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Heiracosphinx

Christopher West's page

Cartographer. Pathfinder Society Member. 426 posts. No reviews. No lists. No wishlists.


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Sebastian wrote: "I'd pay good money for a compilation of your modern rpg maps. (hint Paizo, hint.)"

It's in the works. Look for the d20 Modern book "Critical Locations", from WotC, later this year. It collects all of the Global Positioning Maps that originally appeared in Polyhedron with a whole bunch of new pieces. :)


My party found the bug encounters to be a cakewalk, simply because they came ready with flasks of oil, torches, and at least one vial of alchemist's fire, and because they thought very quickly when they heard the skittering of bugs approaching. By the time the bugs emerged from the pit, each PC was standing back with a flask of oil prepped with a lit fuse and a readied action to throw it as a grenade. The mad slasher did some damage to them, but the swarms barely touched them.

The initial encounter with the wolves, on the other hand, was nearly a TPK. The wolf pack caught the party's rogue offguard and took him down to negative hit points in a single crit during a surprise attack. (The first attack roll made in the new campaign, and it was a crit against a PC! Seemed like a bad omen to the players...) The mage was the next to go down, after firing off a single magic missile. The psion avoided combat for the most part, while the barbarian managed to kill all three wolves without much assistance. A lucky cleave helped end the combat just in time; I think the barbarian had 3 hp left at the end.


I'm glad you liked the Lucky Monkey map from Flood Season, Eleazar! That one took a good bit of work. For me, 3d = 3 times the work because I don't generally use 3d software in my mapmaking.

After sketching up maps by hand and scanning them into my Mac, I use Adobe Photoshop almost exclusively. While I may generate some textures in other sources, they, too, invariably go through much enhancement in Photoshop while being incorporated into the finished illustration.


I should probably chime in here, since I've been mentioned. :)

First off...thanks for the kind words about my work, Sebastian! As an artist, it's always nice to get a favorable nod from the people who enjoy your work.

Conversely, it's always frustrating to be met with sharp criticism, so I totally see where Kyle is coming from. Just as praise can inflate one's energy to keep going and look for ways to improve, a word of scorn can suck the wind right out of your sails and leave you frustrated and tired. This is why criticism needs to be handled even more carefully on the Internet, where people tend to write their opinions in ways they might not say them in person, and where even mild comments can easily be read as wrenching insults.

I'd also like to note that comparing a Map of Mystery to a more standard adventure map might not be entirely fair, for each serves a different purpose in the magazine. An adventure map is designed with a specific story in mind, and needs to conform to the text that accompanies it. It is a visual reference piece intended to clarify gameplay in a particular magazine feature, whereas a Map of Mystery is a feature unto itself...free of the restraints of any accompanying text and designed as a self-contained piece of art that a DM can use in a number of ways. Maps of Mystery also generally provide the artist with a lot more space to play around with than adventure maps, and usually include plenty of artistic freedom in terms of layout, mood, and environment.

Looking at Kyle's maps in #128, I'd have to say that they show a good bit more detail than my Map of Mystery (in terms of furnishings and the amount of information communicated to the DM), and manage to do it in a much smaller space. I'd love to see them bigger, and Kyle has already addressed the fact that they printed darker than intended.

In all, I'd say that this is a pretty fine issue with a variety of approaches to urban adventuring, and the maps go hand-in-hand with that.


The trouble with using the abandoned mine office as a place of business is twofold:

Your first problem is location. An hour outside of town (depending on what references your group chooses to use) is quite a distance to expect customers to travel unless you're offering something they can't get any other way. Transporting your goods into town is an option, but unless there's a particular reason to use that specific property, your group would save travel times and make things more convenient for themselves simply by using the Land farmstead as their base instead.

There's also an issue of ownership. In my campaign, one of the PCs discovered he had inherited the old mine office at the beginning of the first session, but there's nothing like that written into the adventure itself. Someone certainly owns that land...and if it isn't one of the PCs in your group, you're in for a hard time if you try to profit from it. You might come to the attention of the Governor/Mayor, or to a Lord of the Free City, or even to Balabar Smenk if he happens to own it. (Most failed mine properties tend to fall into his possession when the original owner goes out of business.)

