The Corruption: A Journey Deep into the Heart of Crazy Town

Let’s talk about what this map is intended to be and what I think you should use it for instead. This is a fortified dwarven steelmaking facility that has been infected by the Far Realm. The hellish, alien dimension is slowly pervading reality from below, where the barrier between the realms has weakened the most.

That’s cool and all, but hear me out: hallucinogenic drugs. The party is sent to an abandoned steelworks to recover an advanced dwarven steelmaking crucible. The party will expect that there must be orcs or something living there, but there aren’t. There’s nothing, they can just walk in and get it.

But here’s the thing: on the way, they accidentally ingest some kind of powerful, mind-altering substance. Maybe they fill their waterskins in a creek the locals call the “Stream of Visions.” Maybe the local mushrooms just put out a lot of spores this time of year. In any case, the party consumes a Hunter S. Thompson quantity of hallucinogens without realizing it and strolls into the empty steelworks.

As they begin to explore, the psychotropic substance kicks in and things turn into Fear and Loathing in the Forgotten Realms. There’s stuff coming out of the walls, monsters everywhere, it’s just insanity. At the bottom, they fight some sort of heinous, demonic beast that just flat out wipes the party. Everyone dies. And then they wake up on the floor. Pounding headache, but no monsters. Everyone’s alive. When they make it back to the nearby village, someone’s like, “Oh, no one told you not to drink from the stream? Oopsie.”

The end. That’s what I’d do with this map, anyway. I like playing mind games with the players and this is one I don’t think they’d see coming. I can’t promise they’ll like it, but I’d say they’ll remember it.

Next up, I’ll be drawing the Travelers’ Ruin from the Black Loch. It’s an abandoned building occasionally used by passing sailors to meet up and have a few drinks before getting on their way. After that, I’ll be drawing whichever map wins the Black Loch Conclave, which should be finished fairly soon.

Anyway, that’s it. Let me know what you think of the map! And if you’ve got any other ideas for it, I’d love to hear them.

The Citadel of Ash

A lot of people will look at this map and see a place inhabited by one of two things:

  1. Bad guys
  2. Dwarves

Why? It’s the lava, of course. Lava in FRPGs is practically code for dwarves and scumbags. It’s almost like decent, respectable humans can’t recognize the defensive utility of molten rock.

Hopefully, this isn’t how it works in real life, because I recognize the defensive utility of molten rock. And I’m a little too tall to be a dwarf.

Anyway, the first vote of the Black Loch Conclave started yesterday and, if you’re a patron, you should go cast a vote. There are some amazing ideas people have proposed for this and I really want to see what everyone decides on. Honestly, there are a few proposals that have inspired me so much that I’m thinking of incorporating some of their ideas into other maps if they don’t win. I am so glad I did this.

Next up, I’ll be drawing the Kuo-Toa Stronghold from the Black Loch. Like the Mother’s Eye, it’s going to be partially underwater. I don’t think I’ve seen a map of a semi-submerged castle before, so this should be fairly unique, or at least not something there are a million of out there. And, once it’s done, I should have time to knock out another one or two Black Loch maps this month.

Anyway, I’m gonna get to work. Let me know what you think of the Citadel!

The Cull’Thaine Estate

The Cull’Thaine Estate is home to the drow matriarch of House Cull’Thaine, the ruling family of the city of Vlyn’darastyl in the Black Loch.

Something about this map got me thinking. There are two parts of the Black Loch— the setting I’ve been making maps and lore of– that came from the Cartographic Congress: the Cull’Thaine Estate and Vlyn’darastyl, where the estate is located.

Over a year ago, a patron named Matt proposed an idea to the Cartographic Congress that won the vote and became Vlyn’darastyl. One of the locations marked on that map is the estate of House Cull’Thaine. A month ago, a patron named AN7 proposed a map of that house’s estate. That proposal won and now we have this map, which three people have had a hand in creating.

Without Matt, Vlyn’darastyl wouldn’t exist. Without AN7, the Cull’Thaine Estate would be a dot on the map. And the Black Loch was my idea, but none of it would exist without the rest of my patrons. So, this has become something of a collaborative effort over time. And I’d like it to become more so.

I want to give EVERY patron a voice in how the Black Loch comes together. So, here’s the plan: later this month, I’m going to take proposals from ALL patrons for a new location in the Black Loch. Then, I’ll have a vote on those proposals, which all patrons will be able to participate in. We’ll have a series of runoff votes until one proposal remains and that will become a new location in the Black Loch.

