Dragonfly-Class Spelljammer – “The Mid-Priced Toyota of Fantasy Spacecraft”

I’ve never run a Spelljammer campaign, per se, but I have run campaigns where some mild-to-moderate spelljamming did take place (including my current one). If you don’t understand the appeal of the setting, let me try to explain it.

First, picture the show Firefly. Now, imagine that Kaylee is an elf. Imagine Wash is a wizard. And Shepherd Book is a priest of Tempus who always tries to solve people’s issues by asking, “When was the last time you purified yourself in the holy flames of battle?” That’s basically Spelljammer. Oh, and the Firefly would probably look like an actual firefly.

There’s some freaky stuff out in space, too.  For example: a giant skull full of mind flayers that are torturing beholders. Or how about a clump of pirate-infested asteroids held together by a giant plant? Or, my personal favorite, a big old cloud of wild magic shaped like a boat. For the record, that last one gives you, the DM, license to do literally anything. “Siderion, you are now neon yellow. And your arm turns into a sheep.” What? Are you serious? “You fall down. The sheep is heavy.”

I’m not sure what I’m drawing next, but I’ve got a few things I want to announce about some stuff I’m planning over the next year and I’ll let you know in a day or two when I post about that. I don’t want to hype this up like it’s some huge thing, but I think most of you will be into it.

Anyway, I hope those of you running Spelljammer games approve of my choice of ship! I don’t think I’ll be doing another spelljammer soon, but I may draw another one later in the year. I’m thinking it’d be something a bit bigger than this. Like, the kind of ship your party graduates to after this one. Maybe an elven Man O’ War? If you’ve got any suggestions, let me know and I’ll keep them in mind. In any case, tell me what you think of the map!

There’s an annotated version of this map and DM notes available to patrons.

The Casino de Mont Acceaux

So, this is the first casino I’ve drawn and I’ve got a question for the gamblers out there: is the carpet ugly enough? I don’t know why, but “All Casinos Have Carpet That Hurts Your Eyes” is so consistently true, it could almost be a law of thermodynamics. Anyway, I gave it my best shot.

The Mont Acceaux isn’t meant to be Vegas, I drew it with the Monte Carlo in mind. Actually, the ground level is very similar, the main difference being that I removed the opera house.

For those of you unfamiliar with it, the Monte Carlo is a 150-year-old casino in Monaco. It’s ridiculously classy, everyone speaks French and no one has a gambling problem, they’re just there for the atmosphere. If James Bond was a place, this is the place that he would be.

You might send your players here to rob the joint, but you could also just let them hear about it and stop by to gamble. Hopefully they don’t lose all the money they’ve accumulated from the hundreds and hundreds of people they’ve killed over the years on two hours of blackjack. That would just be… hilarious. Of course, if that happens, you probably need to prepare for them to rob it, because that’s probably what they do next.

Next up, I’ll be drawing something from the Black Loch. I think I’m going to do the dragon’s lair. Oddly enough, I don’t think I’ve drawn one of those yet, so I guess it’s about time I did.

By the way, sorry this took so long. I ended up deciding to recolor the whole thing because it just looked really bad. It took another couple days on account of that, but I’d rather take the extra time and make it look good than give you something terrible. Anyway, I hope it was worth it!

Glogdolp – Roofs

Not too much going on in the roof level, but there is one thing I wanted to mention. If you look around the buildings, you’ll see little triangles pointing to the walls. Those are to indicate where the doors are. It occurred to me recently that that might be useful for some people, so I decided to try it and see what you all think.

Anyway, next I’ll be drawing some tokens for the Black Loch. Drow and kuo-toa and Lim the Big Dumb Ogre and so forth. Those will probably be done in a day or two. After that, I’ll be drawing the map chosen by last month’s Cartographic Congress: a wizard’s casino. I’m thinking this is going to be more Monte Carlo than Vegas, but let’s see how it goes. In any case, after that, I think we’ll be headed back to the loch!

The Vale of Pentandra

The Vale of Pentandra was a map chosen by the Cartographic Congress. Ben, who proposed it, wanted an elven city in the rainforest with a magical portal in the center, surrounded by two huge trees arching overhead.

The more I’ve thought about it, the more I like the portal. Sometimes, as a DM, you want your players to be somewhere really far away. And you don’t want to say, “You get on your horses, clap the coconuts for two months and you’re there,” but you also might not want to do three sessions of “stuff happens while you’re on the road.” Having a way to avoid either of those things in a way that feels natural can be nice. Ready to stop doing Chult stuff and start doing Waterdeep stuff? This might be a nice place for the party to hear a rumor about.

I apologize for this taking so long, but I wanted to get it looking right and that required a lot of changing things around this time. Also– feel free to laugh at me– I got everything done an hour ago, was ready to post this, and realized I forgot to put a scale on it. I managed to forget about that for the entire week and a half it took me to plan, draw and color this. YEP THAT’S ME PROFESSIONAL FANTASY CARTOGRAPHER RIGHT HERE.

