Tuesday, December 30, 2014

Micro Map Monday 12-30-2014

For yesterday's #micromapmonday with the theme of #holiday :

At the edge of the great ravine, the Sunwatchers built a temple so that they could watch the rise of the sun. On the walls of the circle, they placed stone obelisks fashioned with vertical slots, arranged so that the rising sun, at the beginning of each season, shone through the gaps. The sunlight would be focused by lenses set into the slots onto the central altar. The resultant heat would ignite the festival fires.

Runners, selected by their villages by competition or election for this was a high honor, would light torches from the holy fire and run tirelessly through the woods to central squares and grand keeps alike, to ignite their bonfires and fireplaces. So, the priests declared, began the four seasons of the land.

Micro Map Monday 12-22-2014

For today's #micromapmonday  theme of #hidden -

Behind a wall of foliage, entered only by a tunnel whose entryway is concealed from view, lies the Gardens of the Summer Fae, where flowers eternally bloom, butterflies and bees flit from blossom to blossom and magical sun warms all who tread the golden paths.

Monday, December 15, 2014

Micromap Monday - 12/15/14

For #micromapmonday theme of #horde -

There came a time when the denizens of the woods banded together to erect defenses against the hives of orcs, tribes of goblins and presses of kobolds who made forays into the gentler lands. A berm was raised by earth mages. On top a thicket of thorny ironvine twisted into an impenetrable wall, the spikes laced with fairy dust and spider venom. Towering overhead, huge trees raised towers into the air so rangers could rain arrows down over the barrier.

Sunday, December 7, 2014

Over at Creating Games

Heleen, supporting Packt Publishing, is running a contest over at her blog - Creating Games - where you can win a copy of a Unity development book.

Monday, December 1, 2014

Into the Woods #7

For 12-1-2014's #micromapmonday theme: #stealth - In the eastern woods, the paths run between narrow tree-topped ridges. Cunning Kobolds have hollowed the interior of one ridge, their spell casters concealing hidden sally ports with illusion and regrown vegetation. Unwary travelers are at a loss when their path fills, front and back, with a small horde of thieving foes.

Into the Woods #6

For 11-24-2014's #micromapmonday Concealed from the few who traverse the hunting paths and game trails of the deep woods, the Sylvan Elves conceal their great libraries in the thick trees above prying eyes. #books  

Into the Woods #5

For 11-17-2014's #micromapmonday Into the Woods of the far north where ogres and trolls throw sacrifices into the bone-walled pit for their sky #dragon god who watches from the cliffs above.

Into the Woods #4

For 11-10-2014's #micromapmonday , theme #shadows - When the Holy Light destroyed the Necromancer at the Obelisk, his fleeing soul left a permanent black shadowy scar across the forest floor.

Wednesday, November 5, 2014

Into the Woods #3

For 11-3-2014's #micromapmonday , the ruins of a hunting lodge, whose construction woke the dormant circle underneath, now the playground of dark fae. The fate of the hunters within? Best left unsaid.

Into the Woods #2

Joining (sort of) the #mountainmadness theme for #micromapmonday   and continuing last week's theme, we continue moving "Into the Woods" where a path winds through a ravine. Above a fallen tree has created a game trail above.

Into the Woods #1

For Micro Map Monday (10/23/14) over on Google+, the theme being plants, I've started a new series of maps - "Into the Woods."

Sunday, October 5, 2014

Micro Map Monday 10-6-2014

 Early #micromapmonday upload, my #spirosblaak series continues with my 3rd Kraephos sectional map. (No color yet tho).

New scans when the fourth map is done as I've started tearing them out of the book (and trimming the edge) and storing them. (So I wasn't as worried about the crooked scan :) )


Micro Map Monday 9-21-2014

My #spirosblaak series continues with my 2nd Kraephos sectional map. (No color yet tho). With the maps in the same book (I've been reluctant to tear any of them out) making the edges align was fun.


Micro Map Wednesday 9-10-2014

Here's a first view of my sectional map for Kraephos.


