As promised, here’s the second level. Four more chambers to go!
Here’s the non-annotated version and here are the DM notes, which I’m giving out to everybody because there are some unintuitive things about the Mushroom Farms and I want everyone to understand why they are the way they are.
One of the buildings here is Meard’s Dwarven White Whiskey distillery. White whiskey is a thing I came up with while thinking about dwarven liquor. I thought, “Dwarves are known for drinking really strong ale, right? So what is their liquor like? How strong is that?” This was my answer.
I introduced white whiskey to my players at a tavern once. The bartender told them it’s too strong for anyone but dwarves, so, of course, everyone HAD to try it. He put a tiny metal cup in front of each of them, filled them up and backed away. When the players threw their drinks back, I told everyone who wasn’t a dwarf to make a CON save. Those who failed vomited immediately, violently and copiously.
Later, they came to find out what’s in white whiskey: alcohol. And nothing else. It’s just a bottle of ethyl alcohol. That’s dwarven liquor.
The second (and final) level of the Mushroom farms is close to being finished and I should have it up later tonight, tomorrow at the latest. It’s just roofs, but that’s part of the protocol.
After that, I’m drawing the floating fortress warship that was voted on as an honorary Great Vote winner several months back. It’s been a while since I’ve done a ship map and it’s about time for another one. Unless the half a ship in Whiskey Point counts, which it doesn’t. Okay, I’m gonna go finish up the mushroom farms!
The previous “alternate version” of Whiskey Point was identical to the regular version. I guess I saved the wrong file without noticing. Sorry about that. I especially apologize to anyone who was staring at the two files, trying to figure out what the difference was.
Anyway, I just noticed this, so I’m posting the actual alternate version. The difference is at the top floor of the lighthouse. If it still doesn’t look different, reload the page. You may have the old file cached.
Whiskey Point is a ruined fort and lighthouse which has been reclaimed by pirates, who patched it up and now run a black market from inside its walls. Other pirates come here to fence their loot and have a few drinks before getting back to work.
The alternate version only has one difference: at the top of the lighthouse, instead of a pyre, there’s a crystal. In this version, the idea is that the lighthouse is actually an arcane weapon that fires powerful beams of light. Should you use this version of the map? Look, I’m not trying to tell anyone how to run their game, but I just want to say two words to you, okay? Just two. Laser pirates.
Next up is Brazenthrone‘s Mushroom Farms. It won’t just be a cave full of mushrooms. It’s also where most of the city’s breweries are. And it’s where all the city’s funerals are held, since it’s the farthest downriver and the dwarves of Brazenthrone do Viking-style funerals. That’s where the deceased is placed on a boat, then the boat is lit on fire and sent down the river. Dwarves aren’t known for their love of boats, but they do live under a mountain and they can’t have dead people stinking up the place.
The Hollows are the closest thing Brazenthrone has to slums. They’re the poorest neighborhood in the city and, secretly, the home of the local Thieves’ Guild. They also have the lowest ceiling of any chamber in the city.
Rising only seven feet above the floor, the walls of the buildings here go from the ground to the chamber’s roof, making the streets more like winding tunnels. The second level is actually a separate chamber altogether, located directly above the first. Imagine going to work in the mines, then coming home to a place every bit as cramped. That’s life in the Hollows. There’s more information about the area– particularly the Thieves’ Guild– in the DM notes, if you’re interested.
There are five more parts of Brazenthrone to go and I think the next one will be the Mushroom Farms. There’s going to be a distillery there that makes something called “Dwarven White Whiskey,” which is a drink my players encountered once at a tavern. I’ll explain more about it when the map is done.
But before that, I’ll be drawing last month’s Cartographic Congress winner: an abandoned fortress with a lighthouse at the end of a peninsula, taken over by pirates and turned into a black market trading port. Well, I’m gonna start sketching that out! See you in a bit!