Anyway, I’ll be getting to work on the Black Loch next. I’m going to draw the inn on the left side of the map. I know there are a million maps of inns out there, but this one is going to be a little unusual, because this place is owned and operated by a clan of ogres. And it features only the finest ogre furnishings. Ogre-crafted tables. Ogre-crafted bar. Ogre-crafted doors and walls. Starting to get the picture? Your players think they’ve stayed at a crappy dump of an inn before. They have no idea.

The Pyramid of Sobek

If you’re looking for a slightly more classic pyramid, here’s the alternate “cool but can you dial that back just a bit” version.

Sobek is the Egyptian god of the Nile and is depicted here a few times. Fun fact: Sobek was history’s first dragonborn. A lot of people thought Wizards of the Coast came up with them in 4th ed. D&D, but the truth is, the Egyptians came up with them around 2500BC. True story, look it up.

The bottom level of the pyramid was inspired by Tutankhamun’s tomb, the red stone sarcophagus being a good example of that. Some of the upper levels, on the other hand, get a little less historical and a little more this guy. That may not be quite what everybody’s looking for, but that’s why I made the alternate version.

I spent some time looking at the insides of actual pyramids while drawing this. Not because I was trying to make it historically accurate, but because I wanted it to have a similar sort of feel. One of the pyramids I looked at quite a bit was the Great Pyramid of Khufu, the largest of the pyramids of Giza. I briefly considered designing this map around that, but that wasn’t going to work. I do still want to draw it, though, and I’ve decided I’m going to do that next.

Let me explain why. It’s not a perfect place for an RPG map, but it has some things going for it:

  1. It feels authentic, because it is. I think that counts for a lot.
  2. I want to draw it as it was before it was looted. This lets you give your players the experience of being the first people to break into the Great Pyramid and I think that would be pretty awesome.
  3. Breaking in without boring a hole through the side (which is what happened) would involve this: smashing a stone seal over the entrance, heading into a tunnel that leads deep underground, finding the entrance to a narrow passage concealed behind a wall, then climbing 150′ (50m) up that nearly vertical passage, which runs through a small, natural cave. There’s more, but are you intrigued yet?

I don’t know if this sounds as interesting to anyone else as it does to me, but I really think this could be an amazing experience and I’ve got a powerful urge to draw the place. In any case, it shouldn’t take that long.

Well, I’m gonna get started. I hope I didn’t talk up the next pyramid so much that people lost interest in this one. In any case, let me know what you think!

There’s an annotated version of this map and DM notes available to patrons.

The Deep Spire: 3rd Level

Here’s the unfurnished version.

I haven’t written the DM notes for the Deep Spire yet, but I have been thinking about what will be in them. Particularly the lore.

My story about this place– and, of course, everyone is welcome to replace any or all of it with their own– is that it’s a community of exiles. Drow, duergar, deep gnomes and other underdark denizens who fled or were cast out of their own societies come here to live among the other undesirables.

Here’s a few of the ideas I’ve come up with for residents of the spire:

  • A duergar married to a mountain dwarf from Brazenthrone.
  • A friendly, outgoing deep gnome merchant who’s responsible for seven murders in his hometown.
  • A duergar paladin of Moradin, god of the mountain dwarves.
  • A completely sane and reasonable derro.
  • A male drow who fled his abusive family and fell in love with a human who was the most compassionate, caring woman he’d ever met. She’s actually a semi-notorious ex-pirate with a vengeful disposition, but she is very kindhearted by drow standards.

While the locals generally tolerate other races fairly well– a necessity for living here– language and culture have led to some parts of the spire being predominantly one race or another. The third level here is mostly duergar. There are quite a few of them in the spire, largely due to the fact that their strict societies reject anything but total obedience and conformity. And any sort of fun is basically illegal.

The levels above this will be predominantly deep gnomes and drow. The top level, which connects to the citadel, will be devoted to the guards. I’ve got some thoughts on who the guards will be and who’s in charge of the place, but it’s still pretty nebulous, so I’ll talk more about that once I’ve worked it out a bit more.

Anyway, I hope you like how it’s coming along. Let me know what you think so far!

The Deep Spire: The Harbor Tower

Here’s the unfurnished version of this map.

This is a hollowed-out column of rock overlooking the entrance to the Deep Spire’s harbor. There’s not too much going on here. Some artillery, some guards’ quarters and, most notably, the jail. That’s where you go if you commit a crime and you’re lucky. If you’re unlucky, they just take you to the top of the spire and throw you off. The Deep Spire only has two punishments:

  1. Death
  2. Get the hell out.

If you’re in jail, you were fortunate enough to get number two and they’re waiting for the next ship on its way elsewhere. Anyway, just something to keep in mind, especially if you have a player who has a high probability of peeing in the well.

Next up is the grotto, which I should get finished by tomorrow. I’ll be back with that soon!

