This is the second of the maps chosen by patrons in the Great Vote. The Tempest of Reckoning is like the Goodyear blimp’s crazy older brother who got mixed up with the wrong crowd and is serving 40 to life for a triple homicide.
If you’re in the market for an airship for your players, the Century Pelican might be more your speed. It has 2 fewer engines, 29 fewer ballistas and, crucially, 1 less bomb bay. Do think carefully before giving your players a bomber. It’s your game, of course, but… I’m just saying.
I didn’t do four different engine variants for this like I did with the Pelican, but here’s an alternate version with the engines removed. If your setting features airships powered by sails, you’re good to go. Or you can draw in your own zombies-on-a-hamster-wheel or whatever. Or you can just tell your players the power plant is there and leave it at that.
Next up is the second level of Brazenthrone’s Common Quarter. After that, the Library of Alexandria, as chosen by the Cartographic Congress. Then it’s the third and final level of the Common Quarter, then the map just chosen by the Cartographic Congress, a Persian-inspired Assassins’ Keep. I need to catch up on that and this seems like a good time to do it.
As usual, there’s an annotated version of this map and DM notes available to patrons.
This is where Brazenthrone sends the few criminals whose crimes are deemed too severe for a flogging, yet not quite warranting execution (they do love a good flogging).
The prisoners are housed in a series of oubliettes, sleeping in the narrow alcoves around the sides. Those deemed especially naughty are placed in the isolation pits. Gates at the entrance and the guards’ area prevent access by potential escapees. This could be an interesting place to have your players escape from or stage a rescue.
Next up is Old Madeleine’s Inn and Fighting Pit, then we’re finishing off the lower part of Brazenthrone with the Underdark Trading Outpost. If you’re a patron, there’s still time to vote in the runoff between the Airship of the Line and the Aarakocra Village in the medium category (the vote ends later tonight). When it ends, the large-ish category vote will begin.
I’m giving out the DM notes for this map to everyone because I think they’re pretty good and I want to share them. I didn’t think I’d have too much to say about Delvers’ Rest at first, but then it occurred to me that this would probably be the foulest-smelling place in the city. I won’t explain the reason here, it’s in the notes if you’re curious.
The next map is something I thought was an interesting idea. Do you remember the Buried Tower? That’s not a map anyone was looking for before I drew it, but people seemed to like it and found ways to use it. The next map is a bit like that. It’s different, but I think you’ll like it. After that is the Pits of Justice– Brazenthrone’s prison– which is adjacent to Delvers’ Rest.
This is last month’s Cartographic Congress winner, based on the idea proposed by Senator Wulfric. It’s also the first map I’ve made with people in it. Dead people, sure, but still. By the way, if you don’t want dead bodies in your iron mine, there’s a corpse-free version here.
This map has a built-in story, but is left open-ended. Some miners were hitting a rock with a thing, the rock broke and they found a cavern with… well, that part is up to you.
Next up is Brazenthrone. Where are we going next? North to the Noble Quarter? South to the Anvil Quarter, Common Quarter or Grand Temple? No. We’re going down. First, the Underdark Waystation, then the Pits of Justice, then the Underdark Trading Outpost.
The first vote of the Great Vote will be in the next few days and will be open to all patrons. If you’d like a voice in what the next few months of maps will be, consider becoming a patron.
This is the map chosen by last month’s Cartographic Congress, based on the proposal by Senator Ross. It’s designed to be a haunted house with a number of secret chambers, although I can imagine a few other uses for it. The largest of the secret rooms in the cellar were left unfurnished to make the map more flexible, allowing different DMs to imagine different dark secrets inside.
Next up is Brazenthrone‘s High King’s Palace, then a guarded bridge. There’s an annotated version of this map and DM notes available to patrons, if you’re interested.
Well, I’m off to go see an actual castle today: the Rock of Cashel. It may not be the largest castle, but it’s definitely a contender for Most Badass Name. It’s mostly unroofed, so let’s hope the weather doesn’t get too Irish. We’ll see.
