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The Dark Caverns of Turr

A warren of small chambers, passages, and natural caves, the Dark Caverns of Turr were once a set of dwarven mines of the famously unstable Darkshoe clan. But then one day the Darkshoe dwarves picked up and left, locking most of the doors behind them. In the years since, creatures have crawled up from the darker caves below and others have moved in from the surface, and the caverns now contain a veritable Gygaxian collection of creatures that try to live together.

The Dark Caverns of TurrThe Dark Caverns of Turr

There are three entrances into the warrens.

  • The “front door” over to the far right of the map that leads into the original Darkshoe clan hall.
  • The “back door” over to the left that leads into the deeper caves.
  • The “stone stairs” very near the back door that lead down into the “glittering gallery” that come down from a secret cleft in the back of a small cave overhead.

This map is actually one I drew back in 2010 when running either my Labyrinth Lord or B/X D&D campaign that year. This photo doesn’t do it justice, but it is drawn in VERY light pencil on thin typewriter paper, and was nearly impossible to scan and keep the details looking at all good. But now that I’ve figured out how to get these old maps scanned, I’ll see if I can get the last of the old “Lost Maps” finally scanned and on the blog.

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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More Caves! More Chaos!

Last post I put up six of the various caves of the legendary Caves of Chaos, a cavern-infested box canyon overrun by vile humanoids northeast of the Keep on the Borderlands. But Five is the true number of chaos (ignore the fools who claim it is 8), so here are five more caves of chaos, including the dread Shrine of Evil Chaos!

Bugbears and the Shunned Cave (Caves G & H)Bugbears and the Shunned Cave (Caves G & H)

The residents of these caves are significantly stronger individually than those of the earlier caves in the set. This set includes the lair of the foul bugbears who are fortunately few in number, as well as the wet “shunned cave” which is home to an owlbear and a foul ooze.

Minotaur's Labyrinth (Cave I)Minotaur’s Labyrinth (Cave I)

As if to drive the point home that the end of the box canyon is dangerous, it also includes the labyrinth of a mighty minotaur – enchanted of course so that the intersections are always in the wrong directions and it becomes ridiculously easy to become lost and confused.

Gnoll Lair (Cave J)Gnoll Lair (Cave J)

South of the final Shrine of Evil Chaos (and connected via secret passage) is the lair of a small number of the fierce hyena-warriors that some call beastmen and others call gnolls.

Shrine of Evil Chaos (Cave K)Shrine of Evil Chaos (Cave K)

And finally, the Shrine of Evil Chaos itself – the centrepiece of this collection of caves, ominously looking down over the box canyon from the back. This extensive set of caves has been finished and cut and most of it bears little resemblance to the natural caves that were once here. This is the home of the evil that is bringing the many humanoids of the caves together in one place and keeping them from each others’ throats.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Return to the Circle of Doom!

Release-The-Kraken

When I put the maps up for voting in May for the “Release the Kraken” project, I included an old favourite of mine, the Circle of Doom. But as I was getting it ready to post today, I gave it a good hard look and just didn’t feel comfortable releasing it. I drew the Circle of Doom in 2010 (maybe even late 2009) for a Labyrinth Lord campaign I was running at the time. I drew it in pencil.

Pencil doesn’t scan well. It comes out very light or very jaggy if I enhance the contrast enough to make it dark. Also, I’ve gotten a bit better at the craft since 2009.

So I redrew it.

The 2018 Circle of DoomThe 2018 Circle of Doom

I’ve USED it three times now in my games, but always stocking it “on the fly” using random stocking from the various rules we were playing with at the time. The dungeon “level” itself is centred around a massive shaft some 70 feet across spanned by four bridges on four different levels. I’ve run it as a rapid delve through four dungeon levels using level-appropriate encounters at each level (appropriate to the dungeon level, not the character level). In other words, it quickly goes from a team of halflings at the beginning to 8 hungry trolls guarding the exit.

However, since the voting was for the original Circle of Doom to be released instead of a full redraw, I also did a bit of cleaning up on the original and am re-releasing it also under the free personal and commercial use license.

The Original Circle of DoomThe Original Circle of Doom

So enjoy, and please – give your players the shaft!

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Maze of the Storm Witch

Maze of the Storm WitchMaze of the Storm Witch

Cut into the foggy clefts of the Steaming Mountains, the Maze of the Storm Witch must be navigated (or the whole mountain climbed over) in order to reach the Pale Divide. Unnatural mists fill these passages, obscuring the already confusing twists and turns.

