Showing posts with label map. Show all posts
Showing posts with label map. Show all posts

Friday, December 11, 2015

Og and the Trollheims

The southwest corner of Og
No, not an ogre garage band. Og is the northeastern potion of the Land of Nod, where the fake vikings and such live. The Trollheims are a range of mountains, just south of the larger White Mountains, that divide Og from the Motherlands.

I'm in the middle of writing a hex crawl set in a small corner of Og which includes the northern chunk of the Trollheims and a sliver of the Golden Steppe. This particular portion contains the city-state of Azsor, where King Mogg rules. The first campaign I ran in Nod was set in and around Og, stretching from the far eastern city-state of Azdak (where a mysterious murder was committed), and covering the halfling land of Yore (where a town was burned down), Azsor (where a human ranger raised by dwarves Frank and Estelle joined the party), the White Mountains (where a cloud giant was assaulted and insulted), Isithul (where something happened that I don't entirely remember) and back to Azdak, where the murder was solved through no work of the party (don't run murder mystery campaigns with people who don't care about murder mysteries) and the next campaign was set up for Mu-Pan.

Anyhow - here's some setting information I've written for Og, with more to come!

Og
The northern lands of Thule are also known as Og, after the great river which drains them into the sea. The Og looms large in the lives of the people, and most treat it as a god.
South of the river is the Golden Steppe. North of the river are forests, marshes and chill grasslands. The lands are ringed by mountains. The Trollheims and White Moun-tains border it on the west, and the shadowy, ill-famed Black Mountains on the north.

Within those mountains, forests and marshes live humans, dwarves, elves, halflings and humanoids. This hex crawl only covers the extreme southwest corner of Thule, which include the northern portion of the Trollheim Mountains and the extreme western fringe of the Golden Steppe. Within these confines is the great city of Azsor, a city-state of humans and dwarves ruled by the legendary King Mogg.

History of Og
In days best left forgotten, much of Og was covered by a great sheet of ice that spread from the Sea of Stars to what is now the country of Mab. At the edge of the ice sheet, a simple human people scraped out a stone-age existence. The land was rough and wild. Nod was much drier then, and the great desert of the south all but en-compassed what is now steppe-land. The greatest re-source of Og was its herds of mammoth.

As that age of ice passed, a shallow sea was formed, attracting strange denizens of the deep to build cities be-neath the waves. Great forests sprang up in the wake of the retreating glaciers. The trees grew unnaturally tall, attracting the attention of the ancient elves.

At this point in time the elves already ruled the human civilizations of the Motherlands. They now resolved to settle the great forests of Og. All that stood in their way was the shallow sea and its inhabitants. These creatures were older than the elves, but technologically backwards. The elves were at the height of their powers and arrogance, and a cabal of elven wizards decided the easiest way to eliminate the fish folk was to drain their shallow sea. Through unknown means (well, I know them … if you read the hex crawl, you might discover the secret as well), they accomplished this task, leaving in the sea’s place a great river that flowed from the White Mountains to the Sea of Stars.

The elves and their human subjects now surged into Og. They besieged the citadels of the firbolg giants and drove them into hiding. The goblin folk were driven into the mountains, and the primitive humans they found were enslaved and carried away. These slaves toiled endlessly on the elven walls and towers of their now mythic city of Isithul. Isithul’s location is now a mystery. Its walls were built of green stone, it is said, and within its halls walked the greatest wizards the elves ever produced. They had come for a grand project – a way to travel between worlds.

When the grand project was finally completed, it rivaled the ancient Crown Stone in power and achievement. Although it appeared as nothing more than a giant vessel covered in beaten gold, at its heart lie an engine powered by mysterious crystals that could bend space and time. It was the height of elven achievement, but it displeased the Kabir, the ancient gods of the elves. Asur, chief amongst the gods, instructed Nudd to destroy this vessel before it could do any harm. Although his quest was long, and fraught with peril, Nudd eventually succeeded in destroying the elven starship, scattering its mysterious crystal shards in the process.

When the Great Rebellion of Dwarves and Men occurred, and the Crown Stone was destroyed, the great network of standing stones went with it and the elves lost their ability to maintain the magical civilization they had created. The ethereal winds swept over the landscape, spawning monstrous beasts and aberrations and destroying the elven aristocracy’s monopoly on power.

