Vector demonweb

demonwebFor various important reasons (ok, not really, I just wanted a skin for my new phone) I needed a crisp version of the map in the Queen of the Demonweb Pits, but all I could find were various beaten up, not great resolution scans. So, I built a quick vector based version.

This should scale to any size you like. There wasn’t much in the way of quality control when I made it, so it very likely has errors. Let me know if you find any. I also don’t own the correct weight of Franklin Gothic to exactly replicate the labels of the original. Let me know if you use these files to make something else.

Seed: Goth Gulgamel

Goth Gulgamel IsometricSince the Bundle of Holding is offering a great deal for the Ptolus setting for the next few days, this seems like a good time to post something I’ve been working on, but am not going to do much more with: a revision/hack of one of the dungeons within that setting.

For reasons explained in more detail in the documents below, I was a bit unsatisfied with this location. I was also intrigued by Justin Alexander’s article on “Jaquaying the Dungeon”, a method of using design ideas from the dungeons designed by Jennell Jaquays to make dungeons more interesting. I was also keen on messing with isometric maps in Adobe Illustrator.

As with all DivNull Seeds, this is work isn’t entirely finished, but is in a decent enough state to be used. Feel free to pick up where I left off, but please share the results with everyone. With most seeds, I’ve posted things I’ve learned along the way, but this one, I kept a log of progress on the Cartographer’s Guild which contains most of the stuff I want to remember. That forum thread also lists the goals of this project.

I targeted legal-sized paper for most of these maps, as it is the largest paper most home printers in the US can easily use. I also tried to set up the battlemaps to use as little paper as possible, with locations rendered separately. In play, I would tend to only put the parts of the map the characters could see on the table at any given time.

I also decided to try to make a couple of poster sized maps (the large centerpiece location, for example, is a 24″×36″ poster), and used on-line print services (Vivyx printing in this case) to make hard copies. This worked pretty well, though uploading could be a challenge (had to resort to downsampled PNG files in one case).

The upshot of these last two points is that you might need to experiment to print these things.
The files for this are pretty large, so please download and read the first one before deciding if you want to download the rest. It is a guide that tells you about the location and what I’ve done with the place. If you’d like the Adobe Illustrator and InDesign sources for these documents, drop me a line here and I can get them to you.

Thanks to Monte Cook for allowing me to make use of his intellectual property, yet again.

Murky Dealings

Dealings mapI am entering Murky Dealings into the One Page Dungeon Contest 2014, even though it turned out a lot different than I had original intended it. As with my prior entries, I’ve left specific details deliberately vague. When I actually use a published dungeon (one page or otherwise), I usually only make use of the skeleton anyway, and replace the rest with campaign-specific stuff. I assume everyone else does the same thing, so just try to provide a feel to a place and let the reader fill in the blanks with stuff specific to their own game. (In the past, this approach has irritated some judges, but so be it.)

I also think this is more in keeping with the system neutrality which supposedly governs the contest, making it easier to, for example, use the map in a sci-fi game. Settings which don’t allow flying will make this dungeon significantly more difficult (would work well as a final challenge for a modern tomb raiding type game, for example). Another variation is to play with just how dark is “dark”. If you ran it in the Ptolus setting’s Utterdark, for example, everyone would basically be totally blind between the rooms. Even if it is normal darkness, the “see in the dark” magic of most fantasy systems will (intentionally) only be able to see one or two rooms nearest to the one you are in, sometimes none.

I continue to use vector software for maps, though this one also made use of a 3d modelling system to get the shapes right. This dungeon is significantly shorter than what I’ve done in the past, and better suited to a single night’s play. Like my 2012 entry, this is also another attempt to build a dungeon that is not a directional graph.

First Age mosaic map released

In the game of Exalted, there was a long past First Age, when everything was awesome (except for the growing psychosis of the demigod rulers of the place) and Creation was much larger. No maps had been produced of this time, but DivNull has released one to Lore 5, created as if it were a tile mosiac that might be found in a tomb or ruined palace.

This was a raster project done in Photoshop, with much of the heavy lifting done by a demo of Xenofex. This could be improved in a number of ways, particularly by adding a bit more depth.

Rathess map released

Rathess is an abandoned city in the game of Exalted, formerly the most important city in Creation. A small, not very helpful map exists in the books, but a bigger one was needed. DivNull’s version has been released to Lore 5, a site that collects content for Exalted.

This is another vector map made in Illustrator, using a lot of its texture and transparency capabilities. The map used a technique to overlap pattern fills with different periods, to prevent the repetitive “pattern” look. It sort of worked, but not entirely.

Chiaroscuro map released

Chiaroscuro is a large city in the world of Exalted, marked by the ruins of ancient glass buildings, shattered by a great battle. No map exists in canon of this city, so DivNull has produced one. It can be found posted to Lore 5, a site that collects content for Exalted.

This marks DivNull’s first publicly released map since the Sixth World. The map is vector based, produced with Adobe Illustrator. Not the best work, frankly, particularly the colors, but served its purpose.