The maze is also specifically designed to prevent the most common method of exploring such a space – if an adventurer uses the “left hand rule” (or even the “right hand rule”) they will not find the way through, but will instead eventually find themselves back at the entrance instead.

That is, if the storm witch’s blindsighted grimlocks don’t get you first.


This map was specifically drawn to show how a 3D structure can easily break the “left hand rule” for navigating a maze. It was also originally called the Labyrinth of the Storm Witch, but regardless of every dictionary disagreeing with them, there are those who feel it is important to point out that labyrinths are ONLY unicursal in design.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Christmas Kraken 1 – Perrol on the Mount

With all the weirdness and rushing around this month between Patreon and Christmas, I didn’t put up the usual poll to decide on what old maps would be re-released under the Release the Kraken process this month.

So instead I’m releasing one every day (except the days I normally release maps) for this week (Monday, Wednesday, Thursday and Saturday). These have all been drawn from amongst the oldest maps on the blog – chosen both for style and for those that I am able to clean up into usable releases.

Perrol on the MountPerrol on the Mount

Perrol on the Mount was a small walled city in one of my Labyrinth Lord campaigns right after the Advanced Edition Companion was released (2009-2010?). The original fortress is on the Eastern side of the mount, and the walls have expanded to include a large number of homes and shops that have built up here over the years.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Hebdo du 4 Décembre 2017

Z39 ne savait plus où donner de la tête. La semaine avait été difficile sur lap asserelle avec un flot de messages en continu entre les requêtes des ambassades diverses àadressées au GRoG depuis les quatre coins de la galaxie, les mises au point pour l’affinage des informations sur les précieux incunables répertoriés dans la Grande Bibliothèque, les dossiers consacrés aux nouveaux entrants dans la Base du GRoG, les informations transmises par les RH sur les nombreux intervenants rolistiques….
Z39 ne savait donc plus où donner de la tête. Il n’y avait qu’un seul point noir à l’horizon des événements. La disparition du Pacha, parti subrepticement, sans laisser de consignes et en “oubliant” son com pour ne pas être dérangé… Et sur qui retombait alors la responsabilité de lapasserelle ? Toujours sur lui, Z39 ! Au moins, pensa-t-il, ce serait une bonne raison pour demander une augmentatin lors des prochains entretiens de fin d’année.
Et cette pensée le réconfortait un peu tandis qu’il signait les papiers d’enreistrements de fiches pour Into the Odd, Harn, RuneQuest, Mythras, Sherwood, Labyrinth Lord, Mutant Chronicles, D20 system et les nouveaux D(Start et Destin des Nornes.
 
(1268 jeux, 12807 ouvrages, 28 systèmes, 15637 critiques, 498 jeux amateurs, 1140 éditeurs, 2254 bios, 5035 utilisateurs)

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Livre du Joueur

Scriptorium (Le)Labyrinth Lord. Prêts pour aller affronter le Seigneur du Labyrinthe dans la langue de Guiserix ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Livre du Joueur (Labyrinth Lord)

Le Livre du Joueur est le premier volume des Règles Avancées de Portes, Monstres & Trésors. Il reprend du contenu OGL de Labyrinth Lord, de son supplément Advanced Edition Companion et d’OSRIC, avec des règles optionnelles, une classe supplémentaire (le barbare) et des options supplémentaires pour les classes et la gestion des combats. Le Livre du Joueur contient les règles pour la création de personnages, la magie, l’aventure et les combats. Il est disponible en version physique payante ougratuitement en version électronique. Il s’ouvre sur le titre, les crédits, un avant-propos et le sommaire (9 pages dont deux illustrations pleines pages de Gustave Doré et JohnTenniel (son fameux Jabberwocky).

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Tower of the Blind Seer

Along the surface run of the Darkling River (where some still call it the Sunset River) a blind seer is known to live and occasionally listen to guests and give them advice, inklings from the future, and occasionally send them into extreme peril.

Tower of the Blind SeerTower of the Blind Seer

The blind seer is an ancient medusa who wears a blindfold of fine decorated silk to hide the horrible injury to her face that has taken her eyes. Now she sees through the eyes of her snakes, and through her magical powers that often fail to keep her visions in the present. She is helped around her small tower by a pair of identical twin fair elves who keep their heads bowed and move with unearthly silence through the area.

