The Impossible Vault

So this is about as evil a dungeon as I could come up with. Despite the name, it’s not literally impossible, but it is rough. The details are in the DM notes, but here are the main features:

  • There are golems that release poisonous gas from vents in the walls behind them when they attack. So you have to fight golems in a room that’s quickly being filled with poison gas.
  • There’s a trap room that… look, it’s hard to explain. Read about it here at number 2. It’s pretty devious.
  • There’s a puzzle room that doesn’t do anything. You can move stuff around all you like and it won’t open a door.
  • The vault at the end is a decoy. The real vault is hidden by a secret door, which is behind the poison gas vents. Which the party will probably try to cover up as soon as they’re done fighting the golems.

It’s a small dungeon, but if you’re going to troll your party this hard, you’ve gotta keep it short. Anyway, if you run your party through this, let me know how it went. I feel like some really ridiculous stuff could end up happening here and I’d love to hear about it.

Next up, I’ll be drawing a Salamander Ironclad Warship. It’s a big, armored ship designed for the elemental plane of fire, but it’ll work just as well as a seafaring vessel. I’ll tell you up front: for most of you, this is probably the bad guy’s ship.

After that, I’ll be drawing a new spelljammer map. I’ll post a vote later today so patrons can decide which one you want to see. Anyway, that’s it for now. If you’ve got any thoughts on the Impossible Vault, by all means let me know!

The Stygian City 10, 11 & 12: The Hag’s Domain

Here’s the non-annotated version of the map.

The next three levels of the Stygian City are finally finished and, as you can see, there’s a lot going on. I’m giving out the annotated version to everyone and, for patrons, there are in-depth explanations of everything in the DM notes. I wrote 4 pages of notes on these three floors alone, including some encounters and suggestions for monsters to populate the place with. If nothing else, read the part about the flesh golems in the 12th level. If I need to see a psychiatrist for coming up with something like that, let me know.

The next few levels of the map will be a kuo-toa settlement with an underground river running through it. After that, there’ll be a myconid colony, with whom the kuo-toa are in a state of… not friends. I’d say this project is about halfway done at this point, maybe a little more. Feels like pretty good progress to me.

Next, I’ll be drawing a draconic hatchery, where dragons and wyverns are raised, trained and ridden. Riding dragons is often regarded as some highly 1990s D&D, but let’s be honest: it still goes hard. And I feel like it’s something that everyone thinks all experienced players have done at some point, but hardly anyone has. So, you know, something to think about.

Anyway, if you’ve got any thoughts or questions about the map or anything else, by all means let me know.

The Vagabond Queen, or “The City of Sails”

If you’re planning to run an adventure on the Vagabond Queen, here’s a good way to kick things off:

  1. When the party boards the ship, have an NPC mention that there’s a tavern on board.
  2. The players will head there because 90% of all D&D characters are degenerate alcoholics.
  3. When they walk in, there’s a bard in the corner tuning up his harp. After the players sit down, the bard gently runs his fingers across the strings of his instrument and he begins to sing this song…
  4. Play the song “I’m On A Boat” by The Lonely Island.

If you’re at work, be sure to unplug your headphones and max out the volume before clicking that link.

I’ve got a bunch of ideas for adventures involving this map in the DM notes, along with a list of possible backstories about who built this ship and why, so if you’re a patron looking for inspiration, you may want to have a look.

I’ve got a few more things to make for this map, but I wanted to get it posted anyway. I should have the Foundry module and the Roll20 wall commands done later today. I’m also making some tokens for the smaller boats and some artillery. And, of course, there’ll be a spelljammer version of the map.

In a couple days, I’ll be leaving to see my family for a week, but I should be able to get the spelljammer version up the day I get back. Everything else should be done before then.

Well, drawing this map has been a ton of work, but I really think it turned out well. I’d love to hear what you think. And if you’ve got any questions, feel free to ask!

The Brass Koi: Spelljammer Version

As promised, here’s the spacefaring version of the Brass Koi submarine. I don’t know how many Spelljammer DMs were specifically looking for an amphibious ship, but it does open up a few interesting possibilities. And, in any case, it’s another spelljammer map, which there still aren’t a ton of out there. It’s unfortunate that Spelljammer gets so little support in terms of maps, but I’m trying to do my part.

One thing I wanted to say about this version is that the engines and propeller are only used for underwater propulsion and wouldn’t be necessary for space travel. Now that I think about it, would they be necessary underwater? Could a spelljamming helm drive the ship underwater as well? I’m not sure, but maybe. I’m going with a definite maybe on this one. If you know your Spelljammer physics better than I do, let me know.