If PCs try to use a property that isn't theirs by law, they may end up in a legal (or even physical) battle for rights to it. What happens when the rightful owner shows up, demanding that the PCs get off the property? What if he demands a share of all their profits? What if he shows up with the Sheriff, demanding that they be thrown into the lockup for trespassing? What happens when the Lord with sovereignty over the region shows up with his knights and demands a tithe of everything they own, along with questions about how they came into such prosperity?

In any case, the PCs will have to deal with the issue of taxes if their occupation of the land becomes known. The government might look the other way on other charges if the PCs pay taxes on the land and business without any hassle...better to collect taxes from people illegally using the land than to get nothing from a legal owner who is leaving the property to rot.

To make things interesting, as a DM I'd have the title to the abandoned mine and land come into the possession of Balabar Smenk, who sends out surveyors to measure his holdings. When the surveyors locate the whispering Cairn and find the PCs squatting on his new property, much conflict may follow. :)

Depending on the nature of your DM, you might want to be watching out for some of the above technicalities.


Very cool encounter! Sounds like you gave your players a memorable night of fun with some quick thinking and smooth improvisation...well done!


Heh...the whole nekkid hog-tieing in the middle of town thing is great...I hope my players do something equally memorable the next time they defeat these guys, though I suspect their next encounter with Kullen & gang will be fatal for one party or the other.

Rob, thanks for pointing out that part about Natalo Bask. Nice catch...and one I hope to use at some point. :)

The half-golem suggestion is a neat idea, too, though it feels a bit too extreme for this level of the campaign...who in Diamond Lake has the resources (and inclination) to turn Kullen into a half-golem? If they somehow manage not to encounter Kullen again for several levels, though, I may do something like that to reintroduce him...perhaps during the Champion's Games in the Free City arena. Thanks!


Thanks for the feedback, guys!

For flavor, I've decided to give the mage a broken nose, along with a dislocated shoulder that forces a concentration check any time he casts a spell with a somatic component. (He lost 6 of his 7 hit points from the fall into the pit.)

Kullen is also going to survive, with a thirst for vengeance and plenty of scars added to his tattooed face. I think I might also have him leave his greataxe soiled with the barbarian's blood until he can finish the job properly.

As for whether or not the PCs learn of Kullen's survival...that entirely depends on whether they linger around town the following day, and who they talk to. The news of Kullen's humiliation and vow of revenge will be the talk of the town...if the PCs are around to hear it.

Since they still don't know where to find the Land family's remains, I suspect some of them at least will be poking around. One of Kullen's cronies (the ranger) left the bar before the fight started, and is initially oblivious to the events inside. The fighter was just past the doorway when the above events happens, and saw his boss and the mage both go into the pit in one round. He immediately fled the scene.

The players may catch up to them at the start of the next session, depending on what they decide to do immediately following the brawl. The barbarian is still at 3 hit points, though, and the party's cleric is elsewhere...so they may decide to beat a hasty retreat out of town.


Anyone have any fun stories of how their players dispatched (or dealt with) Kullen and his gang? My players did a number on him tonight!

Warning: Spoilers ahead...

We got together last night to continue the Whispering Cairn adventure, and reached the point where the characters need to track down Kullen and his gang and find out what became of Alastor's family's remains. The PCs find them in the Feral Dog, and split up to flirt with Tirra and eavesdrop on Kullen and his gang. Kullen, positioned at the bar near the dog fighting pit, was growing increasingly drunk and unruly as the night wore on, and I had a messenger drop in to summon his gang to Filge for instructions.

Already resentful of being placed at Filge's disposal, he became downright hostile on his way towards the door, shoving people out of his way as he went. this included two chaotic neutral PCs, however, who retaliated without hesitation. The barbarian shoved him right back, and as he spun around to confront her, the rogue took a sneak attack on his leg (aiming for a called shot to hamstring him, but managing only a normal hit).

Two of Kullen's cronies had led the way out of the bar, but their mage had stayed behind to make sure Kullen was coming. He quickly cast a Daze spell on the barbarian, and moved into position to cast something else the next round.

Kullen began to rage and drew his greataxe, taking a wild slash against the barbarian while the PC rogue vanished into the crowd. He scored a crit (x3 multiplier!) which nearly dropped the PC barbarian in a single blow! It left her with 3 hit points out of about 30!

Not to be left out of the action, the PC psionicist used his turn to animate a barstool Kullen had shoved aside, directing it to trip him up and send him into the pit. One excellent attack roll and a failed reflex saving throw later, and the albino half orc was indeed tumbling into the pit below, where two vicious dogs were more than happy to tear into him!