Some five hundred years ago, humans led by a spellcaster called Louhi battered down the gates of Isithul and formally ended the reign of the elves in Og.

Four hundred years ago, the red-skinned Qum’al of the steppe sacked the encampment of Ulu-Than, Imperator of Harady. Drunk on plunder, they then turned their attentions to the verdant lands to the north of the River Og. In short order they conquered the small stone forts of the Isithul (the name now given to the people of Louhi). The Isithul were soon overrun from the White Mountains to the Sea of Stars. By three hundred years ago, the Qum’al had established hill forts from Azsor to Luhan, and cause-way villages on the lakes of Mab. Only in the Valley of Yore did they meet strong resistance from the better organized and more technologically advanced Feafolc (halflings). Yore would be sorely pressed in those days, but it never fell.

Throughout the lands of the Qum’al, every hill fort be-came a tribal state, and raids and war were common. The clan elder system of the steppe Qum’al was gradually re-placed by the strong leadership of war chiefs. Gradually, the greatest of these war chieftains carved kingdoms out of this chaos. Such ancient Qum’al kingdoms as Luhan, Mab, Irith, Zhuul, and Krakon were forged, only to fall and then rise again as life degenerated into a circle of blood feuds and ill-conceived wars of conquest.

Two hundred years ago, seafaring invaders from Yama hit the Amber Coast of modern Luhan. The Nakdani, fleeing their sinking homeland, drove their war galleys to Luhan and began colonizing. The petty Qum’al kingdoms united in a war against the invaders, led by the mighty lords of Azdak, the Luors. The war raged intermittently for 100 years before ending in a draw, the invaders holding the coast, the Qum’al the hinterlands. Nakdani kingdoms such as Ozid, Morr, Ellik, Vac, and Gyora were founded.

By one hundred years ago, through marriage and trade, the great kingdom of Luhan was formed under a high king, the self-same lords of Azdak. The Qum’al and Nakdani had become one folk, now called the Luhano. High king after high king undertook great public works, such as repairing the ancient trade roads of the elves. Wooden forts were constructed to keep the rampaging Vadda under control, mines were established in the hills and mountains, and an iron industry was firmly established.

When a high king fell out of favor, the magnates of Luhan would withdraw their support and challengers would march with their supporters to the gates of Azdak. The fields to the north of Azdak drank much blood over the centuries, as royal dynasties rose and fell.

To the west, the country of Mab led a quiet, contemplative existence. The people lived in small lake settlements. Peace was made with the elves, though contact between them and humanity remained quite rare. Fortunately, there was enough contact to produce the present White Queen of Mab. She, like her fathers and mothers before her, is a sorceress of great power.

In the foothills of the White Mountains, life remained simple and unorganized until the war chieftain Mogg forged an alliance with a dwarf lord and founded the Golden City of Azsor about 50 years ago.

The present day finds Azsor’s king merry, Azdak’s asleep on his throne, the Isithul dreaming of a new golden age, and the White Queen alone in her tower, reading the stars and beginning to fret over things yet to come.

An early map I made of Og when I was still calling it Thule - note the "Barrier Peaks"

Wednesday, May 27, 2015

Copper Age Heroes II - The Quickening

Very quick post today to show off my revised map for the Copper Age campaign idea I've been working on. I've cleaned up the settlements, color coded them by culture, and made up new names where they were needed for settlements and cultures. I've also added in some more mythological places. The red dotted indicates the extent of copper use in the prehistoric world circa 3500 BC. The yellow circles show areas where copper was mined.

The next step for me is fleshing out these fantasy prehistoric societies.


Thursday, May 21, 2015

Copper Age Heroes

Works continues apace on the next issue of NOD, and I'm doing research for my Age of Heroes campaign idea, which will probably show up in NOD later this year. The late Neolithic and Chalcolithic are really fascinating, and I'm enjoying the research immensely. Research is, of course, only the first step. I like to get an idea of what really was before I start making nonsense up to lay over the top of it and turn it into a fantasy campaign. I'm still not finished, but today I thought I'd share my working map.



