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NeonKnight
10-03-2007, 06:20 PM
OK, so for my Monastery Challenge, I am slowing working on the map.

Here, I have converted my pencil sketches of the monastery dimensions to CC3.

Nothing fancy, just a point I can look at to make sure all my elements line up.

ravells
10-04-2007, 07:16 AM
A goodly start and a very rational way of going about the challenge. I found some floorplans for a priory here (http://www.aedificium.org/Maps/WallingwellsPriory.gif), which may (or may not) be helpful.

Ravs

NeonKnight
10-04-2007, 07:21 AM
Ahm yes, those are in CC2 format...I found those already ;)

NeonKnight
10-04-2007, 09:29 AM
Ok, so I have done the Crypt's layer (where the Baddies have broken up through from the Underdark), and the foundation layer of the temple (where they have piled some of the bodies of the slain laymen.

Arcana
10-04-2007, 09:39 AM
Very nice thus far! I'm liking the underdark angle.

RPMiller
10-04-2007, 11:54 AM
Interesting that this months CC Annual happens to be cathedral related...

NeonKnight
10-05-2007, 10:25 PM
So, doing some more research into the internal structure of a Russian Monastery (Of which the Challenge is a Russian Orthodox), I discovered that the "turrets" are not floored, nor are there any stairs within them, but are rather larger domes above each other painted/gilded on the inside and allowing as much light into the structure:

http://www.qedata.se/bilder/gallerier/litauiskt-galleri/vilnius-heligaande/heliga_andes_kyrka_interior2.jpg

http://www.qedata.se/bilder/gallerier/litauiskt-galleri/vilnius-heligaande/heliga_andes_kyrka_interior3.jpg

So I am torn as to keep the main Chapel tru to the architectural style, or go with something completely different

pyrandon
10-05-2007, 11:53 PM
So, doing some more research into the internal structure of a Russian Monastery (Of which the Challenge is a Russian Orthodox)...

Yes, exactly. Incidentally, I am Eastern Orthodox, so seeing that pic and thinking of a cult violently taking it over....wow, it gives me shivers :)

From which monastery are those interior pics you found? Both appear very Catholic in decor vs. Orthodox (depending upon location).

NeonKnight
10-06-2007, 01:06 AM
Yes, exactly. Incidentally, I am Eastern Orthodox, so seeing that pic and thinking of a cult violently taking it over....wow, it gives me shivers :)

From which monastery are those interior pics you found? Both appear very Catholic in decor vs. Orthodox (depending upon location).

Was from this website:

http://www.qedata.se/e_js_litauiskt_galleri_vilnius-kyrkor.htm

Looks like the Church in Question is from Lithuania, and is called the The Church of the Holy Spirit - Sventos Dvasios baznycia:


The building begun in 1501, but is has burnt several times since. The latest renovation, in late Baroque and rococo happened 1752-1760. The Baroque organ was added in 1777 built by the master Casperini Gottlieb. Napoleon pinched parts of the interior in 1812 as he was running from the Russian army, but it was returned in 1815. The church was open during the Soviet years, but the nearby monastery was closed. It is now the main church for the Polish in Vilnius.

So, again, was looking for how I was going to represent the interior architecture.

Another angle of the picture above is here:

http://www.qedata.se/bilder/gallerier/litauiskt-galleri/vilnius-heligaande/heliga_andes_kyrka_tak.jpg

Other images of Interiors of Russian Orthodox:

https://tspace.library.utoronto.ca/citd/RussianHeritage/3.CS/SCMEDIA/3.5.gif

http://www.3saints.com/orthodoxy_is_life.jpg

http://www.rtoddking.com/images/chinawin2007/07012338.jpg

So again, I can try and 'mimic' the look of the interior, which is mostly large open spaces, with vaulted cielings, or I can do something different.


EDIT:

Oh, and I found this interior Shot:

http://www.allposters.com/-sp/Interior-of-the-Russian-Orthodox-Church-of-the-Holy-Spirit-Vilnius-Lithuania-Posters_i2352420_.htm

NeonKnight
10-06-2007, 07:33 AM
Yet still more resrached turned up these:

http://www.zorbas.de/maniguide/scans/church1.jpg

http://www.brynmawr.edu/Acads/Cities/wld/01320/01320b.jpg

http://www.mcah.columbia.edu/ha/images/medieval_feature.jpg

http://www.brynmawr.edu/Acads/Cities/wld/01600/01600b.jpg

And finally, this:

http://www.britainexpress.com/History/medieval/church-glossary.htm

NeonKnight
10-06-2007, 08:14 AM
OK, so here is the Main level of the temple/monastery so far. I will be going with the fact that the temple is a large open airy structure with lots of internal natural light (as the pictures above).

I will be mapping out the monastery grounds including the cloister house, kitchens, etcs.

RPMiller
10-06-2007, 11:38 AM
It's coming along very nicely!

ravells
10-06-2007, 12:11 PM
The green bit on the right is a bit oversaturated for my taste, but otherwise looking good!

pyrandon
10-06-2007, 05:07 PM
Agreed on the green being too green. I also really like the idea of the windows' stained glass reflections on the floor--but would the light stream in from every window on every side--especially when the building's shadow shows a southwestern sun? :)

Looking good, Neon! Keep it up!

NeonKnight
10-07-2007, 04:47 AM
I decided to change up the Main level of the Monastery/Temple to make it more symetrical. I also included DASHED lines to represent the vault lines criscrossing on the sides of the Nave. I Also changed up the colors of the roof, so the Green is more muted.

ravells
10-07-2007, 05:22 AM
Looking great, but the green still looks a little too saturated to me. I picked it up in psp and sampled the colours the results are quite interesting:
Green Roof: Saturation: 213 out of a max setting of 255
Wooden floor: Sat = 180
Tiled floor: Sat = 109
Grass: Sat = 150
Stone wall: Sat = 27 (but it is grey so the saturation will be low).