Meanwhile, the PC wizard hit Kullen's mage ally with a color spray, knocking him out quite effectively. The barbarian, who had just been dazed by this mage and nearly eviscerated by the half-orc, proceeded to pick him up and toss him unceremoniously into the pit with Kullen and the dogs!

The PC wizard, sensing some troublesome explanations and confrontations if they lingered too long on this shocking scene, urged the party out of the door, and that's where we ended the session.

When they left, Kullen had 8 hp left (with barbarian rage), and his mage ally was still unconscious...and both were still in the pit with the starving dogs.

I'm trying to decide if the dogs would be allowed to (or able to) finish them off, or if the handlers would put a stop to it right away. Any suggestions?

I'm leaning towards having the pair live to encounter the PCs again a bit later in the adventure...recurring villains are so much fun, and these two certainly have a vendetta now! The players had a blast in this session, though, and I'm torn between letting them keep the satisfaction that they disposed of these thugs with creative ease, and letting them have another round of fun with them.

Under different circumstances, this fight would have had a much different outcome, I think, and I'm somewhat curious to find out if the players could come up with another way to deal with Smenk's thugs so smoothly.


Anyone have any fun stories of how their players dispatched (or dealt with) Kullen and his gang? My players did a number on him tonight!

Warning: Spoilers ahead...

We got together last night to continue the Whispering Cairn adventure, and reached the point where the characters need to track down Kullen and his gang and find out what became of Alastor's family's remains. The PCs find them in the Feral Dog, and split up to flirt with Tirra and eavesdrop on Kullen and his gang. Kullen, positioned at the bar near the dog fighting pit, was growing increasingly drunk and unruly as the night wore on, and I had a messenger drop in to summon his gang to Filge for instructions.

Already resentful of being placed at Filge's disposal, he became downright hostile on his way towards the door, shoving people out of his way as he went. this included two chaotic neutral PCs, however, who retaliated without hesitation. The barbarian shoved him right back, and as he spun around to confront her, the rogue took a sneak attack on his leg (aiming for a called shot to hamstring him, but managing only a normal hit).

Two of Kullen's cronies had led the way out of the bar, but their mage had stayed behind to make sure Kullen was coming. He quickly cast a Daze spell on the barbarian, and moved into position to cast something else the next round.

Kullen began to rage and drew his greataxe, taking a wild slash against the barbarian while the PC rogue vanished into the crowd. He scored a crit (x3 multiplier!) which nearly dropped the PC barbarian in a single blow! It left her with 3 hit points out of about 30!

Not to be left out of the action, the PC psionicist used his turn to animate a barstool Kullen had shoved aside, directing it to trip him up and send him into the pit. One excellent attack roll and a failed reflex saving throw later, and the albino half orc was indeed tumbling into the pit below, where two vicious dogs were more than happy to tear into him!

Meanwhile, the PC wizard hit Kullen's mage ally with a color spray, knocking him out quite effectively. The barbaria, who had just been dazed by this mage and nearly eviscerated by the half-orc, proceeded to pick him up and toss him unceremoniously into the pit with Kullen and the dogs!

The PC wizard, sensing some troublesome explanations and confrontations if they lingered too long on this shocking scene, urged the party out of the door, and that's where we ended the session.

When they left, Kullen had 8 hp left (with barbarian rage), and his mage ally was still unconscious...and both were still in the pit with the starving dogs.

I'm trying to decide if the dogs would be allowed to (or able to) finish them off, or if the handlers would put a stop to it right away. Any suggestions?

I'm leaning towards having the pair live to encounter the PCs again a bit later in the adventure...recurring villains are so much fun, and these two certainly have a vendetta now! The players had a blast in this session, though, and I'm torn between letting them keep the satisfaction that they disposed of these thugs with creative ease, and letting them have another round of fun with them.

Under different circumstances, this fight would have had a much different outcome, I think, and I'm somewhat curious to find out if the players could come up with another way to deal with Smenk's thugs so smoothly.


Wow. Now it's my turn to be flattered and a bit intimidated. Thanks, Sean. I remember back when I started out doing cartography, it's because I was inspired by a map that Rob Lazzaretti and his team at WotC had made. :)


I'm not a Paizo staffmember, but I'll be there. Looking forward to it very much.

