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!

Wahat Al-Hasan Oasis

I did quite a bit of research for this map, particularly on Middle Eastern architecture and furnishings. It isn’t based on any real place, but it was inspired by the Masjid Wazir Khan in Pakistan and the Buland Darwaza in India.

As I was skimming through the various reference material I used here, I came across something largely unrelated, but ridiculously awesome: zamburaks. This is a small cannon mounted on a camel. Not pulled by a camel, mounted on the camel. It’s a camel with a cannon turret on its back and I swear to god it was a real thing that people did. My players are in the middle of a frozen wasteland at the moment and I want to stop everything and drag them out to a desert just so I can have them get shot at by a camel cannon.

I’ll resist the urge to do that, but maybe you don’t have to. See the stables in the map there? *Slaps roof* This bad boy can fit six zamburaks in it. I am just saying.

Next up is last month’s Cartographic Congress winner: a village for an amphibious people, located on a hill that is submerged during high tide. An inn at the top of the hill is the only structure permanently above water. I’ve got a lot of ideas churning around for this one and I think it’ll end up being pretty interesting. Anyway, let me know what you think of the map! Or zamburaks.

Brazenthrone – The Old Palace

Here are the annotated version and the DM notes. All the patron content for this map is free to everyone and you can download it here.

This is the last chamber of Brazenthrone, but the map isn’t finished yet. It’ll be finished when it’s all put together in a single image, so we can sit back, look at the entire city and wonder why anyone would ever do such a thing. I’ll give a whole big speech and everything, it’ll be great.

It shouldn’t take longer than a day or two, depending on how many times it crashes Photoshop. Making this thing crashed it at least a dozen times, but I think I know a better way of doing it. Hopefully it works, because there’s a LOT to add to that.

I do have some bad news, though: Roll20 seems to have gotten an update and the Walls API script I was using to give you maps with the dynamic lighting set up doesn’t seem to work anymore. And, since I was making the Foundry version by exporting the Roll20 version, I can’t do that either. I’ve found another script to replace it (written by the same person) and I’ll get you some walls for this once I’ve got a minute to sit down and work out how to use it. EDIT: Nevermind, the script just needed to be restarted. I’ll make the VTT stuff in a few days.

I haven’t forgotten about EncounterPlus either. But first, I REALLY want to finish up Brazenthrone. Here’s what I’ve got left to do:

  • Put it all together
  • Update the Brazenthrone Codex with the rest of the maps and DM notes
  • Make some art for the Codex. Not maps, drawings. Whatever I can sketch in a day or two to make it look nice, maybe give it a cover.

After that, I’ll get on that VTT stuff and we’ll talk about what’s coming next. Well, I’m gonna start putting this stuff together so we can see what two years of drawing a map gets you.

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!

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.

The Red Towers II: Orcstralia

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?

The Red Towers

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!

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.