Showing posts with label mega-dungeon-mondays. Show all posts
Showing posts with label mega-dungeon-mondays. Show all posts

22 April 2024

Mega-Dungeon Monday - The Recessive Gallery Level

This is a presently-unfinished map that I designed primarily during the pre-COVID era:


The Recessive Gallery Level -  map by Allan Grohe (grodog)
The Recessive Gallery Level - 
map by Allan Grohe (grodog)

The map is drawn on 8 spi graph paper, so it represents a fairly large level environment---880' east-west by 640' north-south.  That places it solidly among the largest of my dungeon levels, and it's comparable in width to my original design for the first level of my Castle Greyhawk (which has been significantly enlarged more-recently, along with my second level).  

Unlike many of my maps, I didn't sign and date this one, so I'm not sure offhand when I created it during the past decade-ish, but I worked on it last in November 2019, probably as prep for running it as a convention game, but I didn’t get quite that far with the keying. 

As usual with my unfinished maps, various rooms are orphaned until I determine whether access to them will be via doors, archways, secret doors, or other more-esoteric means of entry.  

Some interesting (to me, anyway!) features to note:

  • Entrances are via the 60’ circular shaft just right-of-center, ramps on the right side, a 20' wide corridor to the south, and a 20’ wide secret corridor on the far left
  • The area just above the entry shaft is the levels titular Recessive Gallery---a recessed artwork gallery.  I haven’t decided exactly what type of art is represented in its exhibits, but I’m leaning toward statues and other physical/magical art emplacements (similar in style but not necessarily subject matter to those in my drowic sage of demonology's home in Erelhei Cinlu)
  • You’ll notice some triangular doors drawn on the level, and they are in fact triangular in shape and placed in triangularly-shaped corridors, which complicate movement (the triangles are oriented with the point downward)
  • A few of the rooms are moving, although only one is marked on this version of hte map:  the lower-right 40x40’ room
  • Two multi-level complexes exist:  an octagonally-shaped one in the lower-ish left, and a square-ish shaped one in the lower middle right.  These extend upward and downward from the baseline elevation of the level, and may reach into other adjacent levels (I haven't determined that yet).
  • The large skull/lightbulb-shaped room is likely a temple, perhaps to a god of death---perhaps Nerull or Wee Jas or a previously-slain god of death (two of my players' PCs are interested in the god of death:  one is from the Horned Society and has been actively worshipping Nerull, while another is a fey bard from another plane and is enamored with an aspect of the god of death from that plane, who may or may not also existing within the portfolio of one of Greyhawk's death gods)
  • I placed a few repeating room-door mazes in the level, in the tradition of early Gygaxian and Kuntzian map designs
  • At least two of the large rooms are inhabited by dragons!

More to come as I continue to work through older draft posts and as inspiration strikes! :)

Allan. 

16 January 2023

#Dungeon23 Resources - Mega-Dungeon Tools of the Trade

Desmond Tutu's old adage---"How do you eat an elephant?  One bite at a time."---is sound wisdom for how to deal with any seemingly-impossible and/or overwhelming and/or too-daunting task.  Just take it one step at a time, and eventually you'll have finished whatever Herculean trial that besets you. 

But, you ask, what do Desmond Tutu and eating elephants have to do with Advanced Dungeons & Dragons or the World of Greyhawk?  Far more than may immediately meet the eye!:

  1. Fantastical elephants have a long and storied place in wargaming and history---Hannibal's elephants crossing the Italian Alps to invade the Roman Empire were quite real in 281 B.C.E.---as well in AD&D's elephant-inspired outer-planar-agent of Good, the baku. 