I've mapped out settlements that would have been active (or nearly active in the case of Troy - I'd really like to include it but I probably will not) around 4000 to 3500 BC, drew out some broad cultural areas to work with (not entirely accurate, but again, this is a fantasy campaign, not a dissertation), included a couple locations of known ancient monsters (Chimera, for example) and sketched out the location of mythical Atlantis in North Africa. After all, every good fantasy campaign needs an ancient, ruined empire to plunder. In some case, I've started the process of giving these sites names - primarily in the west, using Basque and the Berber tongues as guides. Lots of work left to do, but it's getting there and is being refined and nudged constantly.

Obviously, any person who does this for a living could find a million problems with this map, but for my purposes of creating a Chalcolithic fantasy world with lost kingdoms and monsters, I think it will do.

I should note that the base map comes from Natural Earth Data. Very useful - I wish I had known about it when I was working on some of the other Campaign Workbooks I've published.

Saturday, August 23, 2014

Monster Tome and Maps

It took a little longer than I wanted due to a need to alter the cover when I got my first preview copy, but the Blood & Treasure Monster Tome hard cover is now available for sale at Lulu.com.

What do you get for $21.99?

CLICK HERE TO PICK UP A COPY

Who doesn't need a few more monsters to menace their players? This tome includes 258 monsters, all statted up and ready to go. Most of the monsters also include a sample encounter to help you work them into your games. Although written for the Blood & Treasure system, the monsters are compatible with most old school fantasy games. 172 pages.
PLUS - If you buy the hard cover and email me with a copy of the receipt, you get a free PDF! To paraphrase Eddie Murphy - What a bargain for you!

IN ADDITION - I did a little redesign work on the NOD page on the blog, with (I think) better links to better copies of the hex crawl maps. Check it out if you've a mind to.

COMING UP - A different way to value treasure, Trojan campaigns (the city, not the ... you know) and whatever else my fevered little mind can dream up. NOD 24 is in the works as well!

Friday, April 11, 2014

Beneath the Dungeon of the Apes [Map]

The upcoming NOD 23 will have the continuation (and finale) of the Dungeon of the Apes adventure in NOD 22. I thought folks might appreciate a map preview, even if they didn't plan on playing the Dungeon of the Apes. This one features acidic water, teleporters, wish goo and an atomic bomb. Enjoy!


Thursday, December 26, 2013

Where Should NOD Go In 2014?

NOD Companion cover by Jon Kaufman
Hey all - I'm finishing up NOD Companion and NOD 22, and I need to start thinking about NOD 23. NOD 22 will be the first issue of NOD without a hex crawl - instead I'm doing a couple adventures, one being Dungeon of the Apes and the other a zombie plague adventure for Mystery Men!. NOD 23, however, will return with a brand spanking-new hex crawl, and I want you folks to decide what I'm writing.

Below, you shall find a world map of the Land of Nod. Previous hex crawls are indicated by the yellow boxes, the numbers corresponding to the issues in which the hex crawl appeared. The red boxes with the letters are the possibilities for the next hex crawl. These boxes correspond to the following locations in Nod ...

A - Sea of Divils - A little slice of Hell on Nod - a shallow sea controlled by devils and their followers and flanked by the cities of the strange people of the Pearl Coast.

B - Azsor - When a dwarven messenger stumbled into the camp of a hill chief called Mogg, little did he know he was helping to found the kingdom of Azsor, a kingdom where dwarves and human live together and a kingdom threatened by giants, trolls and the wild men of the steppe.

C - Klarkash Mountains - The Klarkash Mountain are not only home to the kingdoms of the hobgoblins and the human city-state of Guelph, but also to an underworld where the drow are the least of one's worries.

D - Amazonia - A fetid jungle basin inhabited by the former slaves of the ancient elves, human and otherwise. In its midst is the secret city of Tara-Tilal, the last stronghold of the ancient elves.

E - Ende - The dusty plateau of Ende holds four warring city-states, each ruled by a monster in search of the ultimate power that lies at the center of the plateau.



So, one and all, if you have a preference, vote below. Whatever gets the most votes determines the next stop I'll be taking in the Land of Nod.

Oh, and if you want to see the map sans boxes, here it is.



Wednesday, August 7, 2013

Nodian Maps of Old

Back when I first started my NOD campaign (maybe around 2005/2006), I wasn't making hex maps. I was making all sorts of other maps, though, in my capacity as a GIS manager at a real estate company. I was making those maps using a neat piece of software called MapInfo, and, having no other mapping resource and being a total geek, I decided to draw the maps for my new campaign world in MapInfo.