After I’m done with the next map, I’ll send out a message to all patrons calling for proposals. Then, once I’ve given a week or two for everyone to submit their ideas, I’ll start the voting. I don’t know how many proposals to expect, but the Cartographic Congress usually gets 5-10 proposals every month, so I think 40+ is possible here. Realistically, if I put 40 options on a single ballot, no one is going to read them all, so I’ll hold multiple votes, once a week, with 10 options on each ballot. The top two proposals from each will go on to a final ballot, which we’ll whittle down to one winner.

Anyway, that’s the plan. I’ll send out a message with more details when I’m done with the next map, so you can just reply to that if you have a proposal. Also, to be clear, a separate Cartographic Congress vote will be held as usual.

The next map will be a Man-o-War-class spelljammer, but first I need to make a quick edit to the map of Vlyn’darastyl. The Cull’Thaine Estate looks different from the way I drew it on the city map, so I want to make a revised version that matches. I’ll have that done in a few hours.

EDIT: The revised map of Vlyndarastyl is finished: annotated version, non-annotated version.

Okay, that’s it! If you’ve got any thoughts on the map, the vote or anything else, let me know!

The Town of Five Arches

Here’s the non-annotated version.

Five Arches might seem like a place you’d only find in the realms of fantasy, but you’d actually find something fairly similar in the realms of Italy– namely, the Ponte Vecchio in Florence. And there’s another bridge like this in Germany called the Krämerbrücke, as well as one in England called Pulteney Bridge. This map was heavily inspired by all three.

I think Five Arches would make a pretty interesting location for a “please sir, take back our town from the green people” type of adventure. It’s not the most original premise, but I think a unique setting can make that kind of adventure much more interesting. And those kinds of classic scenarios are the bread and butter of a lot of FRPGs. Most of us can’t reinvent the wheel every week.

Next up, I’ll be drawing Scotland’s 28th most famous castle, Coxton Tower. It’s not huge or epic, but it’s an interesting place with some distinctive character and I think it would suit a lot of encounters nicely. “Useful but unique” is one of the main things I aim for with my maps and I think Coxton Tower fits that description very well.

By the way, I’ve decided that the next historical map will be from India. I don’t know specifically what I’ll be drawing, but I decided on India for two reasons:

  1. There are some incredibly cool places in India.
  2. It’s India’s turn. I mean, it’s been India’s turn. They built this, this, that, this place, one of these and this thing and they still can’t get a fantasy map? At this point, I think they’re due.

Anyway, I’ve been looking over my options, but if you have any suggestions, by all means let me know in the comments (if you’re not a patron, you can leave a comment on my website).

Well, Five Arches was a bigger project than I thought, but it turned out exactly how I’d imagined it and I hope you like it too. Let me know what you think!

Ard Skellig

Here’s a map of the interiors of the buildings and here’s a map of just the island with nothing on it.

Of the many Irish isles, one would have stood out to ancient settlers as a particularly good place to live. With its rolling hills, thick forests and an abundance of arable land, it was exactly what many of them were looking for. The island was called “Ireland” and, conveniently, it was the big one in the middle.

But for some people, Ireland was a bit too easy. They were looking for a challenge. These people wanted to make their homes on a smaller island, several miles offshore. Maybe a steep, jagged rock jutting out of the sea, preferably with no trees, very little flat ground, and, of course, no farmable land. Because agriculture is basically cheating.

A little ways off Ireland’s southwest coast, they found exactly what they were looking for: Skellig Michael. They headed over, built themselves a few big, stone beehives to live in, and enjoyed spending the rest of their lives away from the fast-living, hectic lifestyle of rural Kerry.

Then, over 1000 years later, Luke Skywalker showed up. Seriously. If you recognize this place, that’s probably why. In 2015, part of Star Wars: The Force Awakens was filmed on Skellig Michael. And if the island’s name rings a bell, that’s probably because you’ve played the Witcher. The Kingdom of Skellige is named after it. I’m not sure how the producers of Star Wars or a Polish author even knew this place existed, but apparently it’s more famous than you’d expect.

Anyway, next, I’ll be drawing another map from the Black Loch. This time, I’ll be drawing the ruins of an Illithid settlement, which should be a pretty interesting place to explore. After that, I’m going to draw the map chosen by last month’s Cartographic Congress, which I am ridiculously excited about.