And some say there is another medusa, who still has her eyes, who trains with the seer and lives either in the unlit grotto basement of the tower where she sees nothing, or on the rooftop where she stares at the sun all day.

Seriously, 50% of the time when I sit down to draw a map and don’t know what I’m going to draw, my pens yell “TOWER!!!” at me, and next thing we know, there’s another tower map to go on the blog.

At this point, I think I have enough towers to run a campaign of JUST tower-crawling.

The blind seer (and her tower) appeared in a Labyrinth Lord campaign I ran in 2010. I’m glad to bring her back.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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Cycles d’Aïag

Les Cycles d’Aïag est un jeu de rôle de fantasy steampunk développé par Guillaume Herlin et Tony Godin (déjà auteurs de Labyrinth). L’humanité y est divisée entre 3 grands peuples : L’Empire de Poussière hyperdéveloppé et protecteur, le Royaume des Cendres propices aux individus voulant faire montre de leur valeur et les Maîtres des Sables nomades aux traditions séculaires.
L’univers se développera au sein de 5 tomes, chacun permettant de l’approcher sous un angle ou une région différente en plus de développer une campagne.
La campagne vise un objectif de 4500€ et court jusqu’au 02 novembre. Elle propose avant tout le lancement de la gamme et le financement du tome 1, La Vallée Irisée. Chaque palier débloqué par la suite devra permettre l’impression d’un des 4 tomes restants.

  • 6 € : pdf du Cycle d’Aïag tome 1 ;
  • 10 € : version imprimée du Cyle d’Aïag tome 1 ;
  • 14 € : pdf et version imprimée du Cycle d’Aïag tome 1 ;
  • 25 € : L’intégrale des 5 tomes des Cycles d’Aïag en pdf ;
  • 30 € : L’intégrale des 5 tomes des Cylces d’Aïag en pdf + version imprimée du tome 1.

La page de la campagne de souscription.

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)

We’ll Take the Baby to the Goblin City!

What kind of magic spell to use?

Between here and the goblin city is a great underground maze. Well, maybe that’s a bit of an exaggeration. But there’s a maze. And it is underground. And while most people entering it will be looking to get out the other end as soon as possible, there are chambers within the maze with their own hidden tricks, symbols, and messages.

The Goblin's MazeThe Goblin’s Maze

And of course… the goblins. Not regular goblins, of course not. That would be convenient. Instead we are dealing once again with the infamous shroom-goblins. For those unfamiliar with these strange fungal humanoids, we have a lovely table explaining what’s special about them:

Shroom Goblin Species & Powers (roll 1d12)

  1. Violet Goblin – has scary-looking antlers.
  2. White Goblin – typical goblin but very, very pale.
  3. Lumpy Goblin – goblin is misshapen with massive nose, ears or other body parts.
  4. Explosive Goblin – this goblin explodes in a pressurized blast of harmless spores when slain. Frightening but harmless.
  5. Shrieking Goblin – screams very loudly when alarmed. Attracts other goblins to the scene of the action.
  6. Ascomoid Goblin – tucks himself into his heavy armour (+2 AC) and rolls down the caves, charging into his opponents at double normal speed. However, he must make a save versus paralysis after charging an opponent or spend the next round stunned.
  7. Basidirond Goblin – when killed, this goblin erupts into a 15′ radius cloud of spores that last for 1 round and cause confusion (DC 10 Con save to resist) for 1d6+1 rounds for anyone who contacts or breathes them during that round.
  8. Contagious Goblin – anyone wounded by this goblin must make a DC 10 Con save or become infected with a horrible fungal infection that deals 1d30 damage per day that cannot be healed until the infection is removed (via restoration). If the disease kills the victim, 1d4 shroom-goblins erupt from the corpse.
  9. Spotted Goblin – massive warts cover the goblin. Anyone touching the goblin (such as attacking with natural weapons) must make a DC 8 Con save or grow similar nasty warts.
  10. Cubic Goblin – roll 1d6 twice on this table.
  11. Absurd Goblin – roll 1d8 twice on this table.
  12. The Nuclear Option – treat as a cubic goblin, but explodes as contagious, spotted basidirond goblin.

I have some pretty strong opinions about mazes and labyrinths in RPGs. (Hint: it involves not using a map – navigating a labyrinth is a mix of luck and skill, not cartography. Make appropriate skill checks, play it “theatre of the mind”, and include a few random locations to run into).

