![]() |
| Yes, I know what "festhall" really means. |
Thursday, August 1, 2013
Welcome to Elf Water
Wednesday, July 31, 2013
Choosing a Backdrop
![]() |
| Loudwater and Environs as Ed never imaged. |
Friday, October 21, 2011
New Horizons
“OK, Mike, if that’s how you feel, what’s next?” I’m glad you ask.
Sunday, August 21, 2011
Stonehell from the Party's Perspective
Monday, May 23, 2011
Topographical Mapping Help Wanted

Without going to much into it, the piece really needs a map to accompany it and I have the perfect topological map for it. I’ve taken a stab at it, but I’m not satisfied with my efforts. The map I’m working from is an old U.S. Geological survey map so it is quite detailed. What I’m now looking for is a gifted mapmaker who could render such a map into one more suitable for a roleplaying aid, but retain the character and sense of realism found in the original. It would end up being a large map, roughly 11” x 17”, suitable for a two-page spread and lots of room for adventuring locales. This is not necessarily for a fantasy world, so an eye for the realistic is a plus on this. If you could give it a 1920’s feel too, that’d be even cooler. In return, I’d gladly share the byline on the eventual article with you.
If this sounds like something you’d be interested in, please drop me an email at poleandrope AT gmail DOT com. If you’ve got a sample of your work or a link to some, feel free to include that as well.
Wednesday, February 9, 2011
The Siege of Fort Wolf’s Head
The biggest problem in preparing for the battle was that I didn’t have a map of the frontier fort that accompanied the module. My copy of B10 is secondhand and is missing the big map and counters. If I was dealing with people who maintain a reasonable business model, I would normally have the option to buy a PDF version of that adventure and print out the map in pieces to tape together. Alas, Hasbro has an interesting method of doing business. Thankfully, someone was kind enough to provide me with a copy of the map so I could reproduce it on a sheet of Gaming Paper ahead of time. I’m attaching a photo of that reproduction to this post—just in case anyone else out there was wondering what the map of the outpost looks like.
Thursday, January 27, 2011
Stonehell Campaign Map
And speaking of megadungeons, Kesher’s posted a great quote over at the Original Dungeons & Dragons Discussion forum, having found it at The Alexandrian. Having been working on and running Stonehell for more than two years now, I both identify with this remark and heartily agree with it.
In many ways, I feel like a megadungeon becomes the DM's character. And I play my megadungeon much like I would play a PC. Before play begins, I don't really know what my megadungeon is going to do: But my random encounter tables generate 2d4 anubians just after the PCs raid the depths, and I know the anubians have sent a team of assassins to hunt them down. Black-eyed cultists are holding a ritual on Level 2 and I suddenly know the sin day they're celebrating. Lizardmen show up in the anubian sections of the dungeon and I know tensions are erupting between their tribes. Then the minotaur shows up to determine why tribute is not being paid and... and... and...
And a story gets told.
Tuesday, January 11, 2011
“Roont Urt”
The mental auditions to choose what game I intend to run after Watchfires & Thrones runs its course continue. It was my original intent to run Gamma World, but, although that continues to be the front-runner, a few dark horses have entered the race. Whether these go the distance or are mere phantoms conjured by Gamer A.D.D. remains to be seen.Assuming I continue with the Gamma World plan, I intend to run it as a wide-open sandbox. My re-acquaintance with the rules has shown me not only how suitable Gamma World is for this type of campaign, but it actually seems to be the default setting for the game—something that escaped me in my youth. With more wisdom and greater experience in this type of campaign, I foresee a heck of a lot of fun in exploring a post-apocalyptic sandbox.
I’ve started doing the initial planning for a Gamma World sandbox by following Rob Conley’s incredibly useful step-by-step process. Although certain other projects got in the way of progress, I have completed the first step: the initial conceptualization of the larger world in which my sandbox will be located. Although a simple one-page sketch map is suggested, I’m more of a poster paper/colored pencils man. After all, why settle for sketching when you can create art!