Once in a while, someone proposes something to the Cartographic Congress that’s very similar to an idea I’ve been wanting to draw for a while. And, once in a while, that proposal wins. This is that proposal: a town built on a bridge over a river canyon.

I’ve seen a couple maps based on similar ideas before, but I’ve got a whole different sort of thing planned. I’m planning to draw buildings along the sides of the bridge, plus a lower level underneath the bridge deck, and hollow spaces inside the support pylons. I want to have the settlement extend into the cliffsides beneath the bridge as well. I’ve got a big vision for this and I think it’s going to be really cool, either as a settlement or as a dungeon to explore.

Well, that’s it for now. Hope you like Ard Skellig. Let me know what you think!

Altar of the Black Lamb

This map was the demonologist’s tower chosen by the Cartographic Congress. One of the stipulations was that it would have a portal to hell and I decided to go a little… non-traditional with that. “Traditional,” in this case, would be your standard-issue Door of Fire. And the problem I have with that is that it’s boring. It’s been done and it’s not scary. It doesn’t give players the sense of fear they should feel when they’re about to travel to a place where literally everybody wants to torture you to death.

So I came up with something else: a black void in the chest cavity of a rotting, dismembered storm giant. It’s the most awful thing I could think of and, to me, it’s the kind of welcome mat Hell needs. And, since “Create a Permanent Gate to Hell” isn’t a spell in the Player’s Handbook, who’s to say it doesn’t require a dead giant as a component?

I think it works pretty well in the other direction, too. If the plan is for something to come out of the portal to attack the party, it’s going to be a lot scarier after pulling itself up out of that thing. Imagine a pit fiend coming out of there. Imagine narrating that. Holy crap.

Next up, I’ll be drawing a map from the Black Loch. I want to get some serious work done on the Loch over the next few months and I’m going to start with the Abyssal Caverns, a series of caves and tunnels in the sides of a deep, underwater crevasse. I don’t have too much of a plan yet, but there will probably be a kraken’s lair.

Also, I wanted to say one last thing to the old school DMs out there. If you played D&D in the 80s or 90s, imagine using this map and your parents walked in and saw it. They’d be like, “I knew it! I knew you were worshipping satan!” Haha, oh man. I’m glad that’s not a thing anymore.

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

The Flying Rook

Here’s the annotated version and here’s the unfurnished version.

The Flying Rook is the sort of place wizards build to show off. Anyone with the power to keep this architectural Frankenstein standing is no joke, but– just in case anyone wasn’t fully convinced– they made it fly as well.

I didn’t have any particular purpose in mind when I added the windmill, but, the more I think about it, the more I’m wondering– and hear me out here– what if it was a propeller? Like, what if this whole thing was kind of an airship? That’s not for everybody’s game, of course, but it’s an idea you could roll around in your head if you want to do something a little different.

So, now that we’ve got that 13-story building taken care of, I’ll be moving on to something considerably bigger. Naturally.

As I mentioned before, I’ll be drawing Fort Bourtange, a magnificent 16th century grapeshot dispensary star fort in the Netherlands. It’s a big place, but I believe it’s all one level, so it shouldn’t take an unreasonable amount of time. I think I might get it done by the end of the month, but I don’t want to make any promises.

I’ll be making an unfurnished version of the map as well so you can use it as a village instead of a fort if you prefer. And it actually was a village for a few centuries, so that’s not a stretch.

Well, I’ve been champing at the bit to get started on this map for a couple months now, so I think I’m gonna go do that. Let me know what you think of the Rook!

There are DM notes for this map available to patrons.

Gamblers’ Key – A Pirate Fortress and Casino

Here’s the unfurnished version of this map.

Gambler’s Key is a pirate lord’s fortress with a casino in the front and a loading bay for pirates to drop off their plundered cargo in the rear. It’s sort of the opposite of a mullet: a party in the front, business in the back. Well, I guess it depends which side you consider the front, but… whatever, let’s not overthink it.

Ryan, who proposed this map to the Cartographic Congress, asked me to make a token of this as well. Basically, the token is for inserting the island onto a sea map in which the party’s ship is 1-2 tiles in size. Anyway, you’re all welcome to it as well and you can download it here.

The other week, I talked about drawing a map of Fort Bourtange, a star fort in the Netherlands. I want to get that started fairly soon, so here’s the plan: I want to get a Black Loch map drawn this month, so I’m going to do that next. I’ll be drawing the “secluded manse,” which is the home of a powerful wizard living on the island of Driders’ Rock.