HOWEVER, Since I drew one as an illustration before GenCon, I’ve had the bloody things running through my head lately, so I tried to exorcise it here.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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The Heart of Darkling – Map 1A

There is a river that dips underground through a low-ceilinged cave before descending fairly gently under the grey hills to depths unknown. However, all it takes is a magic spell to lower the water level at the cave entrance to make this easily navigable by boat, as the river cave has a fairly high ceiling after the entrance… and at least one local merchant has been acquiring goods from someone along the underground river in this manner.

Heart of Darkling 1AHeart of Darkling 1A

The very first structures along the river are attached to a small tower on the hills above and were once used by bandits but have been abandoned in recent years. The connection between the bandit dungeons and the demon’s bridge further down has been locked, barred, and sealed by the residents of the southern portion.

A few hundred feet from the river entrance is a stone bridge that spans the water with a good 12 feet of clearance between the bottom of the span and the river itself. This is “the Demon’s Bridge” and is generally occupied by a few kobold scouts working for the bitter cold demon that is their lord. This is where trades are generally made for ice-iron weapons and arrowheads – the kobolds and their liege will not harass (except verbally) those who pass below along or against the river’s flow. From the demon’s bridge there is a long hall that eventually leads to hand-smoothed natural steps leading down to further kobold lairs.

On the right side of the river (the left side of the map, as the river flows from the top of the page to the bottom) are a number of smaller dungeons, crypts and other constructions, some linked to the demon’s bridge, others fully independent. The crypts were used by an order of druids who only preserved their highest of archdruids here, awaiting the day that the natural cycle is broken and they all awaken as one to set things right again. The other structures have seen a variety of uses by merchants, bandits, kobolds and others over the years.

Heart of Darkling 1A (flat)Heart of Darkling 1A (flat)

Heart of Darkling started as an attempt to redraw / recreate a map from a Labyrinth Lord adventure I ran in 2009. “The Great Underground” was drawn in pencil and the original disappeared in a move – and I wanted to make a version that is a little more navigable from a DM perspective.  So I simplified it, fiddled with it, and then fell in love with it.

Now the urge is to built it into a series of maps along the underground river, a sort of “Heart of Darkness” vibe set in the underdark. Since I’m already working on one multi-month megadungeon project right now, I figured I’ll aim to make this one smaller and also distinguish it by releasing all the components under the free commercial license as I draw it.

While the original map was drawn at an angle, I know that this can be a pain in the ass for those trying to use the map with a VTT, so I’ve also included a version where the grid is set to cardinal directions instead of at an angle.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
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The Crowspine Labyrinth

Cut into the cliffs under and around Cliffstable on Kerstal are a number of old dig sites where miners extracted emeralds for several years from twisting and confusing mines. When the mines were played out some sections were converted into crypts, others into storage areas… and the Crowspine Mine was “upgraded” into the Crowspine Labyrinth by a clan of homesick dwarves who have not been seen in generations. No one even remembers the dwarves finishing the job or leaving the town; they just seem to have fallen off the historical record completely.

The Crowspine Labyrinth is one of the now fabled portions of the Cliffstable Undercity, linking together the crypts under the north side of town with the mines converted into storage underneath Tower Hill.

Crowspine LabyrinthCrowspine Labyrinth

Normally when I draw an isometric map I include some hinting of the walls to show which way is up and which is down. Because the Crowspine Labyrinth is so convoluted, I didn’t have the room for them without making the whole thing even less readable.

The downside of not having the walls is that I initially scanned this map (and released it to my patrons) upside down. And it still seemed to make SOME sense, except areas that should be over other areas were drawn under them, and so on. It took me 20 minutes to figure out that I didn’t make layer errors, but just had the whole map upside down.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Hebdo du 1 mai 2017