I didn’t worry too much about pinning down scale at this point and size. This map is more in preparation for the day the characters find a bubble car and start zooming around the lower atmosphere (intentionally or not) and set down in some unknown region of the world, henceforth known as “Roont Urt” rather than the more prosaic “Gamma Terra.” If things look a little askew, that’s completely intentional…and part of the fun of exploring the campaign world. The initial sandbox would likely be set in the orange region in the lower left-hand portion of the map, right around where that mountain chain ends in a “Y”.
Next step: Naming regions.
Thursday, January 6, 2011
Modern Map Suggestions?
Strangely enough, when it comes to modern setting games, my biggest hang-up is mapping. My modern games are more character-driven than location-based, and I’d prefer to spend time diagramming the relationships between various factions and individuals instead of detailing the office that the players operate out of. When such detail is needed, I can always draw upon real-life experience if necessary, quickly sketching out an old work place or what have you to use in a pinch.
The problem with that, however, is that, after a time, all the offices start looking the same, the churches have the same layout, and even the corner store get repetitive. So to combat this, I’m looking for suggestions on gaming resources filled with modern location maps. I see that there are a few such things on rpgnow.com, but the reviews on them are not great. Does anyone have something they can recommend based on actual use?
My only requirement is that it has to be either a PDF (I’m not buying actual books this year) or a web resource. It should also have the widest range of locations possible from the mundane (convenience store) to the uncommon (funeral parlor). I don’t need them to be usable with miniatures, but being able to print them out and keep on hand for the next time the PCs chase the bad guy into a construction site would be a bonus. Cheap or free is always appreciated too.
Any suggestions?
Wednesday, October 6, 2010
Can Anyone Identify This Brand of Graph Paper?
I have had a pad of a certain brand of graph paper for more than twenty years. Many of my earliest maps were drawn out on this type of paper (my version of Ashabenford being one of them) and it has served me well. The problem is that I'm just about out. For pure nostalgia's sake, I would love to get my hands on another tablet of the stuff. Unfortunately, the few pieces I have remaining have no brand identification marks and I have no idea where I bought the stuff back in '80-something. My search online has turned up nothing as I have little to work with.
I've attached a few photos below of the paper. It is double-sided with 10 squares to the inch on one side and 20 squares to the inch on the other. It features a .75 inch margin around its long edges and a .5 inch one at top and bottom. I have only seen one other person with this stuff in my life, and they too bought it a long time ago. The manufacturer might be long gone, but if it's not, I'm hoping that someone out there can either recognize it by sight or has their own stock of the stuff with a brand name still on it.
Does this look familiar to anybody?
UPDATE: The paper has been identified as Armory 1/10" x 1/20" Graph Paper. A very special thanks to Allan Grohe for confirming the identity of the stuff and thereby explaining why most people who have if bought it twenty years ago. Looks like I've got some auction trolling to do if I want another pad of the stuff.


Monday, June 21, 2010
My Next Project Needs a Cartographer and a Cover Artist
Most of the weekend was spent poking and prodding at the idea, trying to see if it would break under rough handling and whether the cold grey light of dawn would reveal its hidden flaws. So far, it remains viable. Yesterday saw me working on the maps for the book, and the fact that they flowed so quickly and easily means that the universe is most certainly trying to tell me something. I see no other option but to just write it as soon as I put the final touches on my current book. It should go fast.
While I’m writing it, I’m going to need some assistance turning my maps into more detailed and attractive pieces. I’ll also need a color cover piece and possibly a logo. This is where you folks come in.
I need someone who can convert my hand-drawn schematics into four black and white maps for me. Three are full pages, one is a half page. They are all non-linear pieces. No straight dungeon hallways on this one. If there were, I could do it myself. Three of the maps are outdoor locations and consist of a fortification, a town, and a wilderness map. The fourth is the fortification interior. I also need someone who isn’t going to dilly-dally since the text is going to be churned out relatively quick.
For the cover piece, I have a particular style in mind, but the parameters are loose and I can relax them if your work impresses me.
This is a paying gig, albeit not one that pays extremely well. Money is tight all around for me, but I want to compensate you for your work. Unless I get really lucky and find someone who can not only do great cartography work but knock my socks off with a cover piece, I’ll likely be looking for two people on this one.
If you’re looking for a little exposure and a little cash, please drop me an email at poleandrope(at)gmail(dot)com expressing your interest and providing me with either samples or links to your work. We can take it from there.