(#micromapmonday #spirosblaak)

Monday, September 1, 2014

Micro Map Monday 9-1-2014

 
Hi all. Another mini-map set in the same game world. ( #micromapmonday #spirosblaak https://plus.google.com/u/0/communities/100219562385457429873 )

The island of Kraephos was formed by two volcanoes, one extinct (under the SW forest) and one active (dominating the NE half of the island). Fertile farmland and forest fills the land about the peaks, leading to sharp cliffs overlooking a storm-prone ocean. Kraephos was once much larger and the ring of islands are what remain of its coast after a titanic eruption in years past.

Need to find a lighter Berol blue marker (the coast one I used scans darkly). Remembered to add the scale. Am thinking of doing 30 x 30 mile (3 x 3 square) blow-ups of these 2 maps over the coming weeks. Hence 4 for Kraephos and 9 for Laervas.

Monday, July 28, 2014

Micro Map Monday 7-28-2014

The Mysterious Island of Laervas.
More of a mini-map (for an outline my wife and I are doing) crammed to the edges as I was scaling up a micro-map sketch. 

Decided to go with contours for the hills and hints of ridges with the coloring ...

Tuesday, July 15, 2014

The Last Source

Having complete the four micromaps of the campaign site called The Last Source, I have combined them together into one image with the accompanying blog text in a single block below. The map borders align pretty well though I can see an unfinished tree in one spot.

Monday, July 14, 2014

Micro Map Monday 7-14-2014

The Last Source
( #micromapmonday #strangebrew https://plus.google.com/u/0/communities/100219562385457429873 )
In a world where the magic of man, demon, undead and elemental has polluted the natural essence of the land, nature has called its followers to gather at one of the last sources of pure earth magic. The witches and warlocks, of the Pure Waters coven, have accepted the charge to keep the pool and surrounding landscape clean and verdant, weaving spells and wards to conceal and hide the site from prying eyes and wandering foes.

Part 4 - Houses of the Chosen - South of the main hall and west of the ancient tower, the waters of the spring bubble along a narrow brook moving through the clearing and off into the forest depths. Here the coven built their homes, a small gathering of homespun cottages surrounded by sheds, small gardens, brush and flowers. A wooden bridge crosses the brook, completing the well-trod circle about the Source.

Scale - 1 square = 5 ft.

Tuesday, July 1, 2014

Micro Map Monday 6-30-2014

The Last Source
( #micromapmonday #strangebrew https://plus.google.com/u/0/communities/100219562385457429873 )
In a world where the magic of man, demon, undead and elemental has polluted the natural essence of the land, nature has called its followers to gather at one of the last sources of pure earth magic. The witches and warlocks, of the Pure Waters coven, have accepted the charge to keep the pool and surrounding landscape clean and verdant, weaving spells and wards to conceal and hide the site from prying eyes and wandering foes.

Part 3 - The Ancient Tower - South of the Halls of Crafting (http://campaign-nook.blogspot.com/2014/06/micro-map-monday-6-16-2014.html ) along the curve of the path, an ancient tower rises above the coven. The path dips under old stone docks, used when the pool was much larger. The witches and warlocks were not the first to live here, the five story stone structure is the remains of a long lost nobles' manor house. The top levels are now used for scrying, both visual and magical, by means of devices and the waters of the Last Source. Below ground, the dungeons of the manor are used to imprison intruders and enemies of the coven.

Scale - 1 square = 5 ft.


Monday, June 16, 2014

Micro Map Monday 6-16-2014

The Last Source ( #micromapmonday #strangebrew https://plus.google.com/u/0/communities/100219562385457429873 )

In a world where the magic of man, demon, undead and elemental has polluted the natural essence of the land, nature has called its followers to gather at one of the last sources of pure earth magic. The witches and warlocks, of the Pure Waters coven, have accepted the charge to keep the pool and surrounding landscape clean and verdant, weaving spells and wards to conceal and hide the site from prying eyes and wandering foes.


Part 2 - The Halls of Crafting - Beyond the watch tower, the path through the coven curves around the deep blue waters of the Source. To the north and east is an arc of four buildings of similar shape but different purpose. The many crafters of the Coven; herbalists, potters, alchemists, woodworkers, smiths and coopers to name but a few, share space, over, kiln and tools. On a small rise  near the woods sits a huge bronze cauldron, blackened by years of use. In the center rises a wide stone circle, the flat surface marked by ritual, tool and use.