Christopher West
westwinds@velocity.net


Yeah, nice work Sean. :)


Thanks, Big Jake!

Yep, this is Christopher West...sorry I forgot to sign that previous message! Temple Quarter is up against some pretty hefty competition for Best Cartography in this year's ENnies, but I'm keeping my fingers crossed. As it was last year, it's an honor just to have been nominated.

I'm glad you enjoy my work! Thanks again! :)


Glad you like the map!

The funny thing about this composite map of the Fiery Sanctum is that it was never commissioned. The map order called for separate maps of each area, and I decided as I began working on the finished maps to do them as one big image initially, to save time and ensure consistency between the separate pieces. Once finished, I saved out copies of the separate pieces at the appropriate sizes, added text, and passed them on to Sean.

Since I had the composite image also finished, though, I figured it might be useful and sent it along to Sean as well. I wasn't sure if he'd have room for it or not, and it turned out not, but I'm glad he's made it available for you guys here. :)


Wow, that's some high praise! Thanks very much, GVDammerung! :)

While I always try to put as much detail into a map as possible without compromising it's readability or utility, I do tend to treat Maps of Mystery a little differently, simply because I know that they need to stand on their own without any supporting text to answer questions about the content of rooms and things like that. I trust when you're reading an adventure that you'll be cross-referencing the map with the text to get the best understanding possible of the location. With a MoM, what you see is what you get, so it has to provide all of the atmosphere and relevant information that you would otherwise glean from the text.

There's also the point to be made that an adventure map is supposed to answer a DM's questions, whereas a Map of Mystery is supposed to suggest questions for the DM to answer. For this reason, I may tend to be more evocative with a MoM, or try to make them more intriguing.

Finally, there also tends to be a lot more artistic freedom when creating a Map of Mystery, since I'm not constrained by another person's design of a place. I get to put more of myself into the MoMs and flex some creative muscles that tend to lie somewhat dormant when making other kinds of maps.

It's really gratifying when people respond positively to them. I'm glad you like 'em!

Christopher West


In spite of a very successful introductory session, the party in my campaign might be going through some changes already. One player wants to revamp his psionics a bit (which I approved since we haven't really gotten into the adventure yet), and another is keen on playing a warforge cleric (even though we aren't technically playing in Eberron).

I'm inclined to allow the warforged PC, even though it will almost certainly make social encounters more difficult for the party. It occurs to me that the Whispering Cairn's unspoiled areas provide a great way to introduce the warforged, perhaps having been held in stasis through the ages, only to awaken with no memory of his background or how he came to be there.

Has anyone else ever dealt with a warforged PC in a non-Eberron setting? I'm still undecided about allowing it, but I don't want to foist Eberron on the players who aren't interested, and I myself haven't even finished reading the campaingn book. At the same time, I don't like to bar character options from players who are interested in pursuing them. I imagine that the warforged would be met with much suspicion if not outright violence, and even the more enlightened NPCs may jump to the conclusion that he's the property of the party's wizard (creating some interesting roleplaying possibilities but some extra complexity for social situations throughout the adventure path. Any thoughts on this?


I'm quite proud of it too...can't wait to see how fans react when they see it. :)


Red Ranger wrote:

Did you take the D&D miniatures game into consideration when designing the maps for balance and possible scenario play?

You bet! I'm a big fan of the D&D minis and had the skirmish game in the back of my mind while designing the cards. You should find them useful for skirmish games as well as RPG encounters. :)


Well, see...I'm not sure that the guys will believe me when I tell them I can fit a whole adventure with all of the background info, NPCs, traps, monster placement, and basically everything needed to run a single well-balanced adventure onto a single page (maps included), make it look cool, and make it simple to run with minimal preparation. For that matter, I'm not sure that *I* believe me...so before I pitch it to them, I want to have an example in hand. ;-)


My group and I just kicked off the Age of Worms campaign last weekend. Most of the session (predictably) was spent getting characters ready to play, but I used that time to work with each player in turn to develop a reasonably detailed backstory for the characters. We then played out a fun little introductory roleplaying encounter where they all came together and got started on their quest to explore the Whispering Cairn.