The advantage was that MapInfo maps are fully geocoded - i.e. they have real lat/long coordinates. For Nod, I began with a map of North America and then drew my continents (based on a projection of Earth many millions of years into the future) on top of it. From there, I slowly sculpted the shorelines, drew in woodlands, hills, mountains, deserts, etc.

Two full campaigns were run in the world, one set in Thule (then referred to as Og) and the other in Mu-Pan, and then I began the process of creating the hex crawl material for the gaming magazine. In the process, quite a few things changed - primarily in terms of the style of the world from Greyhawk-style nation state model to the "tiny-pockets-of-civilization-amidst-monster-infested-wilderness" model.

Anyhow - I was recently checking out those original maps, and thought folks might like to see them. They aren't precisely the same scale (and I'm too lazy to include the scales), but they should give you an idea of what this big lump of fantasy world grew out of.

(As usual, click to embiggen)

Mu-Pan
It originally had more cities, towns and villages. The desert in the north is Yondo. The Tsanjan Plateau is based on the idea of Leng.

Thule
Originally called Og after the big river in the south (a sort of Nordic Amazon). Home of the first Nod campaign, an epic murder-mystery that taught me that I had players with absolutely no interest in solving murder mysteries. Fun nonetheless. Probably the next area I'll cover with a hex crawl.

I'm considering cleaning these up (i.e. updating them) and using them in the NOD Companion.

Tuesday, July 2, 2013

Dweomer Baye Map

Finally finished my map for Dweomer Baye, so I thought I'd share it.


Saturday, March 9, 2013

Virgin Woode Map


Almost done with the new hex crawl - I'm now finalizing the map. Take a look!

Wednesday, August 8, 2012

Drawing Dungeon Maps in Excel - A Quick Tutorial

Well, I think I just about have this whole mapping in Excel thing down, so why not share the techniques with everyone else. Quick note that I'm doing these maps with the latest, greatest versions of Excel and Paint and nothing else.

STEP ONE

The first step is setting up your grid. In general, this involves eyeballing the fields into squares, and then adding a border to all of those squares using whatever color you like. In the example below, I'm using a light blue.


STEP TWO

Now, I color in all of those squares with the same color blue, and then cut out the passages and chambers by changing those squares to "no color", though I suppose coloring them white would work just as well.


STEP THREE

At this stage, you can add in walls using thick lines (again, using the same color as above), doors (they're just small rectangles), stairs (see below, took me a while to get these right), pillars, statues, etc. The newer versions of excel also allow you to freestyle draw shapes, which are good for irregular pools. For pools, I do a tight, white dot pattern over the blue. For chambers that are going to be natural caverns, just get the overall shape right at this stage.


The secret door is just an "S" (Arial 12 pt.) in a text box with no outline and no background.

The stairs are a long trapezoid, no outline, with a pattern of vertical lines or horizontal lines, depending on the direction the stairs face. Yeah, I'm kinda proud of figuring that one out - I originally tried drawing in the lines, but could never get the spacing correct.


STEP FOUR

To make the pointed room, I added a couple right triangle shapes of the blue color. I then add room numbers using Arial Narrow, 9 point. You can also add outlines of rounded shapes over rooms, coloring in the bits outside the outline in the next step.


STEP FIVE

We now highlight our map, hit CONTROL-C to copy, and open up MS Paint. In Paint, we paste in the map. If we want to turn any of our passages or chambers into tunnels or caverns, we just use the paintbrush (same color as background) to draw in the natural walls.


And, lo and behold, we have a workable dungeon map. It's not perfect, and there are some limitations, but it's not bad for using a couple pretty basic programs. Whether this will work with the Open Office version of Excel, I don't know - I'd love to hear from somebody who tries it out.

Friday, July 27, 2012

More Hex Crawl Chronicles On The Way

I've started writing the next three Hex Crawl Chronicles for Frog God Games, and thought folks might like to see the maps (or use them for their own games).


HCC07 - The Golden Meadows


HCC08 - The Undiscovered Country


HCC09 - The Pillars of Heaven

Thursday, July 12, 2012

For Those Who Dig the Roaring Cthulhu '20s ...