Scale - 1 square = 5 ft.



Monday, June 9, 2014

Micro Map Monday 6-9-2014

Beginning a new series of 4 maps:

The Last Source ( #micromapmonday #strangebrew https://plus.google.com/u/0/communities/100219562385457429873 )

In a world where the magic of man, demon, undead and elemental has polluted the natural essence of the land, nature has called its followers to gather at one of the last sources of pure earth magic. The witches and warlocks, of the Pure Waters coven, have accepted the charge to keep the pool and surrounding landscape clean and verdant, weaving spells and wards to conceal and hide the site from prying eyes and wandering foes.

Part 1 - Entryway - The path to the Last Source winds through deep dense forest, strewn with magical misdirection, concealment and physical traps. At the end of a narrow defile, the path opens into the clearing surrounding the Source. A tower overlooks the path, sworn companions and bound grunts constantly watch from the upper levels. On a slight rise to the south is a large square building that serves as the meeting and feasting hall of the Coven. In times of battle, heavy shutters and thick walls make it their refuge of last resort.

Scale - 1 square = 5 ft.

Micro Map Monday 5-19-2014

(Last level of the tower.)

The Hidden Tower pt. 6 ( #micromapmonday #spirosblaak https://plus.google.com/u/0/communities/100219562385457429873 ) In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower Level Down 2 - The second level down, like the first, appears to be a mix of store rooms and workshops. They were hastily emptied to house the stasis chambers of the Wizard's Kav. Stone cairns line the walls of the rooms. Scattered across the floors are fragments of the chamber lids and the magical jade poured inside. There is no blood here as the miner's avoided opening these cairns.

1 square = 5 foot,  approx. 10 foot high ceilings

Monday, April 28, 2014

Micro Map Monday 4-28-2014

















The Hidden Tower pt. 7
In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Cellar (level 3 down) - the Chamber of Jade
The Wizard's workshop reachable only by spell or by the ladder from in the level above. After freezing his minions in jade, the Wizard retreated to his laboratory and filled most of the floor with the solid magic. As the miners chipped away at the stone, removing items sealed within, the Wizard stirred in his slumber and reached out with his mind to wake his minions above. The Kav drove the miners out of the tower.

The central dias contains the Wizard's cairn. The walls are lined with closets and storerooms. The wall on the south-east corner has a concealed door (DC25) leading to a solid locked metal door (DC30) that opens to the Wizard's vault. (A creature, digging through from the other side, may or may not be present.)

1 square = 5 foot,  approx. 10 foot high ceilings

Tuesday, April 15, 2014

Micro Map Monday 4-14-2014


In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower Level Down 1 - (Bottom map) The first level down appears to be a mix of store rooms and workshops. They were hastily emptied to house the stasis chambers of the Wizard's Kav. Stone cairns line the walls of the rooms. Scattered across the floors are fragments of the chamber lids and the magical jade poured inside. Smears of blood (DC15 to spot) suggest captured miners were dragged here as well as either food for awoken Kav or to be converted to serve the Wizard as new servants.

1 square = 5 foot,  approx. 10 foot high ceilings
(Note: Top map is a revision of the main level.)

Monday, March 31, 2014

Micro Map Monday 3-31-2014

 
The Hidden Tower pt. 4 ( #micromapmonday #spirosblaak https://plus.google.com/u/0/communities/100219562385457429873 ) In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower Level Up 3 - The top of the tower, the cascade of lava and mud that buried the structure has almost collapsed the roof. What remains is a hollow about twenty feet across featuring the stairs and little else. Some of the pillars, that support the vaulted ceiling above, can still be glimpsed. The floor is covered with debris, mostly fragments of stone from the roof and lava from the volcano. Marks suggest the Wizard's Kav attempted to dig their way out before finding the rift leading out of the level below.

That rift (upper left of the map) continues upward toward the surface beyond the tower. From here Kav returned to the mainland to pursue those who stole from the wizard's tomb in the Chamber of Jade below.

The sounds of digging attracted the attention of a tunneling creature that has slowly dug its way into of the uppermost chamber (from another rift to the upper right side). Like a hunter camouflaging a trap, the monster regularly refills the tunnel with debris to conceal its presence (DC20 Perception or Rock Lore to see the difference in texture of the stone) as it comes and goes hunting in the mines below and beyond.

