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A lot of diagonals, and a case of “you can’t get there from here”. Not a lot of rooms or items of interest in this one, more of a connector between other areas of the dungeon.

Geomorph 2d

Geomorph 2d

I am enamoured with this one. I like the lower-level gallery and the three stairways that lead down to it (in part, I believe, because none of the three flights of stairs are straight). There’s also a small half-circle room that you can see down into the gallery from. A good place for a big fight.

Geomorph 2c

Geomorph 2c

With yesterday’s map having that long straight corridor with secret passages off it, I had an inkling for a larger corridor without secrets – just a long hall with columns connecting two parts of the dungeon.

Geomorph 2b

Geomorph 2b

More traditional dungeon geomorphs this week – no caverns, and probably a few more secret doors than usual.

Geomorph 2a

Geomorph 2a

This week was the first of my Mapping Challenge weeks. The theme of the six geomorphs I drew was supposed to be “dungeon – cavern interfaces” but a few of the geomorphs didn’t quite live up to the interface part. They had dungeons and caverns, but the two rarely made contact.

Anyways – the results of week 1 are here: Six 100′ x 100′ geomorphs with 8 entrances each.

Geomorph Set 1

Geomorph Set 1

Almost no actual “interface” between the dungeons and the caverns here. Just one spot on the lower-left corner.

Geomorph 1f

Geomorph 1f

Much more “traditional” interface between dungeon and caverns – a door in the dungeon leads to a set of natural caves.

Geomorph 1e

Geomorph 1e

I like the way the two levels of this one interface – the ground-level caverns and the upper-level finished areas that look down on the caverns in two places (one even has a ladder to climb up for the roguely impaired).

Geomorph 1d

Geomorph 1d

Not much of an interface this time. In fact, there’s only one place where the caverns and the dungeons make contact. In playtesting the geomorphs for making maps, I discovered that it is important to include ones where the various entrances in the geomorph don’t make contact with all of (or in some cases any of) the other entrances.

Geomorph 1c

Geomorph 1c

Another cavern to dungeon interface geomorph – the theme for this week. This one with a raised rope bridge from one ledge to another.

Geomorph 1b

Geomorph 1b

One of my projects is to finish off a deluxe random dungeon generating system for any dungeon-delving based RPG like D&D, Tunnels and Trolls and so on. But one of the elements I’m using to distinguish it from some of the other random mappers out there is the use of geomorphs. Occasionally the tables will call for you to place a geomorph from the book onto the map – thus allowing for some interesting floor plans that probably couldn’t be generated by a standard random generator.

But to get this finished, I need a lot of geomorphs to put in said product. And the geomorphs have to be fairly small, since they will be inserted into existing maps. So my challenge to myself for the next three months is to draw up a 100′ x 100′ dungeon geomorph every day, six per week, and then compile that week’s geomorphs into a single page PDF release every Friday as my Friday Map.

Geomorph 1-a

Geomorph 1-a

Granite Pass

Granite Pass

The Dwarven City at Granite Pass has been growing rapidly of late.

The only convenient pass through the Thurval Mountains is Granite Pass, long ago claimed by the Dwarves of the Onyx Shield and Red Helm clans. They maintained a small citadel overlooking the pass as well as a bridge to cross the Sillins River.

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