    Tolkien's oliphants, however, probably take the cake:


    Oliphants from Peter Jackson's Return of the King film
    Animated Oliphants from Peter Jackson's
    Return of the King
    film


  2. When we played together as kids, my younger-brother Phil sometimes lifted historical, real-world people for use as high-level NPCs in his games set in the Known World from CM1 Test of the Warlords.  A few distinct names still stick with me: 

    - Sho-Rembo, a pregen elf name borrowed from B1 In Search of the Unknown (I may be conflating this character with another character he named Suhie Baba, perhaps)
    - Bruce Lee as the Grand Master of Flowers (likely as inspired by the Commodore 64 Bruce Lee game as Enter the Dragon :) ):


    Bruce Lee - Commodore 64 title screen
    Bruce Lee -
    Commodore 64 title screen

    - Nelson Mandela!---but alas, I don't recall any specifics about Mandela's class or level in the game, just that he was a high-level NPC national leader
    - ...and Desmond Tutu, who was, of course, one of the few a high-level NPC clerics able to cast Restoration, Gate, and Resurrection =)

  3. Several folks have been championing a cross-blog/platform project of building a mega-dungeon, one room a day, one level a month, to end up with a 365 room mega-dungeon by the end of the year. 

    According to
    Ben Laurence's post, Sean McCoy started the idea, which has been shared enthusiastically across Twitter, reddit, Facebook, user forums, and elsewhere using the #dungeon23 hash tag, which I'm rendering as dungeon23 since I'm not sure whether blogger actually supports pound signs in labels.

    And, of course, building a mega-dungeon is a monumental task, so taking it one bite-sized room at a time is a worthwhile methodology to drive some creative focus.

That said, while I love and support the idea of more mega-dungeony creativity and goodness entering the old-school gaming world on a regular basis, I'm not going to participate in the Dungeon 23 challenge as structured.   I am quite interested, but I have enjoyed judging my version of Castle Greyhawk at conventions over the past 15 years, and running an online campaign centered in and around Castle Greyhawk since 2020, as well as DMing my boys through Castle Greyhawk in their ongoing (but now more intermittent, since they're both freshmen) Castle Greyhawk campaign since 2012 or so, too.  So I don't really need to build a new mega-dungeon, per se. 

Instead I will take inspiration from the #dungeon23 challenge to continue to develop my own version of Castle Greyhawk, and to leverage the focus of #dungeon23 as an inspirational push to finish some of my still-incomplete levels, and to whip them in shape for publication.  That's been a long-time goal of mine, so perhaps this'll help provide the additional structure and focus I need!


grodog's 8-ish years delayed Grodog's Castle levels
grodog's 8-ish years delayed
Castle Greyhawk levels

It'll also help to get me back on track for more-regular mega-dungeon Mondays content, too! 

#Dungeon23 Resources

And just because I'm not building a room a day doesn't mean that I don't have contributions to make to support a cause so near-and-dear to my DMing heart! =)

I'll start out with some basic tools of the trade for folks who are new to mega-dungeon design, and continue later with additional design resources.  

Graph and Hex Paper

One of the primary challenges to building and running a mega-dungeon is conveying its scale:  
  • How do you convince your players of the huge majesty of the dungeon and its many levels?
  • How do you design levels that are worthy of the term "mega-dungeon level"---big enough for the players and their characters to get lost within?
  • How do you encourage them to map and explore the ruin, each cautious step into the dark balancing trepidation and expectation for what may be revealed?
One key way that I try to convey scale is through building my Castle Greyhawk levels using a variety of graph paper sizes.  Levels designed on sheets with 4 spi (squares per inch), 5 spi, 6 spi, 8 spi, and 10 spi will provide very different size dungeon levels, even if all drawn on a single sheet of 8.5"x11" graph paper. 

I most-regularly use grid sizes of 5 spi, 6 spi, and 8 spi for my levels, but they all get used from time-to-time (and one or two of my old Armory pads of graph paper have 20 spi grids on them, which I use for cross-section/elevation maps showing the relationships between the levels themselves and large features that span multiple levels). 
 
I also like large sheets of paper, and while most of my pads are 8.5"x11", I regularly use 11"x17" sheets with 5 spi, 6 spi, and 10 spi, with some are even larger 17"x22" sheets in 4 spi and 8 spi (my thanks to Rich Franks for gifting me the latter nearly a decade ago!). 
 

