Maps and Graphics

Some Explanatory Notes:

Due to limited capacity to store files on the site at some point in the past I removed files that I had here but never got around to fixing links, etc.  This page is kinda in the process of being reorganized as a result, but I'm in no hurry to do anything with it at present.  If you have any interest in the CC files for any of what you see here but there's no link (or it's broken) just shoot me an email and I'll send it along.  Meanwhile, when people request stuff I'll put it up on dropbox and eventually link back to them here.

Any files mentioned here are of my own creation except where specifically noted, though they may use CC symbols from here and there.  For example, at one point I was using a thingy for Harn maps, mostly because it had some commands for random tree placement.  However, it used a custom color palette.  Well I no longer have that mod or the associated palette so the maps that I had made with it all had to be revised to deal with a lot of symbols in shades of nightmare pink.  Another reason to have removed things for download - because it provides me motivation to actually update and improve stuff.

I am using CC3 but a lot of things I've done were originated in earlier versions.  They may have used its various official add-ons, including City Designer, Dungeon Designer, etc.  They are also frequently based on work done by others in other media.  Unless I've specifically stated that something is all mine, any drawings here should not be taken as a claim of authorship by me.  Of course, by putting them here I fully anticipate and expect that people will download them and do whatever they want with them - I am making MY efforts publicly available.  Feel free to redistribute anything found here as you like, but naturally I would ask that credit be given where it's due especially since - as noted - that doesn't always belong to me.  I have on a very few occasions used custom symbols when finding a need for them and every time I do I have to relearn how to go about making them.  I have occasionally used some symbols from the (now rather old) Forgotten Realms Interactive Atlas too, but by and large everything is done "out of the box" from the most recent version of Campaign Cartographer.

These works may cover a quite broad range of my efforts and may be very old.  For various reasons these are simply the ones that I've chosen to make public and available.  I have hesitated making available certain maps that I've drawn because they might theoretically put intellectual property (which sometimes belongs to understandably tetchy people) into publicly available areas that I haven't felt comfortable with doing.  I AM reasonably comfortable enough with public display of whatever's here.  Some stuff that I've based these works on I have seen available as free downloads; some I've seen versions of posted on other forums; sometimes the product is just decades out of print and no one is in danger of losing money as a result of it being here.  Aside from all that, none of my own work here will actually fully replace having ALL the original material - you can't really run Tegel Manor or CSIO with what I have here - you still need a copy of the original key texts or their updates.  You can, of course, run them with MY maps instead of the originals allowing you to keep the valuable originals in better condition, or replace crumbling or lost maps.

The thumbnails and associated .png files are mostly just to provide visitors here with an idea of what the actual Campaign Cartographer file contains.  The .png's generally don't do full justice to the output of the actual file but I don't care to clog up my limited web space with graphic files any larger than necessary (and even so I repeatedly hit my pathetically low limits and can only keep what's most useful/popular here).

Though I currently use CC3 I don't use it to its intended potential.  Almost nothing I do with it can't be done with earlier versions and files are likely to be backward compatible.  If they are NOT and you are having any problems in viewing, printing, or working with them send me an email and I'll do what I can, or go to the community forums at where there are VASTLY more skilled and knowledgeable people to assist you.  Mostly, however, that's just going to be your problem to solve.

Comments and criticisms alike are always welcome too:

1E AD&D Combat Computer and Saving Throw Computer

1E Combat Calculator Wheel, v.2


    Nobody had asked for them as such but here they are.

    For the Combat Computer, although things are arranged slightly different (better, actually) it is functionally identical to the one seen in Dragon issue #74.  This should print out much more legibly than the pdf from the Dragon Archive CD or copies made from copies of conversions found on the net.  Of course the CC file is here for you to muck about with as desired.  Maybe someone can load it to CC3 and add graphical bells and whistles.  This is really intended for functionality so it isn't fancied up.  It's something you can give copies of to all your players to use and abuse, and then just print new ones when they wear out.  The weapon vs. armor adjustment numbers are small and thus possibly hard to read for us older folks (and I don't use them myself anyway), but I've made them about as large as I can and still fit.