1 square = 5 foot,  approx. 10 foot high ceilings

Monday, March 17, 2014

Micro Map Monday 3-17-2014


In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower Level Up 2 - The second level up features two large chambers. The smaller (on the right) was that of the Wizard's Kavbroed Lieutenant. The larger (on the left) was the bedchamber of the Wizard himself. In their search for an exit from the tower, once the miners blocked their tunnel, the awakened Kavraen found a rift in the lava reached by a large gap in the outer walls within the Wizard's suite of rooms. Piles of broken rock and dirt reveal their efforts to widen the opening. Sharp eyes also spot bits of jade scraped off of the Wizard's "sarcophagus."

1 square = 5 foot,  approx. 10 foot high ceilings

Monday, March 3, 2014

Micro Map Monday - 3-3-2014


In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower Level Up 1 - The first level up is divided into four chambers that appear to be the one-time living quarters of the Wizard's bodyguards and servants. Irregular in shape and size, each has one or two windows and the remains of traditional furniture such as beds, chairs and nightstands. Several are filled with dark frozen stone that poured in through shattered windows or cracked walls. The contents have been overturned and picked through by the miners who found the tower.

1 square = 5 foot,  approx. 10 foot high ceilings

Monday, February 17, 2014

Micro Map Monday - 2-17-2014


In Holsfrin's Digs - several hundred feet from a barrier, past several short side tunnels,  the miner-made tunnel intersects with a natural hollow in the volcanic rock. The far wall of the chamber is the white and red stone of a tower swallowed by the mud, rock and lava of a  great eruption. A narrow window marks the center of the wall. The miners widened the opening with picks so that they could climb into the building and explore.

Tower "Ground" Level - The first level encountered of the building is roughly circular and about fifty feet in diameter. Stairs in the center ascend and descend. Possibly a lounge or library, the chamber has four pillars and two partitions. Eight windows mark the walls, some filled with flows of solid stone pouring onto the floor, while others look out onto more solidified lava.

Tuesday, February 11, 2014

Micro Map Monday - 2-3-2014

Many prisoners have tried to escape the cells and chain gangs of Kraephos. Few have succeeded and most of those have fallen prey to the animals and monsters of the island. Over the years, a number have managed to find a narrow ravine leading to some ancient ruins buried during the great eruption. A small stream carved the ravine down through the stone of the island, unearthing the entombed village.

Three decades or so, one prisoner, only known as the "Old Man" or the "Old Man of the Island," found the ravine and settled there. In years since, if an escapee makes it that far, the Old Man appears to guide he or she to this encampment, marked by the word Freedom painted on one exposed wall.

Monday, January 20, 2014

Micro Map Monday - 1-20-2014

For #micromapmonday   (https://plus.google.com/u/0/communities/100219562385457429873) - The Lair of the Werebats - part 6: (Detail of one of their hidden rest stops.) Alchemists of the Werebat colony have learned to turn guano into potent explosives. Their traders carefully traverse the woods, skirting patrols, to trade with the Kav Duchy of Kirvos. To assist in their lengthy journey, rangers have found natural caves along their route and enlarged them to shelter their caravans from prying eyes. Featuring two levels, the lower for the carts and beasts of burden, and the upper for the drovers and scouts. #SpirosBlaak

Tuesday, January 7, 2014

Micro Map Monday - 1-6-2014

In the Micro Maps community (https://plus.google.com/u/0/communities/100219562385457429873) I've contributed regularly to #micromapmonday - but I haven't posted the drawings to my blog (and whatever its audience is). So here's the first of potentially regular postings of my contributions.

For #micromapmonday - The Lair of the Werebats - part 5: (Detail of one of the concealed entrances.) Inside the summit of Smoke Lake Mountain are a number of natural and handmade entrances to the Underearth beneath. Most are concealed from direct view by vegetation or cunning rearrangement of the surrounding rock. Near one is a small raised area of rock bearing what appears to be a single dead tree trunk. That trunk has been magicked so that when a particular branch is blown, like a flute, an ultrasonic alarm sounds across the lake and into the forests beyond, summoning the Werebats to defend their lair.