Black Blade Graph and Hex Pads

I love graph and hex paper so much, we began to sell pads of it for Black Blade back in 2011!
 
We offer three sizes of graph and hex pads, with 40 sheets per pad, and each sheet is 60# weight paper (it's heavy enough that some friends paint dungeon fill on the sheets using India Ink and a brush!):
  1. mini-pads @ 4.25" x 5.5"
  2. standard letter-sized @ 8.5" x 11"
  3. standard ledger/tabloid-sized @ 11" x 17"

The mini-pads are single-sided, while the two larger pads are duplex-printed with different-sized grids on the front and back of each sheet. 

You can see them in our Facebook album (which is publicly visible) at https://www.facebook.com/media/set/?set=a.705096762986612&type=3 and if you're not interested in a Facebook link, you can also view the graph and hex sheet designs in my GaryCon X post at https://grodog.blogspot.com/2018/03/new-titles-at-black-blade-booth-at-garycon-x.html.

Hex Crawling Home for Your New Mega-Dungeon

While our Black Blade hex grid pads were designed to be compatible with drilling-down into the classic Greyhawk and Wilderlands of High Fantasy map hexes, you can use them with any homebrew or published campagin setting, of course. 

Our 8.5" x 11" hex pad contains three levels of hexes, to allow you to drill down into a single large campaign hex for local details, while our 11" x 17" pads feature two levels of hex to build out regional and continental map details. 

You can view our sheets in use in some of my blog posts where I've drilled into large, campaign-sized Greyhawk hexes at https://grodog.blogspot.com/2023/01/why-greyhawk-in-2023.html and https://grodog.blogspot.com/2020/02/renovating-the-monastery-in-greyhawk-part-1.html (this one also walks through my methodology for to detail larger hexes by breaking them down into smaller ones) and also in Mike Bridge's Greyhawkery blog at https://greyhawkery.blogspot.com/2017/06/new-greyhawk-map-ulakand-mesa.html and https://greyhawkery.blogspot.com/2020/11/new-map-ice-barbarian-campaign.html (among others).

If you're interested in ordering any of our graph or hex pads, you can email us at tacojohndm@yahoo.com or message us from our Black Blade Publishing Facebook page.

Pencils, Erasers, Markers, and Pens

I use mechanical pencils with .5 mm leads for drawing most of a level's features.   I also use Prismacolor colored pencils, for drawing water, gates, traps, magical and other zones, and other features that I want to distinguish with color. 
 
For fixing errors, I use both a Pentel Elite Eraser (~1/4" around white eraser) and Sanford Tuff Stuff Eraser Stick (~1/8" around white eraser)---this one I usually slice off the tip so that I have a sharper and more-refined edge for more-controlled, precise erasures. 
 
I still draw some levels in pen and ink, using my signature Parker rollerball pen with .5 mm fine blue ink cartridges.  While I drew many of the levels I designed from 2005 to 2014 or so in ink, and still have a fondness for that look, one of our cats spilled water across the dining room table and wiped out a bunch of our play session notes and some of the maps from one of Henry's dungeons (not his DM maps, but our player maps/notes).  The ink just washed off the sheets like it was never there, alas.  So I've mostly shifted over to drawing in pencil again these days.  
 
I also still have a set of technical pens from my architecture days, that I'll pull out (along with some calligraphy pens that Heather doesn't use anymore) when I want to design some treasure maps, letters, or other player handouts:
 
Various parchment papers with Rapidograph and Rotring pens
Various parchment papers with
Rapidograph and Rotring pens

If I didn't own the pens and inks already, I wouldn't buy/use them just to make D&D handouts, since they're somewhat fiddly and have to be cleaned properly or the unused ink will clog the nibs.  As an undergrad I never had a vibrating ultrasonic cleaner, and I don't use the pens often enough to justify the expense today---although I have heard that some miniatures painters use the ultrasonic cleaners to help with stripping minis, too.... 
 
