Just and assortment of encounter maps I used in the last Anglypur campaign I thought I'd share during this time of quarantine.
Gaming notes, maps, artwork, and my rules hacks for WFRP, BRP, and the OSR, plus occasional updates of my webcomic, Licheville.
Showing posts with label Map. Show all posts
Showing posts with label Map. Show all posts
Tuesday, May 5, 2020
Tuesday, May 8, 2018
An interesting place to explore?
Been having some issues with my scanner, so have to bear with my camera phone.
Starting to get some positive responses from my gaming group on maybe getting something started in meatspace. Hoping I can give my new terrain some use!
Sunday, May 21, 2017
Crown's Hold original campaign map
The original map I whipped up for my last (not dead yet even though I've taken an extended hiatus due to, you know-life) campaign. The funny part is that I had envisioned the campaign to be an explorative/hex crawl one, but no plan lasts after contact with a good gaming group. I'd designed a few faction/politics hooks, and that's what really got them. They maybe explored 20% of the area around them, and it lasted a year before I moved! But everybody had fun, and that is the only thing that matters.
Thursday, September 15, 2016
Deep Space 13 map and legend.
Deep Space 13
map and legend
Here’s an example I used for one of my one-shot
adventures to test my Grim Hack rules. It can be used with any ruleset, however,
if anyone wants the stats, I’ll post ‘em. Brief descriptions of the opponents
follows later in the post. If anyone runs this, please let me know how it went.
For the brief introduction I used (and character
archetypes) see here.
Sorry about the odd numbering, but when I start writing
rooms/encounters, I do it as they come to me, then add them to the map. I
pretty much am just transcribing pretty much exactly what I had wrote in my
notebook.
State of Station and
existing Runabout: Pipes, wires, and structures of human flesh that certainly
don’t belong cover the ceilings and walls, all dripping pus and gore onto the
decks. See Aliens.
You may describe the Borg found on this station similarly, see picture here.
Various locations have
Control Panels for various systems. As these have been corrupted by the Borg
Hypergeometric Virus, it takes a skill check to get anything from them. See Panel section below.
1.
Airlock: desiccated
corpses in Federation uniform. No equipment. 1 Cyber-Vermin patrols
gangway to Station proper.
2.
Reactor Room: Power-core
dark with a massive creature, the Borgoth, covered in tentacles,
pustules, and power cables wrapped around it. See picture in this post.
3.
Command
Center/Bridge: Borg Commander and two Borg. Corrupted Science, Communications,
Engineering, and Security Panels. These are the most corrupted on the Station. A fumble on
these skill checks destroys the panel. Clue
1 can be found here in the Science Panel.
4.
Brig: 2
Cyber-Vermin. 3 Starfleet prisoners in rags, obviously tortured, in separate
cells. “They tortured us, they laughed while they did it! Borg have never done
that!” “There’s no one left in Starfleet. It started somewhere in the Alpha
quadrant. We thought we were the last uncorrupted Station left.”
5.
Armory: One Phaser rifle, corrupted (on use, failed
Willpower check causes user to surrender self to Borg when encountered).
6.
Holodeck:
Recurring nightmare imagery of the Borg invasion of Earth.
7.
Mess Hall: 3
Cyber-Vermin. 1 naked, bruised, and insane Starfleet member. Don’t ask
what they’ve been eating…
8.
Barracks: Various bodies
in perverted poses and dismemberment. No mission-critical equipment.
9.
Officer’s Quarters:
throughout the ring. One holds Clue 2.
No mission-critical equipment.
10.
Observation Deck:
Peaceful, uncorrupted.
11.
Science Lab: Borg
Scientist reading Necronomicon on Science
Panel (this is what was uploaded to the Collective to start this whole
thing). A discarded datapad holds Clue 1.
Body parts melded with tentacles and bio-mechanical will turn into another Borgoth
if the scientist isn’t killed in the first round of combat.
12.
Med-Bay: Borg
conversion center. One victim almost ready.
13.
Borgified
Runabout: Power core mysteriously drained. No working panels, equipment, etc.
14.
Engineering: Borg
at Engineering Panel. Datapad holds Clue 2.
15. Security Sub-Station: Security Panel, 3 Phasers.
Panels:
Science Panel:
Successful skill check finds the Anti-Virus
after Clue 1 is found.
Engineering Panel: Successful skill check reduces hit points of location 2 Borgoth
by half.
Security Panel:
Succesful skill check after power is
restored, gives number and location of opponents and allows the locking down of
any particular room. Critical success activates invader countermeasures,
stunning all Borg and Cyber-Vermin for 1d10 minutes.
Communications Panel: Successful skill check once power is restored at location 2, Clue 2 found, and Anti-Virus found, broadcasts the Anti-Virus throughout the Alpha
quadrant.