    Print it out on the best cardstock your printer can handle, or glue the two printed sheets to decently stiff cardboard.  Cut out the two discs - note that the upper disc has an outer line the same diameter as the lower disc in order to ensure that it prints correctly, but when cutting it out it should be cut to the inner line with the square "Target AC" window.  The outer ring of large numbers on the lower disc should all be visible once the two discs are connected, while the inner ring of large numbers should only show one at a time in the "Target AC" window.  Cut out the four long, thin windows in the middle of the upper disc too (Xacto knife or razor knife - use caution).  Connect the two discs with whatever method you can find that works at allowing the two discs to turn on the same axis.

    If you really need instructions for how to use it you obviously haven't played enough 1st Edition and you shouldn't be messing about with such complex tools as this - you might hurt yourself.  Turn the two discs until the AC of the target shows in the window.  Find the curved, colored band on the upper disc that corresponds to the class of the attacker.  Find the column section on the band that includes the attackers level (or hit dice for monsters).  Follow that column out to the outermost edge and read the number required to hit in the same column off of the lower disc.  Or just throw the disc away and look it all up in the DMG.  :)

    Note that common sense must be used here because unlike the Dragon magazine version, this computer allows for AC's below -10.  When selecting a very low (negative) AC and then trying to look up what a very low level PC will need to hit it the results will appear to be quite wonky.  The extreme negative AC's ARE allowed by the rules and DO work when referencing to-hit numbers for higher level PC's, but you have to understand that you can go "off the chart" with this calculator, meaning that it correctly extends the to-hit charts for high negative AC's but when you then try to read those results for very low level characters you're "off the chart".

    Like the original calculator this includes weapon vs. armor adjustments.  The weapons listed in red are the adjustments for missile fire.  Weapon-vs-AC adjustments will ONLY be accurate when turning the discs to select an AC between 10 and 2, because obviously you're actually selecting the corresponding armor TYPE at that point, not actual armor CLASS.

    The Saving Throw Computer is really straightforward.  If you can't figure out how to use it you have issues that only institutionalization can deal with.  In a way it's much less useful or necessary than the combat computer because it only handles one chart - but if nothing else it's easier to READ than that one chart from the DMG and it's a natural companion to the combat computer.

    I tried to take great care that these would provide correct information, but if you use it and should find any errors do please let me know so that I can fix them.  By the way, I made a version for 2nd Edition as well and have now actually made the 1E version at least a LITTLE more graphically interesting.

USS Enterprise, NCC 1701


    I was once contemplating running a Star Trek-based RPG of some kind.  I never did, but I nonetheless set about drawing the Enterprise from the original series in CC2 (!) based on my old Franz Joseph Designs (FJD) blueprints.  I discovered that those old blueprints had a number of problems both technically and creatively and my searches on the web for solutions only turned up more.  Though virtually nobody else would have noticed or cared I couldn't bring myself to just copy the old blueprints and live with knowing they didn't actually FIT.  To simplify the job for myself I decided to draw a smaller variety of Federation vessel giving me justification for things not matching up to the Enterprise.  I made significant progress though I still didn't have the details I wanted.  I thought of using the 1701-A Enterprise instead, but after drawing a traced top-view of the 1701-A I grew tired of the project.  I set it all aside but posted my top view of the 1701-A here for a while.  Anyway, I eventually got hit with the bug again.  I first went back to my Federation "destroyer", but in doing yet more research I actually found what I had been seeking for a couple of years - an ACCURATE drawing of the original Enterprise model.

    It was not just scans of drawings or even detailed photos - this was in a CAD format that I could import to CC!  Of course, after importing to CC I found that a fair amount of work still had to be done to the converted file to clean it up, fix a number of issues, and in general make it more presentable for CC.  After some monkeying around I now have a terrific rendition of the entire Enterprise exterior.  There might still be some tiny, nagging details that only detailed photos of the model will resolve for me but I'm really happy with this.