I use Stabilo art markers (sensor .3 fine, point 88 .4 fine and sensor .7 medium thicknesses when drawing dungeons in ink (and have pretty much fully replaced my Berol Prismacolor colored pencils, although for maps that I draw in pencil, I'm still more likely to draw features in colored pencils on them vs. markers).  

I use Sharpie and Bic black permanent markers (fine point, although "fine" on these markers is still far thicker than on the mechanical pencils or Stabilo markers), for filling in the between-stuff fill.  
 
For ink and marker corrections, I use a Bic Wite-Out Shake 'n' Squeeze correction pen, although it's not always the best.  Sometimes I'll just patch a sheet by redrawing it, and taping a smaller sheet atop the area that needs repair (I'll do the same thing in some maps to add another layer above or below the baseline elevation of the level, too---my "Heretical Temple of Wee Jas" level has these elevated additions taped to the map). 

To store my pens and pencils, I use a ArtBin Pencil/Utility Box (one for each).  Inside them, in addition to the pens or pencils, I keep a small manual pencil sharpener with two sizes of holes, spare pencil leads and erasers for the mechanical pencils, very small rulers (including a small triangle ruler with different grids along each face; this too dates from Penn State), spare blue and black ink rollerball cartridges for my Parker pen, and the odd paper clip or binder clip.  The ArtBin boxes have padding along one side, which helps prevent the tips of the pencils from being crushed as they move around in the box.   

Stencils

I have ten plastic mapping stencils that I keep together using a single ring-clip.  Here are a few of them:


A sampling of grodog's mapping tools
A sampling of grodog's mapping tools

My go-to stencil is one I've had since college (several of my mapping supplies, in fact, date from my one semester and one week as an architecture major at Penn State), and is the Template Designs General Purpose TD 422.  I use this to draw doors, hexes, arcs, and small equilateral triangles.  Henry has a newer version that's basically the same template but with two arcs on it instead of just one, but I think it has fewer hexes.  

Other regular-rotation stencils include:
  • Triangles and Diamonds R51
  • Squares R30, and
  • Combo Circle Master TD104---used a lot to draw both circles and arcs (using just part of a circle)
For hexagonal rooms, I use general purpose template (it has 7 hexes on it, ranging from 1/8" per side to 1/2" per side), as well as several other's I've picked up for just the hexes on them:
  • Rapiddesign R-57 Template Bolts and Nuts---includes 13 hexes and would be my first choice if i were to be buying these fresh today; the hexes range in size from 1" across side-to-side to 1/4" across side-to-side; it also has squares and circles on it, and some silhouettes of a bow-like looking washer design
  • Staedtler Professional Sketch Master Template 977-135---has 12 hexes on it, but it also has little nubs that raise the template higher off of the paper surface, which makes it a bit harder to work with
 Less-frequently used, but still quite nice to have templates include:
  • Ellipse Masters R77 and R78---I probably really didn't need both, but the ellipses span different sizes on each template; R78 is the same as R77 but includes ellipses that are 20, 30, 40, and 50 degrees)
  • Rapidesign R-83 Chemical Ring template---includes three pentagons, hexagons, septagons, and octagons, in addition to some molecule groupings of hexes
  • Learning Advantage Geometry Template 2826---includes a nice mix of larger shapes, including a novagon, decagon, various non-standard triangles and parallelograms, and a protractor
 

Other Tools of the Trade

I use a very nice composite-woods clipboard that one of my cousins gave me ages ago, and it fits standard letter-sized sheets quite handily.   I normally have the clipboard loaded up with sheets of scrap paper, since we re-use the blank backs of stuff that gets printed and isn't needed anymore:  I take notes for games sessions on these, use them for noodling on level keys, writing drafts of articles, etc.  While mapping, I usually draw with a few sheets of the scrap paper behind my graph paper sheet; it feels like it gives a smoother flow for drawing. 