Here’s the alternate version of the Red Towers for those of you who prefer a drier greenskin lair. I was thinking of calling it “Stinky Uluru,” but I didn’t think anyone would get it except Australians and people who played Civilization 5.
I decided everyone should have the annotated version of this map. It seemed like some things might be a little confusing without it. Anyway, here’s some other stuff. Check the previous post if you’re not sure what the tokens are for:
Next up is another Brazenthrone map: the Hollows. This is the bad part of town, where your players can go to fence some stolen loot, join the thieves’ guild or just score drugs. This is the sixth-to-last chamber of Brazenthrone left to go! After two years of drawing, it’s nearly finished! Can you believe it?
Greenskin Rock got a new name and this is it. I like sea stacks and I like the idea of something living in one.
You’ve got all the things a semi-primitive demihuman race needs in here. There’s an eating area with a fighting pit, a shrine to whatever unpleasant-smelling god these heathens worship, along with cells so the sacrifices don’t wander off. There’s a kennel for wargs or wolves or… Yorkshire Terriers? Whatever kind of pets the inhabitants are into. Plus a brewery, a rookery, a well and a few other things.
By the way, I did something new with this map. Those planks on the ground level are sort of like primitive drawbridges, which can be pulled in to keep people out. I made an alternate version of the map with the planks removed and I made the planks into VTT tokens, so DMs can place or remove them, should the need come up in your game. These can also be printed for those of you whose tabletops are non-virtual. Anyway, here’s all that stuff:
There’s going to be another alternate version of this map as well, which I should have for you in a day or two. This map seems like it could just as easily be a rock formation in the desert and, since it’s easy enough to change, I’m going to do it. Anyway, hope you like it! I’ll be back with the low-humidity version soon!
This is a new, unnamed chamber of Brazenthrone currently being excavated. It’s at 19 on this map. This is where dwarven cities come from: lots and lots of tedious digging. Fortunately, that’s a thing dwarves happen to be into. For them, hammering away at rock is like… taking a walk in the woods. Or petting a kitten. You can hardly even call it work.
With that done, there are now six chambers of the city left to draw. Six! There are three small residential districts, plus the Iron Mines, the Mushroom Farms and the Old Palace. I don’t see any way that this doesn’t get finished by the end of the year at the latest.
Coming up next is Greenskin Rock, a cluster of sea stacks with a goblin or kobold community living inside. After that, we’re back to Brazenthrone with the Hollows (12 on the map above). It’s a residential district, but there are two things that make it a little more interesting than most: first, it’s the bad part of town. Crime, heroin, bad language… they’ve got it all. And second, it’s where the thieves’ guild is secretly located. I’m not sure where I’m going to hide it away, but I’ll come up with something interesting.
All right, I’m gonna get to it!
If you were in need of tokens for dragons or flying mounts, you should be all set. Personally, I haven’t used a dragon in my game in a pretty long time. Like, years at least. I mean, sure, dragons are cool and all, but they’re not as essential to D&D as the name would have you believe. Dungeons? You do usually need those. Dragons? Highly optional.
Anyway, I’m gonna get back to work on Brazenthrone! Hope you like the tokens!
Here’s the alternate version of Ironbird Aerie without the cannons and fancy engines. Some DMs make their players kill a dragon the old fashioned way. Others let them blow a hole through its chest with an 18-pound smoothbore siege gun, spraying chunks of Sky Godzilla into the next county. Both are perfectly valid options and now this place can accommodate either.
Next up is an area of Brazenthrone currently under excavation. This unfinished and unnamed hall is at 19 on this map. After that, we’re doing the next Great Vote map, Greenskin Rock. This map will feature one or more sea stacks with a goblin or kobold community living in tunnels inside. I’ve wanted to put a sea stack in a map for a while now and my day has arrived! Also, the flying creature tokens I mentioned will be along sometime in the next week or so.
Anyway, I don’t think the Brazenthrone map will take long, so I’ll be back with that soon!