Saturday, May 29, 2010
Tuesday, March 16, 2010
Stocking the Hexmap
In lieu of such tools, I’ve been experimenting with various types of dice to see what the results spread would be if I decide to randomly stock the map. I divided the map, which is 17 x 25 hexes, into five sections comprised of 85 hexes each (five columns of 17 hexes). I then when through the sections rolling a different type of die for each hex found within. On a roll of 1, I made a note that a ruin or something similar is found in that hex; on a result of a 2, a lair would be encountered. What follows are the results for each:
Method I (d6): 25 events (30% of the total hexes)
Method II (d8): 23 events (27% of the total hexes)
Method III (d10): 17 events (20% of the total hexes)
Method IV (d12): 15 events (18% of the total hexes)
Method V (d20): 12 events (14% of the total hexes)
Leaving out castle and citadels for the moment, I’m thinking that Methods III & IV give me the nicest percentage for a pulp sword & sorcery campaign. I don’t want the PCs tripping over something every few hexes, but don’t want to make overland travel uninteresting. Does 18%-20% of the map sound about right to you folks? Anyone know the Wilderlands breakdown off hand?
The random method has also produced a few groupings of results, where two or more lairs/ruins lie next to each other. I’m thinking about turning those results into a single, large ruin or lair rather than numerous smaller ones. Right now, however, I’m still experimenting with the results.
For those of you who have stocked hexmaps of your own, how did you go about it? Did you use a random method, perhaps one suggested in some rulebook that I’ve overlooked, or did you just place sites and encounters as you saw fit? Or maybe some combination of the two? I’d be very interested in exploring other options so please comment away.
Friday, January 29, 2010
Any Map Experts Out There?
Does anyone know if there is a specific name for maps rendered this way? I know I've seen others done in this fashion, so I'm assuming it must be a particular style. If anyone knows of a website or book that contains other similar maps, I'd be much obliged as well.
Wednesday, January 13, 2010
City-State of the Invicible Twelve-Year Old
Tucked away in the back of one of those folders, I chanced upon a map that I'd forgotten I still had. It is the first giant city map I ever drew and, while the exact year of its creation escapes me, it can be no earlier than 1985, as Gygax's depiction of Greyhawk in Saga of the Old City influenced a lot of this city's design.
The map consists of 6 pieces of 8.5 x 11 graph paper held together with Scotch tape and illustrated with a mix of pencil and permanent markers. All the buildings are numbered but I can't remember if I actually got around to detailing and stocking the entire city. In fact, I can't even remember the name of the place.
Like any good walled city, this one is composed of several different districts and quarters. The reason I know that Saga of the Old City influenced my design is because a few (the Slum, River, and Foreign) are taken right from the book.
The northeast section of the city, which is comprised of the Low District, the College District, the Slum District, the High District, the Magic District, and the Palace.
The northwest section contains the Garden District and the overlapping High and Magic Districts, and the Palace.
Strong defences ring the city's walls. Here we see a ballista and catapult perched atop a guard tower situated against the river.
The commercial area of the Garden District. When you have some coin to spend, be sure to peruse the shops along Tree Street, Watch Avenue, Buyers Lane, Owl Bear Lane, and, my personal favorite, Magic Hat Lane. I'm pretty certain you can find a magic shop or three along that stretch of road.
If you seek more exotic goods, a trip to the Foreign District is in order. There you will find a vast bazaar where merchants from around the world erect a maze of gaily-colored tents and stalls filled with delights. And if it's slaves you seek, auctions are held in the large hall against the western wall.
At the north end of the River Quarter, adventurers can find an array of taverns, inns, and shops catering to their professions. When the sun goes down, lights, laughter, and violence spill out from saloons, casinos, and bordellos that line The Avenue.Every time I look back on this city, I remember the summer that I spent drawing it and the wide-eyed enthusiasm for the hobby that gripped me at that time. Some of that enthusiasm can never quite be replaced, but the map still gets me excited to visit it. While I wouldn't use this map as it is now, there remains plenty of details to re-purpose back into the campaign world--which is why I've kept it for so long. That and the nostalgia it gives me in looking upon it again.