Les exaltés solaires du Cercle Parfait de la Liberté Retrouvée étaient en ébullition. Création allait changer, secouée jusqu’à ses derniers tréfonds. Mêmes les étendues soumises au Chaos ne seraient pas épargnées. Ces terres qui élevaient l’impermanence au rang d’un art allaient être aussi fondamentalement modifiées, en dépit des paradoxes que cela représentait.
Les méta-règles, celles qui fixaient les règles sur Création étaient toutes en train d’évoluer, et nul ne savait ce qui allait en sortir. Les exaltés, détenteurs de pouvoirs quasi-divins, n’étaient pas plus que le commun des mortels informés de la suite des événements et pouvaient craindre que mêmes leurs plus puissants charmes et sortilèges deviennent obsolètes. Ils se sentaient impuissants, ce qui était pour eux un sentiment nouveau et fort peu agréable.
Tu es sur que tu ne dramatise pas un peu ?
Non, mais je te jure ! Tu ne comprend pas que toutes mes combos favorites risquent d’être effacées ?
Tu exagère, ce n’est qu’un nouveau livre de règles.
Ce n’est pas une simple réédition, c’est une troisième édition. Qu’est ce que je fais de mon personnage si ses meilleurs charmes sont effacés ou deviennent ridiculement sous-puissant ? Depuis le temps qu’on les joue, ils sont montés bien haut et avec des caractéristiques et des compétences optimisées pour leurs pouvoirs. Seront-ils aussi optimisés ?
Bah, pas grave, si ça peut calmer un peu ton grosbill !
Ainsi discutaient-ils en ouvrant leur nouvel ouvrage : la troisième édition de Exalted. Mais ce n’était pas la seule nouveauté de la semaine : No Thank You, Evil !, Mummy : The Curse, Conan 2d20, Into the Odd, Labyrinth Lord et Zweihänder avaient également eu de nouvelles fiches…
 
(1232 jeux, 12432 ouvrages, 27 systèmes, 15500 critiques, 488 jeux amateurs, 1107 éditeurs, 2217 bios, 4902 utilisateurs)

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Quintessence (Labyrinth Lord)

Ce document est une version raccourcie de Portes, Monstres et Trésors, destinée à présenter son système et ses principes, proposant les éléments nécessaires pour interpréter des personnages débutants et les faire évoluer sur quelques aventures. Techniquement, les règles permettent de jouer, sur quatre niveaux d’expérience, trois types de personnages : guerriers, magiciens et clercs, forcément humains.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Quintessence

Scriptorium (Le)Labyrinth Lord. Quand on prend un vieux truc et qu’on le distille, le goût peut toujours surprendre !

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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My Private Jakalla Map 1I

As the month draws to a close, once again we venture deep under the city streets of a yet unnamed city of Tekumel. The goal of this project (started last year) is to produce a large set of maps that interconnect to produce something akin to, but very much different in style from, the original Jakallan Underworld map that M.A.R. Barker used in his Empire of the Petal Throne games.

This is the ninth map in the set, this tag link will bring you to the full list of maps in the set.

My Private Jakalla - Map 1IMy Private Jakalla – Map 1I

This particular section of the undercity is broken up into two distinct areas. On the left we have the understructures of a major pyramidal temple in the city above and on the right we have a continuation of the sewers and understructures from map 1H. In most cases this map wouldn’t be one that would be explored so much as either used as an access point into the undercity for characters who have connections with the temple, or as an area traveled through when following the sewer lines from one part of the undercity to another.

My Private Jakalla OverviewMy Private Jakalla Overview

The temple probably keeps the access point between the sewer access tunnels and the undertemple both locked and under guard (especially with the clanhouse undertaking excavations in map 1H which might result in them at some point finding their way into or beneath the temple structures).

My Private Jakalla - Map 1I (no grid)My Private Jakalla – Map 1I (no grid)

This portion of the map was inspired by some of the understructures in the classic M.A.R. Barker Jakallan underworld where he has a set of concentric square like these connected to a labyrinth (much of the original Jakallan underworld is very labyrinthine). First I sketched out what I wanted the base structure to be like if it were in the original map with line-thickness walls – which ended up looking like the photo below – before moving on to my usual style of more ornate walls and structures in attempt to feel more like a temple.

Undertemple original conceptUndertemple original concept

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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The latest edition of Swords & Wizardry

Most people who know my game preferences know that I’m a B/X D&D man and thus my retroclone of choice is Labyrinth Lord as it holds closest to that rules set and includes the least house rules…

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But last year there was a Kickstarter for a new edition of Swords & Wizardry from Frog God Games – with an amazing set of people working on the revision headed up by ConTessa’s Stacy Dellorfano.

Already owning one edition of S&W Complete, and with it not being my preferred Old School rules set, I was kind of on the fence about it.

Then the shit started within the OSR “community”. I saw the kickstarter get called out for a whole pile of bullshit to the extreme of it somehow being some sort of slap in the face of the OSR and/or old school gamers.

So I backed it.