    Once upon a time I had a LOT of work completed on deck plans.  Somehow, somewhere I've LOST THEM ALL.  I started that project again (though not in earnest) but I have done the bridge in great detail.  I will likely tinker with deck plans as the rare mood strikes me, but as the FJD blueprints are hopelessly non-canon I'm left with a great deal of adaptation work.  My original goal of matching FJD interiors to the exteriors that you see here is a non-starter.  It is an impossibility because the portholes are simply not spaced vertically to allow even extreme convolutions of FJD deck configurations and still make some kind of sense.  My revised goal is adapting the FJD deck plans to be a more correct representation that at least fits the original hull - essentially reverse-engineering the refit that would have created the 1701-A.  One of the major issues is then fitting the Main Engineering spaces into the secondary hull as it should have been.

    Again, I can't take full credit for this, as it IS based directly and heavily upon someone else's work.  Someone who it appears had access to (or detailed measurements of) the restored original-filming Smithsonian model.  Had I the research resources I wanted I'd have gotten here eventually on my own but I wonder if would ever have looked this good.

    Oh, you may be wondering why it's "green".  Well, I wanted to have some color for it to stand out on a white screen and the original filming model actually had a significant green tinge, it just got washed out by the studio lights when filming and gave it a generally gray appearance.  The original model was also painted with heavy weathering which similarly did not get seen by the cameras of the time.  This drawing is mostly based on the original filming miniature, but with a few changes to reflect the miniatures' current state as displayed in the Smithsonian (it's been through a couple of restorations - including restorations to FIX errors of earlier restoration), as well as the CGI rendition made for the HD effects-revisions of the original series episodes.  Unless you're an EXTREME Trek geek or highly dedicated modeler you certainly wouldn't know the differences even if you saw them.  In any case the colors are just there for the sake of color itself; making the drawings easier on the eye.  If the color bothers you, change it yourself since that's what I put it here for.

The City State of the Invincible Overlord (v.5?)


    This, I believe, is Version 5 and I no longer remember what I've changed.  The biggest change from the previous version I had here (3.2) is that it uses a more sensible color scheme.  At some point I was using a lot of macros and such that I'd downloaded that used a custom color palette.  Well, in upgrading to CC3 I lost the various tools and also the palette and now all those files (mostly my old Judges Guild maps) had pink trees and other weird colors and I had to go back and edit them all (which is how this version jumped from v3.2, which had been a tinkering version with various corrections and so forth, to v5).
    This drawing is a translation of the original map and was done almost entirely by measurement of the original rather than tracing over a bitmap.  I started out attempting a trace-over, but since the original map was very orthogonal I realized measuring was actually easier than trying to constantly adjust to distorted scans.  It turned out very well with very little needing to be fudged from the original map, and most of the fudging is so minor as to be nearly irrelevant.  You'd probably be hard-pressed to even FIND where I've deviated from the original.  In fact, in some areas I've fixed problems like rooms/buildings with no doors.
    My method for the JG maps is to draw a "wireframe" of all the structures and major elements and then proceed from there to add color and details. The CSIO has unusual "architecture" where city blocks are strangely, inexplicably interconnected buildings, stairs, rooms, and even what seem to be isolated alleys or roads in the interior of a city block.  A city that wants to be laid out like an old-school dungeon.
    I hit upon the coded, multi-color idea when I put this one aside after some initial disappointments to start another city project - TSR's Rock of Bral map for Spelljammer.  That map used a technique of having perhaps a half-dozen colors used for buildings.  Although there was no particular rhyme or reason to its use there, it made the maps bright, interesting, and imparted a lot more character.  It's a style that was infrequently used by WOTC for various maps but was one that I always liked.  You can see it also in the CC map of the City of Greyhawk (to be found in the download library at the Profantasy website).  That map again uses color just for the sake of color rather than additional coding purposes.
    With the standard CC idea of putting different building types on different drawing layers I have expanded on that and done some fairly simple color coding.  The colors and layers correspond to the indicated color key in the drawing.  I have decided that I really prefer this kind of use of color over house symbols for these Judges Guild city maps (though you could probably mix the two with some effort and possibly achieve even better results than I have).  It helps to distinguish individual buildings/areas in a crowded area, makes finding given types of buildings or occupants easier, allows you to show some interior walls without any real added clutter, and it also has the advantage of making it much faster to refresh since it doesn't have all those symbols to redraw.
    This map also has a layer named "Streetlights" which should be hidden by default.  The positions of streetlights were marked on the original map and the layer serves here to show where the dark and dangerous areas are by showing the effective light radius of all the streetlights.