From time-to-time, I occasionally use:

  • 6" and 12" ruler or other trustworthy straight edge; the stencils do fine most of the time; I do have a T-square also dating from my architecture days, and will use that occasionally on the larger map sheets
  • a compass; I don't use this much, since the circles template meets my needs most of the time
  • flexible curve; I rarely use this now---it's one of those artifacts from my undergrad architecture time

For letter-sized storage, I use either a 3-ring binder (I do prefer ones with at least 1 if not 2 pockets) with sheet protectors (I use heavier archival ones, as much because they're thick and provide better protection as for preservation).  For the larger sheets I use both 11"x17" sheet protectors, or a Dunwell Art Portfolio sized for 11"x17" sheets.  For the sheets larger than 11"x17", I fold them in half (which I also do with some of the 11"x17" sheets, to fit them into a letter-sized sheet protector). 

I'd love to hear about what other tools do you may use when drafting your maps, in the comments! :D

Next time:  my favorite mega-dungeon design articles!

Allan.

29 August 2022

More Mega-Dungeon Meanderings (and on a Monday!)

I've been hanging out in reddit a lot more over the past few years, among its OSR, AD&D, Greyhawk, mega-dungeon, miniatures, and related old-school (and Delta Green) communities. 

 In /osr/ the user livefreebugs posted a question at  https://www.reddit.com/r/osr/comments/wzugz6/what_elements_would_make_your_ideal_megadungeon/ asking (with my linebreak additions), 


I've been reading a lot of theory and perform advice on megadungeons and it seems like an area that there's a lot of room for awesome new adventures in. There's definitely a‍ risk some megadungeons run into of being repetitive or incoherent and having a huge quantity of locations over consistent quality. I think vibrant factions, multiple approaches, verticality, a sense of place/history that gives deep interconnections between areas of the dungeon, and a scale that allows for many sessions of return delves.
 
I know it's not too controversial here but while not exactly "mega" depending on your definition I think the Caverns of Thracia is one of the better large dungeons ever made due to the integration of layout, history, occupants, into the whole and not feeling like a jumble of random rooms (though gonzo funhouses' can be sweet too). 
What would you look for in your perfect large/mega-dungeon that doesn't exist yet?

My response follows. 

==

My favorite things to do in mega-dungeons, as a player or DM:

  • Explore...:  lots of room to wander around, get lost, find cool things no one else has found, pass through empty rooms/chambers/halls on the way to fun encounters!  A mega-dungeon must also lead outward into the world(s), as well as pull the world into it's orbit from time-to-time
  • ....and Map!:  I love to map while playing and mega-dungeons provide wonderful opportunities to do so :D
  • Interact with Interesting characters:  whether PCs or NPCs, some of whom are only available to meet in the mega-dungeon, of course!  Over time, they may offer opportunities to ally, to cautiously negotiate with neutrally, or to become bitter foes (long- or short-term).  Either way, they are the personalities that help to bring the mega-dungeon to life, and they 're not just factions (although they're important too).
  • Encounter Tricks, Traps, Trials, and Enigmas!:  any adventure should not just be about combat, and the rest of the challenges should include aspects that bring the environment into the foreground from time-to-time
  • Magic!:  there should be cool, fun magic items, spells, effects, and other artifacts and relics that are only available in the mega-dungeon---and some should be permanent features that the players may want to return to for years on end (rather than the usual kind that are hauled up and out and used/sold)


Mega-dungeons sometimes have overarching themes that range in from obvious (Rappan Athuk) to more-subtle (Caverns of Thracia), while others don't seem to have themes at all.  I like there to be zones with and without theme, to keep the whole from getting stale, and to allow the DM freedom and flexibility to design "off topic" levels, or players to really dig deep into side-levels, sub-levels, and extra-planar environs that catch their eye.

Some additional thoughts at https://grodog.blogspot.com/2020/06/grodog-favorite-mega-dungeons.html and in my review of Castle Zagyg at http://greyhawkonline.com/grodog/gh_castle.html

===

What are your favorite aspects of gaming in mega-dungeons---the things that bring you back to the table again and again?

Allan.