Next I’ll be drawing another map from Tir Thelandira. We’ve got 4 left to go, including two which patrons will be deciding on. Which reminds me, if you’re a patron, the vote is open on location #3, so cast a vote and tell me what you’d like to see there. I’ll be drawing the Dhasran colony next, which is a small mining colony that’s producing absurd amounts of gold. It’ll include the colony itself as well as the mines.

Anyway, I think that’s it for now. I hope everybody who was asking for a submarine is happy with the Brass Koi. Let me know what you think!

The Brass Koi

When I first started drawing this map, I was trying to avoid making it look too modern, since most people are probably going to use it in a fantasy setting. Then I saw a picture of a fighter jet and I thought about how cool a canopy like that would look on a submarine, so I drew one in. I still think it’s within the realm of “something a gnomish inventor might build,” but I apologize if I went too far. You’ve gotta admit, though– that canopy is pretty sweet.

I’m giving out the annotated version of the map to everyone so I can explain the various parts of the sub, since not everyone knows how a submarine works. Let’s start with the ballast tanks (5). In order to make the sub dive, you have to make it heavier. You do this by opening the ballast tanks to fill them with water. To ascend, you force the water out with air tanks and pumps (6, 11). This is how you control the depth of the submarine.

If your party has a submarine, they probably need to be able to get out of it underwater. That’s what the lockout chamber (16) is for. You enter from the top, seal it shut, then open the door to the outside. The lockout fills with water, but the rest of the sub doesn’t.

And then there’s the light (3). Gnomish inventors probably aren’t building you a sonar system, so you’re piloting this thing the old-fashioned way. And since it’s dark underwater, you need a lamp. The Koi has a lamp and reflector in the bow so you can avoid crashing into rocks or running over any passing kuo-toa. Or maybe you want to splatter the kuo-toa. It’s up to you, but you need to be able to see them either way.

I hope that helps everyone understand the map a little better. As I said before, I’m going to make a spelljammer version of this map as well. You know, the more I think about it, the more I like the idea of an amphibious spelljammer. Anyway, I’ll have that for you tomorrow. Until then!

Saltiron Prison

I really like how this map turned out, so I’m giving away all the patron stuff to everyone. You can download it here.

Prisons have never been a great place to be, but they seem to have been particularly godawful in the days before the concept of “human rights” became a thing. The prison this map is partially based on– the Chateau D’If— held 3500 prisoners at one point. Now, there are differences between that place and this map, but the prison building itself is about the same size. So imagine 3500 people in that space. A guy named Céphas Carrière, who was held there in 1708, wrote about the experience. To summarize, he said it was hell and people were constantly dying, which is about what you’d expect.

Of course, he and everyone else there at the time were horrible criminals who were guilty of… *checks notes* being the wrong religion. I mean, yes, technically they were worshipping the exact same god, but they were doing it wrong and– look, it’s a problem, okay? It had to be done. Maybe. It’s hard to say.

Anyway, next I’m going to make an alternate version of this map that isn’t on an island. I’ll probably have that done later today or tomorrow at the latest. Okay, I’ll be back with that soon!

Hohenzollern Castle

Here’s the annotated version. No reason both of us should have to type a bunch of text from old, German maps into Google Translate.

I’ve had a few people working on academic papers message me about my historical maps and I want to make something clear for anyone who googled their way here: FOR THE LOVE OF GOD, DO NOT USE MY MAPS AS REFERENCE FOR ACADEMIC RESEARCH. If you can’t find a complete, contemporary floor plan, I probably didn’t either. And– this is important– I’M ALLOWED TO FILL IN THE GAPS BY MAKING STUFF UP. The idea that I might inadvertently rewrite history by making D&D maps is slightly hilarious, but ultimately something to avoid.

*ahem*

With that out of the way, Hohenzollern Castle, in Baden-Württemberg, Germany, was the ancestral seat of the Hohenzollern Dynasty. The Hohzenzollerns were the rulers of Prussia and, later, Germany. They also produced some of the most potent mustaches in Central Europe. Without getting too far into it, let’s just say things went well for the Hohenzollerns right up until they didn’t.

This map turned out to be a ton of work, but I hope you like it. Next, I’ll be drawing the map chosen by the last Cartographic Congress: a small, fortified dwarven port town. Erik, who proposed the idea, plans to use it as a part of Brazenthrone, so I guess you could consider this an unofficial expansion of the dwarven city.