... wouldn't the subways of New York city make a dandy place to strip your investigators of their SAN and lives?


You can download the full map at the Big Map Blog, essential reading for the discerning Referee.

Thursday, July 5, 2012

Need Battle Maps?

So, a couple days ago, I got an email from the folks at EncounterMaps.com letting me know about a Kickstarter project they have going to make some high quality battle maps. Now, I'm an old schooler, so my battle maps are usually in my head or constructed with such high-quality props as books, dice, bottle caps and pennies, but I looked at the Kickstarter page and must say I'm impressed with the artwork of their cartographer, Jared Blando.




So, for my "new school" readers and those old schoolers who dig nice-looking maps, you might think about throwing some dollars their way.

Wednesday, June 6, 2012

Holy Freaking Crud - Rome, In All It's Cartographic Glory

Yeah - cheap little post today - have lots of real work (you know, the stuff I get paid for) going on that I need to address. In the meantime, I just stumbled across ORBIS, a mapping site that is trying to bring Imperial Rome into the 21st century.


I can't help but think this would be a useful thing for folks running campaigns set in the Roman, or even post-Roman era. Hell, if you can't find a way to use this in almost any fantasy campaign, there's a really good chance you shouldn't be running a campaign. If they could just integrate some wandering monster tables, we'd be all set.


I mean - you got travel times, routes, the freaking cost in silver pieces - you can choose donkey travel vs. wagons, military vs. civilian ships, the month of travel, the route, whether you want it cheap or fast. Astounding!

I might chime in later today with another Hell preview, and I'm still working on more monsters for Mother Goose & Goblins. I also hope to produce a small dungeon for it. Oh - and the Pars Fortuna dungeon - I need to work on that as well. Plenty to do!

Friday, February 24, 2012

For the Apocalypse Lover in You

Two links for the Mutant Futurists amongst you ...

NUKEMAP

What would happen if your hometown was hit by an atomic bomb (or ICBM, if you prefer)? This is the site to find out. Pick the place and pick the yield, and let GoogleMaps do the rest. Also useful for dirty bomb-using terrorists in an Action X or Mystery Men! game.



Would have been very handy when I was doing Mutant Truckers.

ATOMIC ANNIHILATION

This blog is all about images from the atomic age - lots of good material here. In particular, Mutant Futurists might like the plans to the missile base!




I've already found a few images there that will come in very handy when I produce Action X - in fact, some of the public domain finds I've acquired recently should make that a pretty groovy little product. Expect some previews in the coming months ...

RETRO FUTURE APOCALYPSE

Most post-atomic war apocalypse games assume a higher level of technology from the ruined civilization of the past. How many use the wondrous technologies of the "retro-future" I wonder? Here are some images to inspire you, from an article at UltraSwank.








And check out this public domain film while you're at it ...

Wednesday, February 15, 2012

The Corundar [Pars Fortuna and Space Princess]

Image by John M. Stater
Edit: Now with crappy art by yours truly

The corundar are a silicon-based lifeform native to volcanic areas. They grow in and consume mineral salts in solution, but can survive on humanoid blood if necessary. Most corundar lair around a mineral spring, preferably underground, using the spring as a hatchery and as their main source of food.

Corundar consider themselves creatures of perfection. They attempt to beautify their lairs by making the walls, floors and ceiling smooth and angular. They likewise favor perfection in living creatures, both in mind and body. Corundar will always attack creatures with a combined intelligence and charisma score of less than 20, and always attack creatures with the lowest combined score first. Generally, three corundar will rush the imperfect creature, while others will circle them and provide defense until the imperfect specimen has been destroyed.

Corundar look like pyramidal lumps of crystal, about 3 to 4 feet in height and colored red, blue, orange or green. They are supported on four stubby, crystalline legs and have three long mineral straws protruding from their main body mass. These straws can move in the manner of tentacles, and are razor sharp on the edges. Corundar have tiny motes of light moving through their bodies, originating in their hollow center, where they maintain a pocket of mineral salt solution. They can control these motes as a means of communication (a difficult language to learn, requiring a minimum intelligence of 15). They can see with their entire bodies, making them very difficult to surprise. They can sense vibrations from the air and ground as well, making it possible for them to understand speech.