Thursday, December 3, 2009
Custom Handwritten Fonts for Your Campaign World
For many years now, I’ve been labeling the various maps of my campaign world with a specialized style of handwriting I call “Shaky Hand.” It is a purely creative adornment, but one which makes my maps easily identifiable as my own fantastical creations. In addition to Shaky Hand, I’ve created a customized alphabet or three to use in ciphers, lost languages, and other alphabetical conundrums. Like Shaky Hand, these alphabets reside in my commonplace books when not needed, requiring me to reproduce them by hand each time I need to create the various player handout or other props that I sometimes use.Over the break, I discovered fontcapture.com, which converts handwriting into True Type fonts. The service is free and requires only that the creator have access to a PDF reader application and a scanner. With these, he can upload a sample of his own handwriting that is then quickly turned into a True Type version. Although intended for signatures and other personalized forms of correspondence, if you’re like me, you quickly see the role-playing applications this service provides.
Intrigued by the possibilities, I took fontcapture.com out for a trial run. The process from start to finish only took about five minutes, and I now have two versions of my custom alphabets available for use in Word and Photoshop, which is pretty much all I foresee myself ever needing it for. The more perfectionist-types might find the process takes a little longer as they fiddle with their handwritten font sheets to produce the cleanest and most uniform version of their handwriting, but even ten or fifteen minutes of fine tuning will leave you with a completely unique font for use with your own role-playing game creations for years to come. If you enjoy making maps and other player handouts, and want a little spice to flavor them with, you must give fontcapture.com a try.
Monday, August 17, 2009
Megadungeon Megapixels
Like most of you, I kept a close watch on the developments in Indy over the weekend and I’m no longer dismayed about having to miss out this year. From the reports I’ve read, the big announcements won’t have any impact on my quiet corner of the hobby. So other than the having the opportunity to meet some people in the flesh, I don’t feel I missed much.
During my downtime, I finally had the opportunity to go over the various maps for Stonehell and make sure everything lines up between them and the draft. Since I had them out anyway, I took a few pictures of the assembled map. If you’ve had any suspicions that I might be blowing smoke about this whole megadungeon thing, hopefully these pictures will put those doubts to rest. Everything you see here is covered in the first Stonehell book, which is, as you’ll notice, quite a sizable amount of subterranean real estate. I’m hoping people will have fun with the final result.

For a sense of scale, I placed my battered print copy of Labyrinth Lord in the bottom left-hand corner of the pictures. As you can see, that’s a whole lot of dungeon to explore!

A slightly closer view of the whole upper half.
Wednesday, May 27, 2009
Mapping the Wilderness
I’ve done a rough draft of the wilderness map using Grim’s Blank Hex Sheet to get my thoughts in order. It’s a great sheet for plotting out the hex crawl portion of you game and I can’t recommend it enough. This beginning map was, in turn, adapted from Rob Conley’s Wilderlands treatment of the OS game board. So the evolution process looks something like this:
The orignal Outdoor Survival game board.
Rob Conley's Wilderlands treatment of the same area of wilderness.
My own rough map of the same area of wilderness.
Obviously, I’m the evolutionary throwback of the bunch. In my defense though, it looks much better in hardcopy and it’s still a work in progress.
My gut tells me I made the right choice in deciding to go with the Outdoor Survival map on this one. Looking the rough draft over, I can see that there is a variety of terrain types to play with and several of the little quirks of the map already suggest possibilities for adventures above and beyond that of Stonehell. If I had gone with my original intention to draw a wilderness map from scratch, I think I would have hamstrung my creative process too much as I attempted to pay lip service to real world geography and earth science. This way is much more liberating.
Friday, April 17, 2009
Spelunking 101
Sunday, April 5, 2009
Mapping With Dungeon Crafter
My sole complaint with it so far is that, although I'm working with tiles and a background that are all 300 dpi, the final map ends up being a 72 dpi image. I'd really like to keep at 300 dpi to ensure a fresh, clean printed image. I can resize the finished map into 300 dpi but the end result is a bit blurry. If anyone has any input as to what I might be doing wrong or a workaround to this issue, I'd be extremely grateful.








