Skip to main content

Old School Maps

I had a lot of time over the summer to stay inside while avoid allergens and heat and air quality ozone action day alerts.  Cruising around the net brought me to a blog talking about an old school map -- I think it was drawn by Gary Gygax.  The image conjured up a lot of memories from when I was a kid and I would spend hours drawing maps on notebook and graph paper.  I'd even make my own graph paper so I could make maps.

So I started drawing, and drawing, and drawing.  It was just a simple dollar store mechanical pencil on a tablet of graph paper, but the layouts just flowed.  Tombs, halls, secret doors, hidden rooms all were fit masterfully together into mazes and puzzles on 8 1/2 by 11 sheets.  Beholder tunnels appeared attached to caves.  Pencil shading filled in the negative space.  A large multi-level temple took form.   Unfortunately, the more a made, the more faded my first drawings became.  Pencil smudges.

So I loaded up the 9 pages of maps into my scanner one by one and converted them into images.  In Gimp, I resized the images to a reasonable  number of pixels and thresholded them so that pencil marks and the grid became black and the rest of the sheet was white.  Preserved in this form forever, I started working on detailing them out for use in an adventure.



Keeping to my drawing, I tried first marking them up in pencil, but pencil doesn't show up well at all on a black and white printout.  So I grabbed a set of colored pens and started marking out room names, trap locations, secret doors, treasures, and all sorts of interesting things onto the maps.  Now they were becoming interesting.  And with the base maps digitally preserved, I can reprint them and reuse them for whatever scenario I need anytime.

The 9 pages of old school maps I put together would take months to adventure through, so I really wonder if I'll ever even get them into play, but it doesn't matter, because it was a lot of fun to practice some old school map making by putting pencil to paper.  It also was one of the most relaxing things I did all summer.


Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

An Analysis of Two House Rules in 5E: Disadvantage Shooting into Melee and Flanking

 A game I am currently playing in is using a couple of houserules that Pathfinder players will be familiar with adapted to 5E. Given the nature of these rules, I wanted to investigate how much they affect play, in particular, how much they favor melee over ranged attacks vs base 5E. The rules can be summarized as follows: An attacker firing at a target engaged in melee combat (i.e. threatened or threatening a target with a melee weapon) has disadvantage An attacker flanking a target with an ally (i.e. an ally is on the opposite side of the target) gains advantage on their attacks. These rules should not be confused with existing 5E rules: If you're using a ranged attack (Ranged Weapon like a bow, throwing a Melee Weapon with the Thrown ability, using a spell that makes a Ranged Spell Attack), if there is an enemy next to you, you have disadvantage on that attack. Certain feats or class features might negate that penalty, but by default, you the attacker are distracted and suffer di...