Corundar attack with their straws, whipping and slicing with them or using one of them to spray a corrosive solution of mineral salts (10-ft. long cone, 2d6 points of acid damage, save for half damage, usable once per day). Corundar are immune to acid and cold and suffer only half damage from fire and electricity.

Corundar (Pars Fortuna)
HD 4; AC 16; Atk 3 straws (1d6+1) or spray; Move 9; Save 13; CL/XP 6/400; Special: Immune to acid and cold, resistance to fire and electricity (50%), surprise on 1 on 1d10, acid spray (see above).

PC Race: +1 Con, -2 Dex; surprised on 1 on 1d10; acid spray 1/day, immunities and resistances; knack for finding secret doors

Corundar (Space Princess)
HD 4; DEF 16; FIGHT 10; SHOOT 7; MOVE S; STR 6; DEX 3; MEN 5; KNO 4; DL

PC Species: Mineral (new type, see below) / multiple arms and multiple legs (must spend 1 point of Luck to play a Corundar)

Mineral Alien: Mineral aliens are composed of rock or crystal. They have slow movement and DEF +2.

Sample Lair:


1. Empty Cavern: This cavern is untouched by the corundar, who use it as a buffer between their lair and the outside world; they have erected a crude “scarecrow” here – essentially a skeletal corpse on a slab of rock

2. Guard Post: Two corundar are always on guard here; when not otherwise occupied, they are grinding the walls with their straws

3. Low Cavern: This cavern hosts a hot spring that was insufficiently infused with minerals to serve the corundar; it is a 10-ft. deep pool of scalding water (2d6 damage per round) that sends a thick mist into area [1]

4. Guard Post: Three corundar are always on guard here

5. Workshop: Five corundar work here grinding stone into tools and other pleasing shapes and turning shed crystal into lenses for the temple

6. Temple: The corundar worship a clear crystal pyramid that represents perfection to them; small lenses are hung from the ceiling by thin chains; the temple is guarded by two corundar and the idol is attended by a priest who cast spells as a 5th level magician

7. Laboratory: The corundar high priest [7] maintains a laboratory here; the walls are carved into shelves holding various jars and beakers of mineral solutions; a vat has been carved from the stone in the center of the room – there is a 1 in 10 chance that it holds the makings of a potion

8. Guard Post: Two corundar are always on guard here

9. Forge and Foundry: This room contains a vent of super-heated, poisonous gas (the corundar are immune, of course, since they need not breath, but the gas does mar their appearance) that they use for purifying and working copper ore; there is a 30% chance that two corundar are here working

10. Mine: This cavern connects to a seam of copper that is mined by the corundar; there are usually 2d6 corundar here collecting the ore

11. Rest Chamber: Corundar need to sleep about 6 hours a day; this chamber holds 2d6 sleeping corundar

12. Mud Chamber: This chamber is filled with steaming hot mud; the corundar have created a pool for the mud and channels leading from the walls; they bathe in the mud when damaged

13. Guard Post: Two corundar guards

14. Vibro-Chamber: This space has acoustics that allow the corundar to create pleasant vibrations – in essence, a corundar concert chamber

15. Mineral Baths: There are 3d6 young here and 2d4 adults

Thursday, December 29, 2011

Hell South - Final Preview - Palace of Minos

For those not up on their lore of Hell (or Dante's Inferno, as the case may be), Minos (former King of Crete, had a bull-headed stepson) is the judge of damned souls in Hell. His brothers show up sometimes as well, but Dante just uses Minos and I went that route as well. Minos is an interesting character - son of Zeus and Europa (remember - that's the one where Zeus masqueraded as a white bull to carry her away - bulls are a running theme for Minos), marries Pasiphae, the daughter of the titan Helios and an Oceanid named Perses. This means that Minos and Pasiphae are both, in Nod reckoning, titans. That was fun to play with.

Anyhow - Minos judges damned souls and decides which ring of Hell they should spend eternity being punished on. He also guards the narrow stairs that lead from Asphodel (ring #1 in Nod's Hell cosmology) to Erebus (ring #2), so PCs adventuring in Hell will probably have to go through Minos if they ever want to escape. Presented below is a map of his palace, a mini-dungeon in the game that is based very loosely on Minos' actual palace on Crete. Enjoy!