The Rock of Bral


    Added a few buildings in the shipyard area that are present on the really big foldout Bral map and the part of the steering vanes visible from above.  Part of my original plan for the map was to show more elevation contours than were on the original.  I initially wasn't sure it looked good anywhere but around the lake.  I fixed that by changing to a graduated brown color scheme instead of the green I'd originally chosen.  The grass stands out more and gives the feel that most of it is indeed rock.  I also then didn't feel a need to try and draw "streets" but let them be defined just by the positioning of the buildings.  Also, I finally did the underside map.

    To go along with Bral I drew the Spelljammer logo.  Enjoy.


Tegel Manor and Tegel Village
tegelmanor.png (40211 bytes)tegel_village.png (80863 bytes)


    With Tegel Manor I first, rather foolishly, put the whole thing in one file but with each floor on a separate layer - including one layer with side elevations.  I've long since redone that, including removing some of the "additions" I'd made, but there is still some minor modification and interpretation to the original.  I finished it up with the appropriate labels from the original map.  I also tried something a little different for representing the doors and windows; something closer to a color rendition of how the original JG maps handled doors and windows.  There's also a color code layer that visually sections the labeled areas alphabetically so you can see at a glance where section 'E' is at so you can limit your hunt for room 'E-7' to that area.
    Tegel Village is a map of the area surrounding the manor.  I tried a few slightly different things on it because it actually had a few details that weren't on the previous JG maps I did.  It had "ridge lines" that sort of doubled as contours, and in addition some actual cliffs.  The original map simply did not do a good job of clarifying whether the various parts were actual cliffs, ridges, mere contour lines, etc.  I made a superficial attempt to interpret what was supposed to be what.   There's probably a few REALLY small details that could be cleaned up although it does feel like there's just something missing - something that needs to be changed but I'm not sure what.  Fewer trees maybe... and delete the "shadow" under them, then sprinkle a bit more around to fill the blank spaces?  Or maybe it's the original map itself.  These maps DO change rather dramatically when done up in color like this.  Details that were virtually invisible on a monochrome, sepia/tan map just POP when you put things in color - one of the reasons I like this style.  As it was there was a lot of blank space once I'd laid out the basic vegetation so I added a few scattered shrub and grass symbols to add visual interest.

modron.png (58494 bytes)


    The small size and simplicity of this map made it quite fast to draw; it took only a few afternoons, maybe 8 hours total.  It also helped that I practically had this mapping style down to a system.

thunderhold.png (59856 bytes)


    One more old Judges Guild map.  This one was a simple traced and measured translation from a scan of the original map.  Very little modification from the original.   Unlike CSIO or Tegel, Thunderhold was done primarily by tracing over a .bmp.   It just wasn't as old-school in design (with all the buildings oriented very orthogonally)  so it required slightly different technique.  The Sunstone cave entrance and escarpment don't look very good in this one but I don't have a reason to embellish it anymore than you see here.  The caves should really be well off the map anyway (says the sensible DM and game designer in me).  Their position just outside the city walls never made much sense.  It's an old-school anachronism.  I've included it here more out of a sense of tradition/accuracy to the original than a belief that it ever really belonged there.

Various Campaign Calendars

calendar_wilderlands.png (18187 bytes)calendar_gregorian.png (25002 bytes)calendar_realms.png (24033 bytes)calendar_eberron.png (22195 bytes)