Here's the cast:

"Fleece", CN male human rogue
This exceedingly short, sneaky, young human is the only PC to have grown up in Diamond Lake, and thus the only one really familiar with the area. Orphaned when a tragic (and suspicious) mine collapse killed off the only family he knew, Fleece (a nickname used in place of his embarassingly silly-sounding real name) raised himself on the streets and alleyways of this wretched little hole in the wall. (His family home, the now-dilapidated structure an hour outside of town detailed in Dragon #333, is serving as the party's base for this stage of the campaign.) He recently discovered--in the abandoned office of the mine manager who once employed his father and who has since sold his remaining operations to Balabar Smenk and departed town in a hurry--that he is owed some inheritance from his father's estate, but it is locked in a bank in the free city, three days ride from Diamond Lake. In order to claim his money, he needs to get there...and in order to get there, he needs money to pay for the trip. (I've told the players that the wilderness between Diamond Lake and the city is particularly dangerous, and not a trip that can be safely made on foot at their level.) Fleece, incidentally, harbors murderous feelings towards the mine manager he blames for his father's death in the mine collapse and is determined to find him. I also dropped the suggestion, though, that Balabar Smenk was able to "buy out" the missing manager's operation very cheaply after the collapse, and that he may have played some part in orchestrating the disaster for his own financial gain.

Gerkin, N(E) male gnome psion
This hooded and enigmatic gnome was recently incarcerated in the town lockup after a mischievious confrontation with a town official (I originally mentioned Smenk, but I think I'm going to suggest Governor-Mayor Lanod Neff instead when we continue the game.) Using his psionic power to animate objects, he managed to escape and hide from pursuit, and spent the night tucked away in an empty stall of the Lakeside Stables, where he planned to steal a horse and ride away at first light.

Cree of the Wolf Clan, N(G?) female human barbarian
Child of a nomadic barbarian clan, this young warrior was abandoned in Diamond Lake as a coming-of-age rite when her tribe passed through the area. In order to find her way in the world, she must hone her survival skills and learn to deal with the "civilized" humanoids that populate the area. In time, she can rejoin her clan...but for now she must see to her own needs. Because she could not afford a horse, she indentured herself to Lanch Faraday, owner of Lakeside Stables (who I have made a somewhat more honorable fellow than the abusive grump presented in the Diamond Lake backdrop). They worked out a deal where Cree can sleep in the stable loft and earn her keep by tending to the horses by day. In so doing, her "wages" as a stablehand will be held towards the value of a horse, and when Cree has paid it off with her service, she can take the horse and leave. At the present rate, though, it will take her about 4 months to pay off this debt, a setback to her coming-of-age challenge that she finds almost unbearable.

Adnar Qel'Caezal, N male human wizard (diviner) [NPC]
Adnar (an NPC I included to round out the party) is an ambitious and exotic young apprentice to the mage Allustan (and is visually based on the artwork of "Lamishal" from page 58 of Dungeon #125). While he respects his master's tutelage, he feels that he has reached the limits of what Allustan can teach him, and is interested in beginning an adventuring career of his own. Allustan may be content to rest idle in the corrupt little mudstain that is Diamond Lake, but Adnar forsees (literally) a much grander future for himself, and is eager to set events in motion that will propel him to greatness.

To get the ball rolling, I had the trio of free city adventurers pay a visit to Allustan, to consult with him over a scrap of lore they found in an old tome...a legend that set them on their journey to Diamond Lake in search of riches in a long-forgotten cairn. I haven't written up that scrap of lore yet, but I decided that it would feature multiple words and phrases referring to "whispers" and "voices on the wind".

I had Allustan's apprentice--my NPC, Adnar--overhear some of this conversation, and the reading of the old lore rang a bell with him. While the adventurers spoke with Allustan, Adnar dug through his master's maps of the area to find one old mine map with the "Whispering Cairn" labeled, and tucked it away...saying nothing to his master or the adventurers. Armed with that bit of information and knowing that the three adventurers are looking in the wrong place for whatever it is they seek, Adnar bumps into the other PCs by a stroke of chance (or fate):

