for radiation protection. It probably would provide some insulation benefit (principally sun shading), as well.

Presumably the base is there for activity on the lunar surface, so some surface access is needed. And the greenhouse obviously can’t be covered. But also, all that work is presumably time consuming and difficult, and EVAs are better spent on useful activities.

The modular nature of the base allows for future additions, which would be much more difficult with having to excavate and then re-bury modules in order to access them to add on.

Also, the habitat modules would likely need to be structurally reinforced in order to support being buried. Other modules could be lighter if that wasn’t required for them.

Habitats provide 50% coverage (figuring that sleeping and personal time being roughly half the day) so it’s a trade-off between exposure and utility.

++

A couple others joined in on discussing the medical module. The idea for this was that it would be principally a medical research and health maintenance space, rather than a treatment facility. It would not be a “sick bay” for recuperation and invalid patient care.  It would have laboratory and medical diagnostic gear.  It’s more of a medical research and health maintenance space, rather than a treatment facility.

A Complex of Rooms

May 22, 2015

This map started out with an idea for having fairly regularly orthogonal rooms, but not necessarily orthogonal to one another, and that got carried through pretty rigorously.  Each of the hallways had to be square to its room, which then meant that each hallway had to have a single break where the hallway transitioned to the hallway for another room (though there are a couple places where that wasn’t carried out that way).

postmap12-420map

The lines are also better in this, and I think the fougou-like walls stand out more strongly than previously.  I also like the way the secret room is worked in to this.  Whether it would just be a door (though it isn’t drawn like that), or whether it would be necessary to take pieces out of the wall in order to have access to the small space beyond, the idea of this small, hidden bolt-hole is suggestive of a number of possibilities.

This was designed, in part, with an approach to making an Un-Furnished Dungeon, and I think this might be the next in that series.  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.

Followups to the Exquisite Corpse

May 21, 2015

There was definitely a wave of excitement about the Exquisite Corpse Dungeon when it was unveiled last week. It’s amazing how much interest this weird little project has drawn, but it’s also not surprising, given the talents of the contributors.

Several people have asked about the possibility of a second round, both from the group who participated in this one, as well as a some people who weren’t able to participate in the first one or those who have discovered it after it was finished. It’s pretty obvious that there’s more than enough interest in doing this again, and so the question is going to be when and how, rather than whether to do the next one.

For now, if you are following this blog, or if you’re following me on Google+, then you’ll probably be aware when ECD II starts rolling. There will likely be a separate discussion group for it when things start to ramp up. You could also sign up for the fledgling Antherwyck House TinyLetter, and we’ll certainly be including updates there, as well.
.

A couple people really want to use the maps and turn it into something more, adding descriptions and so forth. I’m all in favor of the idea, personally, and the map is CC licensed [CC BY-SA 4.0], so you are free to use it according to those terms (as long as you are keeping the credit for the original contributing artists intact and allowing derivative works to be likewise shared). The premise behind the Exquisite Corpse process is one of contribution when you don’t know anything about the other contributors’ work. So, I wouldn’t think that there’s a one-to-one matching way of doing a writeup for it. I’m not planning to organize that part of it, myself, but I’d be glad to help facilitate the discussion, and see if something more could come of it.
.

Also, it may be a little early to mention this, but there is likely going to be a print version of the Exquisite Corpse Dungeon. We are looking into getting a couple hundred copies of it printed for a small distributor! So, this is going to have an ever wider reach than any of us expected going into this project.

Ideally, if everything works out, the plan is to produce these copies as a scroll. But, if that’s not going to work for shipping, then we’ll have to end up folding them flat. Either way, it’ll be cool to have an even wider audience for it.

If this all works out, we could also potentially sell copies directly from Antherwyck House. We are working on getting Antherwyck House up and running at RPG Now/DriveThru RPG, but the format of the ECD map is not something they are able to do, right now, so we would have to do the printing and shipping & handling for this ourselves.