This is the map selected by the Cartographic Congress last month: a large millers’ homestead with three watermills, a granary, workers’ cottages and a nearby inn. Feel free to attack it with the greenskins of your choice. Or whatever other purpose strikes you. What would I do with this map? I’m not sure, but I can tell you there would be a fight on that little island with the firepit, no question about that.
I have a slightly different version of the map here. The brightness is toned down just a bit. I couldn’t decide which one I liked better, so I just made both. If you play Ravenloft or you’re just super goth, that might be the one you want. It’s honestly not that different.
You know, it’s funny. When I started making maps, I told myself, “Waterfalls are cool and all, but I’m not going to overdo it. I’ll use waterfalls sparingly. I’m not gonna go crazy with it.” Now, here I am, six months and 48 maps later, drawing my first waterfalls. Well, that’s not entirely true, but they’re the first waterfalls bigger than half a centimeter.
Next up is The Promontories, the final floor of the Great Hall of Brazenthrone. Then, I’m going to draw something historical, based on some floor plans I found. I’m not going to tell you what, but I think it’s the coolest building in the world. Feel free to guess in the comments. I’ll tell you if you’re right.
An annotated version of this map and DM notes are available to supporters on the patreon.
I’d meant to get this up yesterday, but I’ve been sick for the last few days. You so very do not want to know the details. Let’s just say if I spend any more time with the toilet, my wife is going to get jealous of it. Anyway, it’s done now and here it is, all tidied up.
When I started Brazenthrone, I promised that I’d alternate between Brazenthrone and non-Brazenthrone maps, since I’d imagine people have different levels of enthusiasm for the Great Dwarven Ultramap. I wanted to get the two DiFlorio Keep maps out back-to-back, but now that they’re done, I’m going to draw two Brazenthrone maps, which will be the second and third floor of the Great Hall.
If the pace seems slow, keep in mind that the other chambers will not be as large or have as many floors. But the Great Hall is the centerpiece of the map and I think it needs to be pretty epic. I did say that it would be about the size of Finbarr’s Marsh by itself and I wasn’t exaggerating.
One small castle with a unique entrance and a little Italian flavoring. Then I wrecked it. I hope you like it.
This is the map chosen by last months Cartographic Congress vote, as proposed by Senator Hal. The good senator wanted a small keep that his players could retake from some hobgoblins, then restore and use for themselves.
I thought about it for a while and decided to draw both the destroyed and restored versions, since I think there’s a lot of things a pair of maps like that could be used for and since I haven’t seen anything like that out there. There are a few interesting uses: fix the castle, destroy the castle, or travel through time to see the castle in two different states. So the intact version of this keep will be the next map. After that will be two floors of Brazenthrone’s Great Hall.
An annotated version of this map is available on the patreon.
This came from an idea I had for a tower buried in a landslide with a stream now flowing into it, which filled it with water, eventually breaking through the cellar floor into a chasm below. The chasm can connect to another dungeon, the Underdark, or– if you’d rather keep it shorter– can just be filled with water. The tunnel in the side is a cavern or burrow whose inhabitants dug in through the wall. Or it could be from something that dug its way out. It’s meant to be flexible.
The next map will be the Great Hall of Brazenthrone. It’s going to be huge and it’s going to take a week or two. I’ll keep you posted with work-in-progress pics to let you know how it’s going.
An annotated version of this map and DM notes are available on the patreon.
This is the ship my PCs are currently on, cruising through the Underdark with a crew of orogs whose occupation might be described as “often but not always pirates.”
Since the Underdark lacks wind, this ship lacks sails. Instead, it’s powered entirely by rowers on the lower deck. And since the Underdark is a dangerous place, this ship is equipped with a pretty solid arsenal of weaponry. Still, there’s nothing here that rules it out as a surface ship if you’d prefer to use it as one. In the Greek and Roman times, this is more or less the kind of warship you might have seen.