14 June 2022

Mega-Dungeon Map Design Sprints with Henry

Update - 13 June 2022 at 7:18pm:  Well, just like my lost big posts during Kellri's Module Challenge, blogger crapped out and I lost this huge post detailing the fun mapping work Henry and I were doing.  I was uploading pictures from my phone, and perhaps it got too be too much.  Who knows. 

Here's what I'm able to recover by manually retyping it from the preview window on my phone.  *sigh*

Lesson re-learned:  a) type the blog post in Word, and b) eventually move to another platform if I’m going to keep the blog ;)

==

We drove six hours (one-way!) to Dallas for the NTRPGCon and all we got was this Lousy Coronavirus....

Somewhere along the way to/from, or while attending the North Texas RPGCon (NTX as I affectionately dub it) over the end of last week/weekend, my 14-year-old son Henry and I caught COVID.

This is not that story (or convention report, for that matter; that will follow soon-after!).

Neither is this the story of Henry’s excellent learners-permit drive through the Oklahoma City leg of our return journey on Sunday later afternoon for about 90 minutes (this will also be included in the convention report!---sneak peek:  he did great :D ).

This is, however, the story of some of the fun we had while passing the time in our post-infection bubblehuts.

Playing Games in COVID-land

While Henry and I have been isolating from Heather and Ethan (who have tested thankfully negative since our return), we’ve been playing games and hanging out together in general.  Our symptoms haven’t been too bad, all-in-all; I’ve continued to work all week long, although Henry had to drop out of his summer PE class, which is a bummer.

We played several games over the past week, including:

·         Noita:  easily my favorite computer/online game; I’ll have to post our explorations map, too---we began drawing it several months ago, after many more months of playing and exploring its levels in general)

·         Henry introduced me to a new game he likes called Inscryption (the game has spoilers, so you may not want to read the linked Wiki article?); I’m not enthralled yet---it has a bit of a 7th Guest meets Twin Peaks meets Fargo meets Magic: the Gathering vibe thus far, so we’ll see if it sticks or not

·         We also played several rounds of the now-working-again Dungeon Robber (yay!) too

Well, on Friday night after dinner, we shook things up a bit.

Mapping Sprints?—What’s That?

I had mentioned a recent dream to Henry earlier in the week, in which we were designing a big map together, and Henry got the idea to make that dream real, with a twist:  we would design the map in alternating segments, working off of each others’most-recent drawings in regular rotation.

Our process went like this:

1.      After some noodling, we settled on a 6 spi grid size for the dungeon level, and taped together two 11”x17” sheets of Black Blade Publishing graph paper.

2.      We each began to draw/design in opposite corners of the combined 17”x22” sheet.

3.      We ran timed, 10-minute design sprints, drawing and mapping the dungeon environment.  After 10 minutes, we pivoted the map to work on the area the other had just been building.  The two 10-minute “turns” complete one sprint.

4.      We captured one picture of each of our respective work on the map during each sprint, and a single shot of the whole map, too, as we slowly grew it out over about five hours or so. 

This is the setup in our spare bedroom; we borrowed the card table from Heather’s folks so that Henry and I can eat meals in here without getting crumbs all over the bed:

 

Our tools:  pencils and papers, table and templates
Our tools:  pencils and papers,
table and templates

 

Pictures follow in chronological order, broken down by sprint number; times are from the photos, which were captured at the end of each mapping sprint.  

(Some of the pictures look partially erased in places, but that's apparently the glare from the room's light). 

Mapping Sprints 1 and 2---10 June 2022 8:29pm CDT

Since we were just starting out, I didn’t think to capture pictures of our first sprint, so these first three pictures show our work after we’d completed Sprint 1, then swapped once and completed Sprint 2 as well:

 


Sprint1+2 – Allan’s starter environ, with Henry additions
Sprint1+2 – Allan’s starter environ,
with Henry additions



I began my initial dungeon environ with a 20’-wide stairwell entering the level, with large 20’x20’ landings at the turning corners, too.  That lead into what I intended to be a gated/controlled entry checkpoints area where guards would be above the entry corridor in a kill zone controlled by portcullises. 

Henry then expanded each of the controlling corridors, and began the routing of their directional possibilities.