And it is lovely.

I originally hesitated when I saw the layout of the pages in the KS – there’s a lot of “border art” on the pages and I worried it would be overwhelming and/or just too reminiscent of the bad layout & design of many books during the d20 bubble. But in print the border elements are light enough and tight to the page border, making them an accent to instead of overwhelming the text.

(also not pictured here is something I always pick up for RPGs that I grabbed for this one too, a S&W DM Screen)

So – huge kudos to Bill Webb & Matt Finch & Frog God Games, and to Stacy Dellorfano and company. I may run a S&W game yet, and I’ll be glad to pull this out the next time I play in a S&W game.

(Source: Dyson’s Dodecahedron)
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Hegruth’s Labyrinth

In the valley of the eight spires there was once a massive sandstone labyrinth that separated the various structures here and was part of what made it such a holy site. But in the wars that followed the sundering of the faith, one group of heretics gleefully destroyed as much of the labyrinth as they could – both the natural portions and those worked by centuries of divinely inspired stonemasons.

All that is left of the labyrinth are the piles of rubble slowly disappearing into the desert valley and a few traces of it around the last of the eight spires at one end of the valley and at the entrance to Hegruth’s Shrine at the other.

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The shrine itself was looted in the fighting and then lost. Rediscovered a century later it was looted once more, then the last artifacts of the cult of Hegruth were returned here and sealed away as the cult faded away without a charismatic leader to guide it with visions of the old saint.

Deadly “violet ague” spores were left scattered among the artifacts to deter (and kill) looters. But someone didn’t quite cork the decanter of endless water quite right, and the violet ague spores found a place to live and grow… combined with something living within the root of the saint’s toenail encased in the same area, the violet ague has survived and mutated and has picked up some sort of malevolent sentience. And it wants out of this tomb but also needs a way to survive the trip through the desert ahead if it does escape.

So it needs a carrier, if you will. Someone it can hollow out and carry itself within to escape. Unfortunately it keeps growing, and a single wandering camel or adventurer won’t be enough to get the whole thing out anymore…

And of course, one of Hegruth’s artifacts is needed now (likely the holy symbol dagger that incorporates both of his shin bones as well as one of his teeth in the pommel), and sages have found Hegruth’s labyrinth on an old map of the region…

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The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
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Mapvember 11 through 20

Still I succumb to the peer pressure and am producing a mad flood of Mapvember  maps (although I’m two days behind now)

I’ve been posting my Mapvember maps to my social media feeds (Google+, Facebook and Twitter) as I get them done, but before I scan them. My goal at the end of the month is to go back into the collection, add details, clean them up a bit, scan them, and then post them to the blog as finished works.

Some of the photos suck, some of the maps are weaker than others (having to do one a day means some get significantly less time dedicated to them than I would like), and one is a full-on joke.

But here are the second third of the Mapvember set to date:

Mapvember 11 – Gold Mine

(Old school Dyson, with top and side view)

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Mapvember 12 – Cave In

(This one links into the My Private Jakalla Project too!)

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Mapvember 13 – Burrow

(It’s the burrow of a gargantuan burrow owl.  Anyway, 10:30, the other night, I go out in my yard, and there’s the Wurster monk, building a church. I say “What are you building a church for?” He says “I’m building it for my gargantuan burrow owl.” I say “Leaping Lolth on a pogo stick! Everybody knows that a gargantuan burrow owl lives in a hole in the ground! Why the hell do you think they call it a ‘gargantuan burrow owl’ anyway?!?” – Dead Milkmen appropriation by Erickson Adam)

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Mapvember 14 – Ruined

(It’s a redraw of Hejmarko’s Arch city that I drew last year… now in ruins)

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Mapvember 15 – Portal

(I started drawing a magic summoning circle… then just converted it into a building, and drew a portal inside it.)

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Mapvember 16 – Trapped

(“Trapped in the tomb of the 14 Imperial Princesses”)

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Mapvember 17 – Checkpoint

(It’s a dual-purpose Tucker’s Kobolds or Thieve’s Guild Training Run map)

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Mapvember 18 – Labyrinth

(I might add shading behind the map in post-production)

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Mapvember 19 – Engine

(One engine pod remains of a space craft that was destroyed on re-entry)

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Mapvember 20 – Slime

(This small dungeon has a serious slime problem, and it is trying to escape!)

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Ten maps to go!

(Source: Dyson’s Dodecahedron)
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