This doesn't always work, but I'd suggest toning down the saturation of the green to about 150 or so and see what it looks like.

Also, the other thing that struck me is that everything has a texture apart from the roof. You may want to just put a small noise texture into it for consistency.

Otherwise it's coming along great!

Ravs

NeonKnight
10-07-2007, 05:31 AM
Looking great, but the green still looks a little too saturated to me. I picked it up in psp and sampled the colours the results are quite interesting:
Green Roof: Saturation: 213 out of a max setting of 255
Wooden floor: Sat = 180
Tiled floor: Sat = 109
Grass: Sat = 150
Stone wall: Sat = 27 (but it is grey so the saturation will be low).

This doesn't always work, but I'd suggest toning down the saturation of the green to about 150 or so and see what it looks like.

Also, the other thing that struck me is that everything has a texture apart from the roof. You may want to just put a small noise texture into it for consistency.

Otherwise it's coming along great!

Ravs


OK, Not sure how to adjust the Saturation in CC3 though, but I will see what I can do.

NeonKnight
10-07-2007, 05:38 AM
OK, found the Saturation adjustment level, and changed it to 50%, and added a texture to the roof, so should look nicer.

ravells
10-07-2007, 05:50 AM
Wow that was fast! Looks so much better too! Now all you need to do is to put a small drop shadow on the beams above the roof so they look 3 dimensional!

lol, don't ask for much, do I?

NeonKnight
10-07-2007, 06:00 AM
Wow that was fast! Looks so much better too! Now all you need to do is to put a small drop shadow on the beams above the roof so they look 3 dimensional!

lol, don't ask for much, do I?

I could....but I am only merely making a map ;)

NeonKnight
10-07-2007, 07:31 AM
And here is the upper 'level' of the temple.

As I said before, this is a large open space temple, allowing lots of light to enter into it.

I may change the Orientation of the maps to have the larger 'domed' section to be at the northern end of the building thus increasing the amount f light that enters in.

NeonKnight
10-20-2007, 01:23 AM
So, I thought I would instead of trying to do a photo realistic mape, I would instead do a more plain simple map, that would be more in keeping with some of the old Modules of my youth.

Jade Roof Monastery

My concept of this monastery, and the trouble it is experiencing is as follows:

The monastery is devoted to a god of Justice and is situated just outside of the PCís campaign home base. It could perhaps be a place of worship and healing for the players during the course of the campaign, serving them from 1st level.

Sometime during the campaign in question, a cult of worshippers of a god of Deception & Betrayal has located a before unknown entrance to the temple from the underdark, and with the help of a Doppleganger Priest of the cult infiltrated the temple from beneath, slaying most of the lay brethren and clerics of the temple at night. The Doppelganger has assumed the role of the previous head priest/abbot of the monastery and is now on a course of slowing converting the local populace to worship of his own god through guile and subterfuge. This will begin by first slowly twisting the meanings of the sermons of justice to become more dark and violent in the justice and punishment to be dealt, in the hopes of soon turning the majority of the townsfolk away from their beliefs.

While this is going on, the cultists will be kidnapping local travelers to sacrifice them to their own dark god in the new temple they have erected in the caverns beneath the Monastery. Once they believe the majority of the townsfolk are ready for their brand of justice they plan on enacting crime sprees including mass murders committed by lesser doppelganger followers in the town, until the town has been whipped into a frenzy of bloodlust. The scapegoat will then be captured and sacrificed on the High Alter of the Justice God in the main temple, forever desecrating from Good!

PCs can unravel the mystery and hopefully notice things afoot in the temple before the evil cultís plan reach a crescendo.

The outlying monastery grounds consist of the following:

1. The Jade Roof Temple: This is the main worship are of the townsfolk.

2. Jade Roof Monastery Chapter House: This building served as the meeting area for the High ranking priests of the Jade Roof Monastery.

3. Abbotís House: This was the residence of the

Abbot, but is now the residence of the Doppelganger.

4. Almonry: This building is the where the local townsfolk hard on their luck would come to receive Alms and Charity from the temple.

5. Cloister with Fountain

6. Dormitory with Reredorter (a small projection over the river from which the Priests could to the washroom and their waste would be carried away).

7. Lay brotherís residence (the non priest worshipers dwelt here)

8. Fraterhouse/Refectory (Dining hall)

9. Kitchen (Built separate incase of fire)

10. Infirmary

11. Library

12. Blacksmith

13. Stables

14. Guesthouses

ravells
10-20-2007, 05:16 AM
Looking great Neon! You've put a lot of thought into the background and context of the building and its use.

My only comment is that the greens in the regional map are really saturated, might want to play with them a bit. I'm not sure if the regional map works on a 'consistency of texture' basis as well, in that the grass is textured but the paths and the river are not.

I really like your underground map. (I personally prefer that sort of style of mapping of structures to the hyper-real ones). I would love to see (purely for my benefit!) all the maps in just black, white and grey.

Ravs

pyrandon
10-20-2007, 04:25 PM
These maps are indded reminsicent of the classic D&D days maps. How nice! Good job on the write-ups, too!

NeonKnight
10-20-2007, 08:00 PM
Hows this for an almost TRUE classic D&D?

If I had time, I would do the symbols themselves as well ;)

RPMiller
10-20-2007, 08:09 PM
The Dundjinni user creations forums actually has what amounts to all those original map symbols.