Gerkin, the gnome-on-the-run, hid in an empty stall at the Lakeside Stables, where Cree, the barbarian woman, is currently employed. Several failed listen checks later, and the gnome managed to rest through the night in the stall while the barbarian slept in the loft above, completely ignorant of the stranger in her barn. Of course, a stablehand rises with the crack of dawn, so Gerkin didn't have much of a chance to escape before she awoke. Before they encounter one another, though, the human rogue "Fleece" wanders in, under the pretence of looking for a horse to buy. (He's really scouting the place for a way to steal one.) While the barbarian and rogue exchange pleasantries and talk about how much they'd each like to get out of this town (they hadn't met before), the gnome decides to speak up and introduce himself. After a brief and entertaining standoff between a suspicious pitchfork-wielding barbarian and a mysteriously-appearing hooded gnome, my NPC Adnar shows up to break the tension, on an errand to fetch a pack horse for Allustan. (Since they both had been in town for some time, we decided that Fleece and Adnar had some basic familiarity with each other, and have even shared some drinks at Lazare's House.) Greetings were exchanged, and Adnar, after having overheard the conversation about a desire to get out of this town, mentioned a way that they might all be able to get some money with which to travel: He presented the map he had been carrying and invited them to join him on an expedition to explore the cairn and loot its treasures.

The gnome was all set to Mind Blast the stable owner, take a horse, and ride out of town before Sherrif Cubbin could catch him, but he allowed Adnar to have a go at it first. One 'charm person' spell later and Adnar had arranged for some leave time for Cree (her honor wouldn't allow her to leave before her debt was paid otherwise), and procured a pony and a pack saddle.

Of course, as they were preparing to leave, they spotted Sheriff Cubbin and some constables patrolling the route out of town and questioning passersby about a suspicious gnome. We ended up putting Gerkin on Fleece's shoulders (Fleece is, himself, less than 5' tall...) and wrapping them both in a heavy cloak, disguising the two of them as a hunched elderly human, with Adnar and Cree serving as escorts to help him/her along.

As they were about to be interrogated by the patrol, Gerkin psionically animated a big basket of watermelons on the back of a passing wagon, causing it to jump off of the wagon and splatter Sheriff Cubbin and his goons. (A natural 20 on the attack roll, no less!) The party used the distraction to hurry past unquestioned, made their way to Fleece's ruined home outside of town, and thus began the Age of Worms adventure path.


Hey there! I'm glad you guys enjoyed the Dungeon's Delve idea and want more. As James said, it was originally conceived as a three-part map, but in an open-ended way that would allow it to continue, well...for as long as folks were interested in it.

I do have part three mapped out in my head, but haven't created the finished art yet. Time constraints and an abundance of other projects conspired against me, so I just "never got around to it". I, too, want to see it go deeper, though. I had a lot of fun with those. Now that I know there's an interest in seeing more of the Delve, that gives me a greater incentive to put it back on my to-do list.

I've also got an idea for a new one-page map-related feature that I plan to pitch to Dungeon as soon as I get time to put an example together. It's sort of like a Map of Mystery, on crunchy gamer steroids...

-Christopher West


Thanks for all the kind words about my work, folks! Like any artist, I'm always deeply gratified when I read about people enjoying the stuff I create. :)

Sorry I didn't stumble into this thread sooner! There are several interesting points of discussion I'd like to reply to:

Rauol_Duke wrote:
I do wonder at the abscence of Chris West's cartography of late though... It is sorely missed.

I've missed it, too, but the truth is that Paizo and Wizards of the Coast have both been keeping me VERY busy lately. Like "busier than ever before" kind of busy. :) In addition to doing some extra stuff for the collected Shackled City Adventure Path hardcover, I've also been working on miniatures-scale map tiles for the Game Mastery products...and I'm really proud of the stuff I've been doing for these projects! Some of my best work yet, in my opinion.

For WotC, I've been working diligently on poster maps and tiles for the Star Wars miniatures game. I've also been working on maps for a Forgotten Realms book, AND doing a ton of new modern-era maps (matching the style of my Global Positioning maps) for a much-requested collected and expanded volume of those Polyhedron features in a book called "Critical Locations".

So, while I've been absent from the pages of Dungeon lately and my website is many months out of date, I've not been idle. :) You'll probably get sick of seeing my name on things this summer and fall! ;-)

Galryx wrote:
All things aside, the Cauldron fold out map is still hanging in my gaming room, even though we finished the Adventure Path a while ago. That map is a great piece of work.

Thanks! If you liked the original, just wait until you see the map included in the new hardcover! You might want to start making room on that wall for another map of Cauldron... <insert evil grin here>

ultrazen wrote:
I'm curious though: How much detail from maps submitted by authors ends up in the final products, and how much is placed by the artist? That is, if an author does not place barrels, beds, bookshelves, debris, and other detail, is the cartographer likely to take artistic license and include those? I find it rather doubtful.