After that, I’ll be drawing last month’s Cartographic Congress winner: a floating, thirteen-level tower dedicated to magical experiments and research with a dock for airships. And then I’ll be drawing Fort Bourtange. I’d like to get started on it around the beginning of next month, but we’ll see how long the other two maps take. Sound good? I hope so.

Anyway, let me know what you think of Gamblers’ Key!

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

The Tigers’ Nest Monastery

Some monasteries make wine, while other monasteries make bread. This monastery makes bareknuckle kung-fu killing machines. Or, as they’re known in D&D, monks.

As a DM, having a monk in the party can be a little difficult. Not because there’s anything wrong with the class, but because coming up with useful loot for a monk is tough. They’re like warriors who don’t want magic weapons or armor, but they’re not spellcasters, so they don’t want wizard and cleric stuff either. Bracers of Defense are good and so is a Ring of the Ram, but after that, what do they even want?

One solution that’s worked for me is giving monks abilities instead of items. Have someone teach them the “Iron Palm” and give them +1 on all their unarmed attacks. It’s basically a magic weapon for a character that doesn’t use weapons.

This kind of thing can be good for druids who spend all their time shapeshifted, too, since they’re also pretty hard to find presents for. With druids, I’d present it as the blessing of a nature spirit or something, but the idea is the same. You can do this with other classes as well, but the rest tend to be a lot easier to please.

Next up, I’ll be drawing a map for the Black Loch. This is a new addition that isn’t marked on the map: The Architects of the Awakening. They’re a duergar cult that were the villains of my last campaign and they’ve got a fairly complicated story. The very short version is this:

The duergar race have the psionic essence of the mind flayers within them, but their psionic abilities are nowhere near those of the illithids. A duergar priestess believes she can awaken that essence in her people, granting them the same power the illithids have. She has found a way to do it, but she and her followers must act in secret, as her methods would be considered a heinous abomination by every living thing on earth, the duergar included.

I’ll make a separate post about it in a day or two that explains their story in more detail if you’re interested. Until then, I hope you like the Tigers’ Nest. Let me know what you think!

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

The Benthic Academy: An Undersea Ruin

Here’s another version of the map with air pockets in some of the rooms.

When I draw a ruin, I like to trash the place. I don’t want it to just be a building with holes in the walls, I want it to look like a hotel room the Rolling Stones spent the night in in 1976.

In this particular map, however, some parts are less trashed than others. That’s because the Benthic Academy is a college of magic– or, at least, it was until whatever disaster swept it under the waves. Unlike most places, the academy has magical wards holding some of it together, particularly the library (on the right), the faculty rooms (bottom center), and the dean’s residence (upper left).

The wards were meant to prevent cracked walls, broken windows and leaks, but they’ve done such a great job that, even after years underwater, a lot of the academy is still in one piece. Depending on which version of the map you use, they may have even caused a few of the upper-level rooms to retain air pockets.

If you might be using this map, I’ve got a few suggestions. First, I’d recommend considering your party’s underwater capabilities when planning encounters. Keep in mind that most melee weapons roll with disadvantage underwater. And, even if your players stop to re-equip themselves at Tridents-R-Us, you may need to consider how dependent they are on any magic weapons they won’t be using. If that Hammer of Hit Point Obliteration is doing a lot of work, you may want to dial the enemies back a little. Also, remember that Lightning Bolt and Fireball aren’t really on the menu anymore.

Second, I’d start the party out on the roof level. Since they’re swimming down into this, that’s the first thing they’ll see.

And finally, if the spellcasting PCs can’t cast Water Breathing enough times to  get the whole party down there, just put a few potions of water breathing into the loot of the adventure before this one. Don’t worry, handing out suspiciously convenient water breathing potions before an underwater quest is an ancient DM tradition.

Next up, I’ll be drawing another map from the Black Loch: the surface entrance. This isn’t a stairway, it’s a series of waterfalls, and it’s probably the quickest way into the Underdark from the surface. Is it the safest way? Probably not, but that’s your party’s problem. Also, since this entrance presumably leads down from a river on the surface, it allows for the possibility of traveling to the Underdark accidentally. And the best part: it’s one-way.

Anyway, I’m gonna start sketching that out. Let me know what you think of the Benthic Academy!

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