 

Sprint1+2 – Henry’s starter environ, with Allan additions
Sprint1+2 – Henry’s starter environ,
with Allan additions

 

Henry’s starting area began with a cluster of small rooms connected with 10’-wide passages, all branching out from the 30’x30’ entry chamber.

To those, I added the outer-layer of 20’-wide edge corridors, and started to rough-in the oval chambers. I also added the hemispherical chamber off of Henry’s smaller original warren of rooms, and the pointy, squid-like chamber with several corridors branching off.

And here we end Sprints 1 and 2 with the full map:

 

Sprint1+2 – Full map view
Sprint1+2 – Full map view

 

Mapping Sprint 3 -- 10 June 2022 8:49pm CDT

In Sprint 3, for the first time, we both began to respond to each other’s additions to our original mapping areas.


Sprint 3 – Allan’s first return to his starter environ
Sprint 3 – Allan’s first return
to his starter environ


I added the portcullises I’d pictured as part of the access control mechanisms into the level design, and then began expanding upon the eastern corridors that Henry had added to the south.  I was envisioning a large, open area with side sections off of it (like an open-air market or bazaar), but such was not meant to be ;)

 

Sprint 3 – Henry’s first return to his starter environ
Sprint 3 – Henry’s first return
to his starter environ

 

Henry began to add the first doors to the map within his original warren, as well as to build the larger chamber with a central area accessible via stairs.  He also started to define the zone to the south of the oval chambers.

I didn’t capture a full-map picture for Sprint 3.  Still working on those consistent quality control processes ;)

Mapping Sprint 4 -- 10 June 2022 9:05pm CDT

In Sprint 4, Henry continues to build upon the corridor he introduced to my map, and turns my planned open area into another length of 20’-wide corridor…:

 

Sprint 4 – Allan’s original environment, with Henry’s new additions
 Sprint 4 – Allan’s original environment,
with Henry’s new additions

…while I start to lengthen and expand upon the corridors I’d added to his map, including a 40’ wide corridor with columns* (directly inspired by our recent Dungeon Robber Games, which were, of course, inspired by Gary Gygax’s random dungeon generation tables in Appendix A of the 1e DMG):

 

Sprint 4 – Henry’s original environment, with Allan's new additions
Sprint 4 – Henry’s original environment,
with Allan’s new additions

And we conclude the sprint properly, with the full-map view, this time!

It doesn’t really look like we’ll ever meet in the middle, does it?

 

Sprint 4 – Full map view
Sprint 4 – Full map view

Full map view, attained!

* see also:  https://www.knights-n-knaves.com/phpbb3/viewtopic.php?f=28&t=13328

 

Mapping Sprint 5 -- 10 June 2022 9:19pm CDT

Sprint 5 sees my start on the large temple complex at the bottom of the map…:

 

Sprint 5 – Allan’s original environment, with Allan’s newest additions
Sprint 5 – Allan’s original environment,
with Allan’s newest additions

 

…while Henry does more development in the middle of the upper area…:

 

Sprint 5 – Henry’s original environment, with Henry’s new additions
Sprint 5 – Henry’s original environment,
with Henry’s new additions

 

 …and the resulting full map:

 

Sprint 5 – Full map view
Sprint 5 – Full map view


==

And there was quite a bit more of that back-and-forth Wimbledon-like commentary for each sprint, and many more pictures taken, but I’m not going to recreate the rest of the posts from my phone preview, except to note that:

We concluded our Friday late-night sprints on Saturday morning with Sprint 16 -- 11 June 2022 12:57am CDT, after which we went to bed.

Then on Saturday night, we ran Sprint 17 at 9:27pm, Sprint 18 at 9:51pm, and Sprint 19 at 10:09pm before turning in a bit earlier that night ;)

 

Sprint 19 – Full map view
Sprint 19 – Full map view

 The End!

And that’s where we wrapped up for now.

The process was a lot of fun, and we may try to do a similar effort to key the level when it’s complete, too.

We’ll keep you posted!

Allan.