It was meant to be maze-like without really being a maze. The un-drawn dungeons below hold a labyrinth, of course, inhabited by Asterion, the original Minotaur - a rough customer to be sure. Oh - and the cover for NOD 12, which will be published a bit later today ...


The Archangel Michael in action by Guido Reni (1575-1642).

Thursday, December 15, 2011

Now This Is the Seed of a Game ...

Map of San Fran's Chinatown in 1885. And I mean hardcore Chinatown - tongs and exiled princesses and foolish Occidentals and opium dens and weird dragon cults and foo dogs and all that good stuff. I have to do something with this ...


Oh - and Emperor Norton. Have to throw in Emperor Norton, just for fun. Maybe it could be a supplement to Action X? Or a board game - like Monopoly but with tongs and kung-fu.

Map from THE BIG MAP BLOG, the internet's premier source for BIG MAPS! When you're in the mood for a BIG MAP, think THE BIG MAP BLOG.

Thursday, October 27, 2011

Map of Hell Hex Crawl - Current Incarnation

Quick and easy post today - the Hell map in its most current incarnation. Things will be added as I write the rest of the hex crawl. The red river near the middle is Phlegethon. The little yellow squares indicate the location of something Hellish. The letters indicate the different tunnels and vaults, such as ...

[A] Hall of Surt: This tunnel is roughly 10 miles wide and 300 feet tall, with roughly rectangular walls carved throughout with the images of solemn fire giants. The air here is warm and dry, and the tunnel has no resources, including flora, fauna and water, to be spoken of. The floor is covered in massive stalactites and the ceiling in stalagmites, some of them so massive as to connect to form pillars 30 to 50 feet in diameter. This forest-like environment makes travel slower than normal (one hex every two days) and increases the chance of wandering monsters to 2 in 6 per day.



I'll have a more interesting post tomorrow - converting a famous Halloween family into something playable for Swords and Wizardry. Here's a hint - they're both creepy and kooky.

Tuesday, October 25, 2011

Handy Dandy Mini-Dungeon Chamber Generator


I'm finishing up the first chunk of my Hell hex crawl now, and that means mini-dungeons. I save most of them for last and have about four or five more to go [dude, just counted - there are 13 of them - how appropriate]. To that end, I scribbled down some ideas for generating chambers that I thought others might find useful.'

Contents
1. Empty
2. Trap
3. Monster
4. Monster with treasure
5. Trap with treasure
6. Monster, trap and treasure

Since this is for mini-dungeons, I want fewer empty rooms so I get more bang for the buck. If you're only dealing with six or seven rooms, making three or four of the empty doesn't work for me.

Shape
1-3. Square or rectangular
4. Circle
5. Other shape (pentagon, hexagon, octagon)
6. Cross or L-shape

Levels
1-4. One level (i.e. normal, flat room)
5-6. Multi-level - levels connected by
        1. Ramps
        2. Stairs
        3. Balconies (i.e. no connection)
        4. Beams (i.e. no connection)
        5. Pit (i.e. no connection)
        6. Ropes or chains
        7. Magic (levitation discs, air currents, teleporters)
        8. Roll twice, maybe adding a third level to the room

Monster Is ...
1. Alone (CR = party level +3)
2. Duo (CR = party level +2)
3. Trio (CR = party level +1)
4-5. Mob (CR = party level)
6. Monster and mob (CR for monster = party level, CR for mob = party level -1)

Exits
1. No additional exit - dead end
2-3. One exit
4-5. Two exits
6. Three exits

Special Room
1. Fire / ash / smoke / torches / fire pits / burning walls / obsidian / red
2. Water / sludge / fountains / pools / well / reservoir / damp / rain / geysers / blue
3. Ice / freezing / snow / cold winds / white
4. Gas / sleeping / poison / acidic / fog / clouds / yellow / green
5. Light / multi-colored / bright / dark / twilight / candles / lamps / witch lights
6. Crystal / reflections / mirrors / glass / gem encrusted / facets / vibrations
7. Bone / blood / flesh / mold / rot / unholy / quivering / breathing / secretions / heaving
8. Noise / screaming / breathing / moaning / sighing / music / song / chanting
9-20. Nothing special

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Image by Joseph Gandy

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Addendum - Just got this from Lulu.com. My shop link is up in the corner. You know what to do, if you have a mind to.



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