One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die.” -Hunter S. Thompson


Showing posts with label Maps. Show all posts
Showing posts with label Maps. Show all posts

Monday, April 22, 2019

Bucking Tradition: The Forbidden Wilderlands Square Crawl

When I first conceived of doing the Forbidden Wilderlands I had planned it as a hex crawl that I would adapt from the Wilderlands of High Fantasy Elphand Lands hex map. I wanted to have a blank map the players could fill in as they discovered stuff but I couldn't find a blank hex map of the size and style I wanted. Then I saw the Mutant Year Zero RPG and how they present a map with squares instead of hexes. I was a little concerned about what a square crawl would mean in terms of how a traditional hex crawl works, but to be honest it works perfectly fine. Moving diagonally is allowed and costs no extra movement (though technically it should, I didn't think that level of detail mattered). Each square is 5 miles square. The best thing is that the sheets of paper I made my map with are big enough the players can write all sorts of notes on the map directly so eventually we will have a pretty cool artifact of the campaign!

This is the map in all its glory!

This is the starting area of the campaign 

Just a random shot of the map.

Player Notes

More player notes

Friday, November 21, 2014

Tharzad-Dul: Map of Level 2

The Garden Level
I finally got around to scribbling this map out for the second level of my mega dungeon. I'm super excited to stock this sucker. Just a few notes. First I decided to go with a new room numbering scheme. Rooms are denoted with a X.Y format. So for example 2.1 means: level 2, room 1. Also I first refered to this level as the Farm Level. I changed it because I thought garden sounded better.

Monday, March 24, 2014

The Overland Hex Map: The City State of Kossuth

Heres the hex map showing the environs of the City Sate of Kossuth. This also happens to show the areas located outside of Tharzad-Dul my mega-dungeon project. Each hex is 5 miles. The red triangles are small villages, the star in the circle is the City State, and the solid red dot is Tharzad-Dul. Negrathia, Hykiria, and Bryndor are neighbouring kingdoms.
The Environs of the City State of Kossuth

Wednesday, March 19, 2014

Tharzad-Dul Design Thoughts

Tharzad-Dul: The Mountain Door Level 1
Heres a slightly fixed up version of the level 1 map I posted previously. I added in the stairs down to the lower levels. I also hatched in a section that I missed when I first inked the map. I should have the map key posted up in instalments through the week. I might come back to this map again but for now it does the job.

My experience working on this project has been a very different process from how I normally work.I'm an obsessive compulsive planner. Everything needs to go according to plan. I've been trying to break free from those shackles and let the dice fall where they may, both in gaming and in life.

Typically I start off with the a basic concept of what the dungeon level was originally intended for. In this case I knew that this level was first built by the dwarves as a fortress to defend the rest of the city from invasion and act as a check point for those entering and leaving the city.

Normally when I draw my maps I do them on graph paper. This time however I started off with the idea to just create room nodes connected by lines. I took a regular blank sheet of white paper and just drew a bunch of squares and circles and then connected them with lines. This didn’t sit with me very well. I wanted a sense of scale and more traditional feel. I will say the process did help to give me an idea of what the level was all about before I did too much work drawing.

I got another sheet of paper and used a sheet of graph paper underneath to use as a guide for drawing rough rooms and halls. Once I was satisfied with I inked the rooms with a big sharpie, and the halls and hatching with super thin black and brown markers and finally numbered the rooms.

Even when writing up my key stocking the dungeon has been a very random and organic process. Normally I like to have planned static encounters that need to be worked through. This time I just used the random tables from the 3.5 Dungeon Masters Guide to help stock the monsters, traps, and room contents. I made a few adjustments here and there, but otherwise I just tried to brainstorm up reasons to explain some of the weird combinations of room contents and creatures that came up.


It's been a fun and liberating experience. I'm not sure why I've never done it before now but I'm glad I did.