Kasan-Tir Mining Outpost – “I like it but I’m not into the tunnel thing” Edition

Here are the tunnels to go with this.

There were two experimental things I did with this map and one of them seems to have gone over well, while the other didn’t. A few patrons let me know, which I appreciate, since it helps me make decisions about stuff like this in the future.

Anyway, I made an alternate version without the tunnels for the patrons’ edition maps in case anyone really didn’t like the original one and I figured I should give it out to non-patrons as well. My patrons seem to prefer this one and, in general, I assume that my patrons and non-patrons are likely to have similar opinions about my work. I’m not big on gating off content and I want everyone to have a version of this map they can use.

The other thing included here is the tunnels. These are a VTT token, but they’re printable too. The idea was that they could be placed in a hidden layer– either under the path or off to the side– then revealed when the players get in and make their way down into them.  Or, if you’re printing the map, you could cut them out as an overlay or keep them as a separate page.

Anyway, I hope this is more useful to you! I’m gonna try to get all those things I talked about in the last post done today, so I’d better get to it.

Kasan-Tir Mining Outpost

This took a while to draw because I spent two days laying it out, then I decided it was crap and started over from scratch. Sorry for the wait, but it really was irredeemable garbage.

There’s some unusual stuff going on here and I’m wondering how you’re going to feel about it. First, you’ve got multiple levels overlaid on top of each other. There’s the winding path with arrow slits above, then the tunnels on the other side of those arrow slits below.

Mainly, this keeps the map a bit more compact. I try not to bloat the size of my maps too much because it’s always more of a hassle for people using them. If you’re printing it, there’s more to print and if you’re using VTT, the file size is bigger. And I don’t think this is giving anything away. The PCs can see the arrow slits and, I mean, what else would be on the other side?

The second unusual thing is the perspective shift. To me, this feels like the part that might be controversial. You’ve got a slightly angled view of things right up to the door. Then, once you enter the mountainside, it’s a fully overhead view.

This does a few things for this map. It makes the path seem more upward, it shows the arrow slits and it gives a nice view of the chasm. But, once we’re inside, it’s not doing anything for us anymore, so it changes to top-down. I’m curious what you all think about it. Let me know if you like it and definitely let me know if you hate it. We don’t have to do this again.

By the way, this is handled a few different ways in the patrons’ edition versions. In the 1-inch grid print version, the tunnels are a separate overlay, which seemed more practical for print. And in the VTT version, there’s something similar (the tunnels are a token/tile, basically). There’s also a VTT version like the image above. This map was a gamble, so I thought I’d hedge my bets.

There are a few more things. LIST MODE, ON MY MARK. ENGAGE.

  • There’s an explanation of the equipment on the upper floor in the DM notes. Non-patrons can refer to the DM notes for the Oreworks, which describes all the equipment here: a casting pit, converter crucible, puddling furnace and stamp mill.
  • The VTT versions of this map include a Foundry VTT module for the first time, which is kind of perfect, because there is literally a foundry in this map.
  • I’m going to try to get the patrons’ edition Foundry module hosted online so you don’t have to manually install it. Hopefully today.
  • I promised to get the dynamic lighting maps working for more platforms. EncounterPlus is next. I found a converter and I’m going to try it out.
  • I’m making some Brazenthrone assets. Nothing fancy, but they should make it easier to modify or create new chambers, because I’m only drawing one more.
  • Speaking of which, the next map will be Brazenthrone’s Old Palace (1 on this map). This is the final chamber of the city and I’ll do something cool with it.
  • Is that everything? I think so. Let me know what you think of the outpost!

The Tusk

Last month’s winning Cartographic Congress proposal was by Bryan, who suggested a hanging wizard’s tower. That idea became the Tusk.

There were a few different ways to go about this, but I decided to go with the weirdest. The path to the entrance spirals up a stalagmite, then over a bridge and up the bottom tip of the Tusk itself. After that, the stairs go inside, then later back outside again, ending at a wide stone platform covered in magical glyphs.

Is this a practical layout for a home? Not especially, but I think there are a few things that justify it. First, I envisioned this as the home of a powerful wizard, for whom time and space aren’t huge concerns. The ability to fly and teleport makes the stairs a lot more of a problem to guests than to the occupant.

Second, it makes it harder for people without those abilities to get in and get to the top. Which is a legitimate precaution, because that’s probably what your party is trying to do.