    Firstly, I wrote a whole article devoted to issues of calendars:  Features these very same calendars.
    The first is the "official" Wilderlands calendar, which has 18 months of 20 days in 5-day weeks, with a week-long "festival" at years end.  It also includes lunar phases for which I had to make a few assumptions, such as that it is a 28 day cycle and that New Years Eve of 4432/4433 was a full moon.  The only difficulty with that is that in a 365-day year you can't get evenly divisible lunar cycles so every year's calendar would have to be edited to arrange the lunar layer properly.  If you don't care for that idea you can either just turn off the "Lunar" layer or edit it to fit your own assumptions (something Judges Guild as well as myself would encourage you to do anyway!)  Note also that this calendar is very unusual in that it begins on the first day of spring, not in the middle of winter.
    The second is a compromise calendar closer to the Gregorian calendar of the modern day western world.  It has 12 months with varying periods of 30 and 31 days. January, April, July and October have 31 days, the rest have 30. That makes for a 364 day year, meaning that 7-day weeks and a variety of lunar cycles are evenly divisible.  If you feel you have to have 365 days then shoehorn a "festival" day into it anywhere you like, or you can rearrange it to a slight degree by adding another day to one of the months that only have 30.  The advantages of this calendar are that it's very regular, predictable and enough like the real-world calendar not to cause confusion and consternation among players.
    Players, in my experience, just don't need or want a really weird calendar.  It also makes campaign time records easy to follow because there aren't any days that fall outside of a month as happens with having lots of "festival" or "holiday" weeks as filler trying to create a 365-day year.  I'll sometimes ask the players if they give a flying fish one way or the other about the calendar.  If they don't it'll be a toss-up between this and just using the real-world Gregorian calendar.  If they express any interest at all in a more unique calendar, well obviously I've got several available and can whip up more with little effort.
    Next, the Forgotten Realms calendar.  It may throw you at first, but you don't "read" this one left to right then top to bottom, The months are arranged for you to read it top to bottom THEN left to right.  It was necessary to arrange it this way to get it to fit decently on the screen.  The lunar phases of the Realms are actually a little "iffy" to represent on the calendar because the timing of the full moon does slide forward with each cycle until every fourth year when the Shieldmeet is added to re-synchronize the lunar calendar.  It's otherwise 12 months of 30 days each in 10-day long weeks, with 5 added "holidays" for a typical 365-day year.
    Greyhawk, the fourth calendar shown, is on a more straightforward, clockwork basis every year for its lunar cycles.  It has 12 months of 28 days in 7-day weeks, with four additional 7-day "festival" weeks adding another 28 days for a 364-day year.  At one point the .png had correct season colors, but the .fcw itself didn't.  I'm not sure what I did, but I recall that I eventually did fix it.  I must've been monkeying around with it and saved a goofed up version.
    Last is the Eberron calendar which is probably the simplest, most clockwork game world calendar you'll ever find.  12 months of 28 days in four 7-day weeks each, for a short 336-day year.   No festival weeks, no complex coordination (or lack thereof) between solar and lunar calendars.  Actually, the lunar layer of the .fcw for Eberron is hidden, left for anyone to toy with if desired, but officially is irrelevant.  Eberron has 12 moons and each month corresponds to the perigee of one of these moons, but nothing was stated about the phases of these various moons, if any.  I could simply speculate (and if running my own campaign I would), but the typical wall calendar format doesn't lend itself to charting more than a few moons at best, so it seems pointless to bother detailing 12 - unless you HAVE to.

Daily Event Calendar


    This is something that I've seen people ask for a few times on message boards - a log of sorts to record daily events in a campaign.  One day after I'd seen yet another such request I threw this together for grins.  Dragon magazine many years ago published an article that had several pages of this sort - monthly, daily, and (given the rules at the time) even round- and TURN-based charts.  The only one I ever could see a use for (and in fact did use to good effect for quite some time) was the one like this.  It's intended for a Gregorian calendar, obviously, but can be used for others as well up to 35 days.  The smallest boxes are to write in the number of the day in the month (in a Gregorian calendar, the weekday which the first day of the month falls upon changes month-to-month and year-to-year).  This sort of thing is just mind-numbingly easy to put together in CC and can be adjusted to specifically conform to any fantasy calendar.  The alternative, of course, is to simply use regular notebook paper or legal pads to keep the game records - but where's the fun in that?

    There isn't a lot of room to write on any given day, but then it isn't for recording in-depth description either.  It's unlikely that EVERY day is going to packed with events that you'll need to record so you can spill over and not feel confined to stay within the lines.  There's always always the simple legal pad if you need to wax poetic about game events.  This is simply for recording and coordinating basic game events, PC movements and activities.

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