The Deep Spire, 1st Level: The Harbor

First, as usual, the accessories: a version without the ships and ship tokens. There are two versions of the tokens: one that will look good on this map but will look terrible on almost any other map, and an alternate version that will look terrible on this map, but good on most others.

This is the first of six levels of the Deep Spire. The next few will be much bigger, since the harbor doesn’t go all the way around the column and the other floors do. I’m not sure how long this will take overall, but I’ve got a lot of it planned out already and this has taken much less time than I expected it to, so I think it could be done in about a month.

I’ll have DM notes when everything’s finished, but, for now, let’s talk about what we’re looking at. The harbor is a big, open chamber underneath the spire. The ceiling isn’t that high– call it 25 feet (8m)– but this is in the Underdark, so no wind means no sails, which means no masts.

At the entrance to the harbor is a chain boom, like the one in Brazenthrone’s Underdark trading outpost. In the upper left is the gate leading into the spire. On the right are livestock pens. The residents don’t want pigs in the spire, but they do want bacon, so this is where they keep and butcher the animals. In the center, just inside the big support column, is a cargo elevator leading to the second floor. It’s raised and lowered by turning the two big wheels on the sides and is useful for hauling up crates of trade goods or players who failed their persuasion rolls at the gate.

You may have noticed that I changed the colors from what they were in the last post. I decided that using awful, crappy colors might not be the way to go and I decided to use good colors instead. I think that was the right call.

Also, I’m going to make unfurnished versions of all the levels of the Deep Spire. Since I draw everything by hand on paper, that isn’t as simple as turning the chairs off, but it won’t take that long either. I should have the unfurnished version of the harbor up within a day.

Anyway, if you’ve got any thoughts on the map so far, let me know!

A Dark Place

 

This is the most grim, surreal place I could come up with. While it’s meant to be an estate on the Plane of Shadow, I think it could be good for a nightmare or someplace in hell.

People always depict hell with fire and lava and, you know what? That’s just not scary. When I send my players to hell, I want them to be soaking their pants. Will a statue of an eyeless, obese man vomiting blackish liquid into a basin accomplish that? I don’t know, but I’d say it’ll make them more uncomfortable than molten rock.

I don’t have much of an explanation for the strange things in this map and I don’t think there needs to be one. This stuff doesn’t necessarily need to be interactable, it can just be decor. Personally, I wouldn’t give my players an explanation of anything here. This is a place you send your players when you want them to be scared and people are more scared when they don’t understand what’s going on. Whose head is this? You don’t know. What’s this dark liquid? You don’t know. What do these symbols represent? You don’t know.

And then there’s the top floor. I meant for it to look like reality was falling apart, but there are plenty of other things that might be going on there. I think having the party fight a giant, writhing mass of eyes and teeth would be a nice way to cap things off.

Anyway, next up is the Deepspire, a fortress city in the seas of the Underdark, carved into the sides of a massive column of rock stretching from the sea floor to the roof of the cavern. I’m not sure how big this will be, but it’ll probably be close to what I’d call a megaproject. I’ll be posting it level by level, so you’ll get it one piece at a time until it’s finished. Once I’ve got it planned out a little more, I’ll have more details for you.

One last thing: before I got started on this map, I said that if it didn’t make Warhammer 40K look like My Little Pony, it would be a failure. That might’ve been setting the bar a bit high, but, well, how’d I do?

There’s an annotated version of this map, DM notes and other stuff available to patrons.

Windward Point Rookery: An Aarakocra Village

Windward Point is a place that isn’t meant to accommodate the non-flying. There are no stairs between levels and no paths to walk between them, which might make things interesting for your players. The rogue and the wizard will be fine. The rogue can climb reliably well and the wizard can fly from place to place. But the cleric? He’s gonna end up praying for his god to fix his broken legs by the time he’s done here. No athletics OR acrobatics? Best of luck, fella.

In case you’re unfamiliar with aarakocra, they’re a bird-like humanoid race that looks like this. Well, until fifth edition, when they apparently grew some arms. This leads me to a point I wanted to mention: the lore about aarakocra is REALLY inconsistent. At least one of you is looking at this and thinking, “Aarakocra would never live there, they’re too claustrophobic.” And you’re right, there are sources that say that. But there are other sources that say aarakocra used to live in cities carved into cliffs. So how do I decide which version to go with? I chose the version I thought was more interesting.

In any case, I think it’s reasonable to imagine that some tribes of aarakocra could be comfortable with lifestyles that others aren’t. Humans are certainly like that. You’ve seen those survivalist shows, right? They drop Bear Grylls or whoever into an arctic wasteland and he shows you how to build a fire, find food, get to safety. Remember that, somewhere, a few hundred kilometers to his north, is an Inuit village where people are just going about their day.

Anyway, next up is a dark, surreal estate on the plane of shadow. I’ve been looking forward to drawing this one and I have every intention of making it as grim and bizarre as humanly possible. If this thing doesn’t make Warhammer 40K look like My Little Pony, I will have failed.

There’s an annotated version of this map, DM notes and VTT and print versions available to patrons.