Third, it prevents your party from just taking the stairs straight to the top. I did consider a spiral staircase going all the way up, but… I mean, look: there are parties that will explore the place and run into the various encounters you’ve set out for them, and then and there are parties who will just go straight to the top. They know that’s where the wizard is. Fantasy roleplaying games have been around since 1974 and, in that time, not one DM has ever put the wizard on the ground floor of the tower. This layout makes the party open a few doors at least.

And fourth, I just think it’s cool. I think about practicality a lot when I draw maps, but I think I’m allowed to take a break from it every now and again.

Next up is Brazenthrone‘s Iron Mines, one of three chambers left to draw in the two-year-long megaproject. I’m not sure what my plans are for it, but maybe some inspirational music will help me envision something.

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

I’m an idiot. Here’s the actual alternate version of Whiskey Point.

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

Here’s an alternate version (explained below) and a ballista token I made for no specific reason.

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.

Ironbird Aerie – Gunpowder-Free Version

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!

Ironbird Aerie – Gunpowder Version

Ironbird Aerie might look like a truck stop for airships and flying mounts, but that’s only because it kind of is. This is the first of two versions of this map, the second of which will be a little lower-tech, with no gunpowder weapons or mechanical engines. It won’t take long to modify and I should have it for you tomorrow.

I’m also going to make some tokens for flying creatures to go with this. The list I’ve got so far includes: dragon, griffon, hippogriff, pegasus, nightmare and giant eagle. If there’s anything notable I’m forgetting about, leave a comment and I’ll add it to the list.

If you need an airship to roll into this place on, might I suggest the highly reasonable Century Pelican or the highly unreasonable Tempest of Reckoning?

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

Eldfjall – A Perfectly Safe Place to Live

The annotated version is here.

Eldfjall is an arctic island in the northern seas, a bountiful hunting ground for whaling and seal-hunting. But it’s so far north that crops can’t grow and even a fire won’t keep away the bitter, year-round cold. Still, one brave group of settlers found a way to make it habitable: they built their homes in the caldera of the island’s volcano, using the heat it gives off to stay warm and grow small gardens to supplement their diet of fish, seals and whale. This town wasn’t built around a volcano by chance, but by necessity. It’s not a threat to the town, it’s the heart of the town. It’s what gives it life and, without it, the town couldn’t exist.

Eldfjall is the Icelandic word for “volcano.” I don’t know much about the Icelandic language, but that word is so Skyrim it makes my brain tingle. Also, Eldfjall is a pretty Icelandic place. Cold, volcanoes, whaling? That’s everything Iceland is famous for minus Sigur Ros.

Next up is Brazenthrone‘s Burke’s Hall, at 23 on the overview map. Then it’s the Great Garden: a huge, elaborate garden with ponds and a great sacred tree.

DM notes for this map are available to patrons.

Skywatch: A Castle in the Clouds

Skywatch is a little unusual as castles go, for a few reasons. The obvious one is that it’s on a rock in the sky. Historically speaking, the most common place to build a castle is on the ground. I’m told that’s where over 50% of castles are.

The less-obvious quirk is the castle’s defenses. Most castles rely on the idea that the lower parts are easier to get to than the higher parts. So there’s a curtain wall. And there’s a big, strong gate at the bottom. That doesn’t work here, since, presumably, anyone attacking Skywatch can fly. Any door is, more or less, as easy to get to as any other. And a wall? The only thing that does is block the view.

Another special necessity for Skywatch is the observation platform and arrow embrasures at the bottom, which prevent the sky beneath the castle from becoming a blind spot.

So how do you defend a castle in three dimensions? I suppose that depends on the wider setting. Are there airships? Dragons? Griffon riders? Aarakocra? In any case, I’d imagine that the main thing is to handle them at a distance, since the usual plan of setting up a height advantage for the defenders isn’t going to work out very well.

Thanks to Roose, who proposed this map to the Cartographic Congress! Next up is Brazenthrone‘s Opaline Grotto, one of the more interesting residential areas of the city.

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

The High Temple of Mystra

 

This is the main temple of Mystra, the goddess of magic in the Forgotten Realms. In addition to its religious functions, the temple also houses a massive storehouse of magic in the caverns below. I only included the first level in the map, but there’s a stairway on the left side of the caverns to allow you to expand into another map if you want.

The symbols at the bases of the towers are meant to be glyphs that teleport people between levels. But if you’d prefer boring old stairs, I made another version with those.

My game is starting soon, so I’ve gotta wrap up this post. Next up is more Brazenthrone!