Okay, that’s it. I’d love to hear what you think of Hohenzollern Castle!

Murud-Janjira: An Island Fortress in Maharashtra, India

I made an annotated version of this map, which was only possible with the help of Aditya, who translated the only labeled map of this fort I was able to find, which was in Hindi. I’m very grateful for the help and the least I can do is pay it forward and give the annotated version away to everyone.

Murud-Janjira was built in the 1400s and was only taken by force once. The Maratha Empire assaulted it about a dozen times. They climbed the walls, they tried to dig their way in, they even built a fort nearby called Padmadurg to use as a staging ground for an attack. None of this succeeded. The Virgin Padmadurg was no match for the Chad Murud-Janjira.

So how was it taken? With booze. Let me explain. The fort was built by Ram Patil, the Admiral of the Ahmadnagar Sultanate. Once it was finished, Patil and the Sultan had a little falling out, Patil stopped taking the Sultan’s orders and they unfriended each other on facebook. The Sultan appointed a new admiral named Piram Khan and ordered him to take back the fort.

So Khan dresses up as a merchant and sails to the fort. He says he’d like to leave some crates of silks and wine inside for safekeeping. You know, temporarily. “Sure,” says Ram Patil, “You can leave your booze and loot with us. We’ll be happy to hang onto it for you. You know, temporarily.”

So they start bringing in the crates and Khan decides to throw a little party for Patil and his men for doing him this favor. At this point, you have to imagine that Ram Patil thinks he’s talking to the dumbest man alive. Still, Khan cracks open a few casks of wine and everyone spends the evening getting drunk. Later that night, once Patil and his men are completely hammered, Khan goes back to those crates they brought in earlier and starts opening them up to let out the soldiers hiding inside.

You can probably guess where it goes from here. They attack the drunken garrison and take back the fort. The moral of the story is that sometimes thinking outside the box means literally getting into a box.

Anyway, I’m gonna go to bed. I hope you like the map!

The Black Loch is Finished.

I’m giving away the Patrons’ Edition stuff for this map to everyone. You can download it all here. When I drew those cave and tunnel maps earlier, I was thinking about giving those away, but I decided I should give you a good map instead. So here it is.

With Charwall finished, the Black Loch is finally done after a year and a half. It’s been a huge amount of work drawing around 30 maps and 100 tokens and writing lore for it all, but I feel pretty good about it and I hope you like how it all turned out.

I want to say that I’m truly grateful to all the patrons who have supported this along the way. It felt like an incredible honor to be given the ability to spend two years drawing Brazenthrone and it’s no less an honor to have been able to put another year and a half into making the Black Loch as well.

Moreover, I’m grateful to be able to have your support for this despite the fact that I’ve given away usable versions of all the maps for free. I’m fairly sure that costs me money. I have no idea how much, but my rent gets paid and I’m not going to stop doing it. I feel very fortunate not to have to.

Well, it’s 9am and I’ve been up all night, but let me mention a few things before I go. I’ve updated the Black Loch Codex and the History and Lore Overview with Charwall. Remember when I made a post titled “The Black Loch: History and Lore Overview – FINAL UPDATE FOR REAL THIS TIME“? Okay, that was a lie, but this is the final update for real. Like, really real. Actually, legitimately very real. Anyway, it’s in the codex and you can download the new version here.

Well, that’s it for now. It’s been quite a journey and I hope you like where it all went. I’ve got another one in mind and I’ll tell you all about it in a day or two. Until then!

The Black Loch Codex

You can download the free version of the Black Loch Codex here.

The Black Loch Codex compiles the Black Loch History and Lore Overview, as well as all the DM notes, in one PDF.

I made a version for non-patrons as well, which has all the DM notes I’ve given away for free so far. I also threw in the DM notes for the Grinning Widow, since I think some of the suggestions about how to handle the crew might be useful, particularly for newer DMs. It’s basically about how to deal with your party traveling in a ship with 20-30 crew without letting the players treat them as their own private army. And make no mistake: they will try.

Anyway, I hope everyone’s happy with it. I’ll update the codex with the last map once it’s done.

Next, I’ll be drawing some simple cave and tunnel maps. Nothing fancy, just something to use as backdrops for encounters that happen outside the marked locations. I’ll be back with those in a day or two, then I’ll get started on drawing the rest of the tokens. And after that, I’ll draw Charwall, which is the last map left.

Okay, I’m gonna get to work!