The Borg: Fairly self-explanatory other than the fact they are
physically corrupted even more than they already are, just add tentacle arms
and boils and such to their description. Both the Commander and the Scientist
are quite a bit tougher, feel free to have the Scientist throw some
Lovecraftian spells once he animates his Borgoth. The Borg prefer to use the ‘Stun’
feature on their Phasers so as to add to their collection of play-things.
Cyber-Vermin: A bio-mechanical cross between dogs and spiders. They
shoot to kill, but use lasers which are a tad weaker than Phasers.
Clue 1: “Jeffries Tubes becoming
dangerous as Borg virus spreads…”
…am making progress on
Anti-Virus. Must read more of that book!”
“Patched into Borg systems.
Found complete book. Spells converted to Hypergeometric equations!?!”
“Anti-Virus almost done. As
long as they don’t find me first.”
“Anti-Virus is completed,
but I am deleting it. I was such a fool. Gods do, indeed, exist. Biologic life
is meaningless. I am turning myself in for assimilation. Yog-Sothoth is the
Gate and the Key.”
Clue 2: “If that thing
would only die, I’d be able to get the Security System back up and running. Not
good enough an Engineer to work on a starship my ass! I’d even have enough
power to broadcast Broderick’s Anti-Virus. That’s is if Mr. Science Officer can
get his crap together.”
Note: I’m not claiming any ownership of these
properties. This was purely a humorous exercise.
Friday, July 15, 2016
More maps!?!
Alright, that's it for the maps for a while. Just something I needed to get out of my system. Made myself a big repository of the elements in these maps so I can whip up a town/location map in a few hours. Anything specific I need that I don't have I can just draw it up.
Thursday, July 7, 2016
Wednesday, July 6, 2016
Town Map!
Aww... What a quaint little town.
Just experimenting with my town mapping, and thought the results could be useful to someone out there on the interwebs.
Friday, June 17, 2016
Spider Mounds map.
Man, these are some busy termites.
I’ve been working on something I’m calling Grim Hack Expanded.
In a nut shell, doing some moderate changes in WFRP’s stat lines to allow for
slightly more even advancement distribution from my Grim Hack rules. I’m also
working on a spell list for my particular world, a play report from my Star
Wars one shot I used to warm up my gaming group for my version of WFRP (even
though I used the slick River of Heaven rules. I’m a percentile dice nut.), an
introduction to my Corporate Space setting, and etc., etc.
So here’s one of the maps my players have encountered already.
Some spiders, one Tyranid, and a Hive Mother, which should have been quite the
challenge. But add a barrel of gunpowder the players had found and you have a
crazy encounter that was ultimately cut pretty damn short.
Friday, May 13, 2016
Main continent of Anglypur
Forgive the crappy labeling, but I wanted to put this up just so my players have an idea of where they are in my campaign world. Someday will actually fully label, border, and add a compass to it.
Someday...
As far as my campaign goes, here's the basic gist along with a mini-gazetteer:
The Central Empire is fairly new. Originally independent feudal Kingdoms and city-states, the player's characters are the children and grandchildren of veterans of the Unification War wherein the Kingdoms became Duchies under control of a centralized imperial authority. There are rumors that the "Great Peace" the characters had fled for a life of adventure may be fraying. How this may effect things in Crown's Hold have yet to be fully understood.
Anglypur was the 'Big Bad' nation of the Mageregime. A brutal totalitarian government ruled by Wizards that ruled with an iron fist. Approximately around the time when the idea of a Central Empire was just being realized by a few group of kingdoms, the Mageregime fell apart in a civil war the refugees could only describe as a nightmare. Now vast swaths of Anglypur lay uninhabited and in ruins. After almost a decade of silence from Anglypur, Crown's Hold has been established at the Anglypur side of the southern pass through the Dragon Spine mountains.
Crown's Hold is the base of the campaign. It is located in Anglypur's abandoned fortress that guarded the pass leading to the former Central Kingdoms. The operation is governed by the West Anglypur Company, a commercial endeavor sponsored by the various factions in the Central Empire pursuing interests as diverse as agriculture and mining to magical research and militant evangelicalism. The adventurers are hired on to explore the areas surrounding Crown's Hold and contribute to the safety of the enterprise, while dealing with the representative's of the Imperial Factions including the Inquisition, the Wizard's Guild, and Crime families, amongst many others.
Thursday, May 12, 2016
Art, Maps, and such.
Yes, I know, I should've scanned it...
All art and maps I post here are my own work. I'd like to post maps regularly for anyone's personal, non-profit use, but since the majority of my maps haven't been discovered by my players yet, I can't post 'em.
The above was an abandoned hold nestled away in the Dragon Spine Mountains formerly used by some particularly unpleasant individuals for unsavory shows they would put on for a select audience. After cleaning out some nasty and strange stuff, my players have taken it over as their secret base of operations, gaining an genetically mutated (albeit weakened from long captivity) soldier as an ally in the process.
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