I can't speak for other cartographers, but I certainly do try to include details like that, even if the author didn't. When I'm given a project, I always ask for a copy of the author's work that will accompany it, and make sure I read it as thoroughly as possible before getting started. This not only clarifies the intent and layout of the map in my head, but it also inspires the subtle details that I find really fun to illustrate that might not otherwise make it into a map. (Magical glowing effects, textures and colors for floors, the unusual subtance a wierd altar might be made out of, and things like that.)

There isn't always room on a map to include all of those details, so sometimes you need to be judicial about what room features to include and what to leave out...but I like to include them whenever possible. (Of course, I've also been known to include "easter eggs" in some of my maps (mostly modern stuff, but some of my fantasy work, too), which may or may not relate to the adventure itself.

ultrazen wrote:
So is perhaps one response to "bland" maps to ask authors to submit adventures with more map detail to start with?

That certainly helps, so long as you don't overload your maps with so much detail that layout of your room becomes less clear. As important as readability is in the finished map, it's almost more important in the maps that the author creates, because these directly inspire the finished work and any ambiguity in the original sketch can translate into major problems if the cartographer misunderstands the layout and renders it incorrectly.

For example, lets say you have a map where two tunnels cross, one going above the other so that they don't actually intersect. If the author's sketch isn't clear about this, the cartographer might think they do intersect and illustrate them as a four-way intersection. Just imagine the confusion on your gaming table if the guys at Paizo don't catch such an error! (They're awesome at noticing these things, but still mostly human--and even demigods can make mistakes, I'm told...)

So the inclusion of detail in the author's map is very good, so long as the map is still clear and legible. If it's so cluttered with details that the cartographer has a hard time reading it, that's a step in the wrong direction...we can, and do, read the area descriptions to find interesting new details to highlight in the finished map.

By the way, I'm both honored and humbled with the comparison of my work to Rob Lazzaretti's beautiful maps. I was originally inspired to try my hand at professional cartography through my enjoyment of his work, and his enthusiasm for my early maps is what motivated me to put together a portfolio of maps and take it with me to Gen Con several years ago, where I met Christopher Perkins (editor of Dungeon at the time) and got my first professional cartography work in the pages of the magazine! Lazz also gave me my first assignment for Wizards of the Coast...some starship movement diagrams for the free Warships PDF download for the Alternity game. He helped me get into the business of making RPG maps, so it's an honor to be compared in a favorable way to such a talented artist.

-Christopher West


As a bit of an aside: When I first tested out Snapper on my unsuspecting players, they just about jumped out of their skin. They were already somewhat low on hit points at the time, and the description I gave them when Snapper surged out of the water made them want to flee. Unfortunately for them, they had just finished using chunks of fallen rock to bar the door through which they had entered, so retreat was not an option. (The skeletons gave them a run for their money, and they had planned to rest up before fighting their way back out. Whoops.) ;-)

Anyway...it was a tough battle, but they did manage to take him down fairly quickly. Since it's not necessarily a given that the PCs will ever fight the imp and it's entirely possible that Neegla will fall long before the PCs ever get this far, Snapper becomes the real boss of the dungeon; this fight is the final, climactic "Oh crud--this is gonna hurt" battle that really tests the PCs' mettle.

I'm eager to hear how other players have handled him...and how they've reacted to his appearance. I hope he hasn't been responsible for more than his fair share of total party kills...


Thanks for the kind words! I've thought about conducting a map workshop at a convention, sure. The Paizo guys invited me to participate in a seminar panel at last year's Gen Con, and that was quite fun. Demos or actual classes would require me to haul along heavy (and expensive) computer equipment, though. I did that at my first Gen Con (before I really got involved in professional cartography), and don't relish the thought of lugging my studio with me again. ;-)

I also, frankly, don't know what I would really be able to teach; a large part of the process of creating a detailed map on the computer is based on trial and error and experimentation with your tools of choice. What works for me wouldn't necessarily work for everyone else, and I think that's as it should be. Everyone has his or her own evolving sense of style and design sensibility, and the process of discovering it and embracing it is what really makes a cartographer excel.


Christopher West here. Thanks for the compliments, folks! :)

For the curious: I do almost all of my work in Photoshop. I can't remember the last time I used Illustrator, honestly...I think it was back in college. Illustrator 2.0 or something. :)

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