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 Black Ziggurat

This map was heavily inspired by the Great Ziggurat of Ur-Nammu in Iraq. If you’ve ever seen a picture of a ziggurat, that’s probably the ziggurat you saw. I designed this primarily as the headquarters of an evil organization, but it could be used as a temple, cult lair or just a dungeon in the desert.

I made a bunch of alternate versions of this place for patrons, one of which was unintentional. Here’s how that happened. I was trying to make a version where the ziggurat was floating through the astral plane and I figured I’d do it by changing the colors. I’d make the sand blue so it’d look like nebulous waves of… you know, astral stuff in the background. My thinking was, it wouldn’t look like sand anymore since sand isn’t blue. Then I got up, grabbed a cup of coffee and, when I sat back down, I realized I had just made a night version of the map.

Anyway, I also made a proper astral version and another version without most of the interior (which is more accurate to the Ziggurat of Ur). Then there are unfurnished versions with and without the statues. Hopefully this fulfills all your ziggurat-related needs, whatever they may be.

Next, I’ll be drawing a ruined mage’s tower. I’ve got some ideas about how to make this place interesting, but let’s see how they look on paper. It’s definitely not going to be just a big cylinder, though. The world has plenty of maps like that. Once that’s done, I’ll get back to drawing more of the Stygian City.

All right, that’s it for now. Hope you like the map!

The Stygian City: Goblin Village, Spiders’ Nest and Temple

The 7th level of the pit is home to a clan of goblins, who get by on a healthy diet of giant bats, giant spiders and mushrooms (which are basically a vegetable). Below that, the 8th level is overrun with spiders and in dire need of a treatment that only Dr. Flamethrower can provide.

Then there’s the 9th level. Most of this floor is a giant temple to Ghanya (the deity of the people who built the pit). But there’s a smaller group of rooms that are disconnected from the rest. This was once a tomb, but is now the residence of a vampire named Khrani, who sleeps here during the day, then flies out with the bats at night. Compared to the rest of the pit, her rooms are pretty nice. Just because you live in a literal hole in the ground doesn’t mean you can’t live in a nice hole in the ground.

For patrons, I’ve updated the DM notes quite a bit. There are new entries for these three levels as well as a new section with suggested creatures to populate each level with. When this is finished, the DM notes are going to be… not quite a campaign, but as close as I’ve come to writing one for any of my maps. Have a look and let me know what you think so far.

Next, I’ll be drawing the Black Citadel. This is going to be a ziggurat that serves as the lair of an evil organization. Imagine the party is finally heading out to confront the National Association of Sinister Wizards and, after an arduous journey, they finally arrive and they see this. No need to double-check the address, that’s definitely the place. Even the word ‘ziggurat’ sounds sinister. Ziggurat.

Anyway, I’m gonna get started on that. Once it’s done, I’ll be getting back to the pit. Speaking of which, tell me what you think so far!

The Stygian City: Caves and Catacombs

The next three levels of the Stygian City are finished! As promised, I updated the previous levels with the lower level windows. I also renamed all the previous levels. I’d originally named the first three floors 0, 1 and 2, but I realized that it would take less time to change them to 1, 2 and 3 than it would to answer questions about that for the next several years.

For patrons, I updated the DM notes with an overview of the history of the pit and how it came to be. I made a copy of this story for non-patrons as well, which you can find above. I’m very curious to know what everyone thinks about it. In any case, this whole place is designed to be very flexible, so if you’ve got a better idea of what to do with it, you can tell your story instead.

Next up is a drow academy of war, where drow males can go to become useful for something other than reproduction or being beaten for the entertainment of others. There’ll be an arena, training areas, maybe even a classroom where students come to study Drow Clausewitz and Sun Tzu. After that, I’ll probably draw another few levels of the pit.

Well, I hope you like how it’s coming so far! Check out the DM notes and let me know what you think of the story. And if you’re not a patron, check this post tomorrow and I’ll have a copy for you too.

The Forgotten Place

The Forgotten Place is an ancient ruin unearthed from the sands. It’s the perfect place for your party to do some archaeology, or– perhaps– some “archaeology.” In case you’re not aware of the difference between those two words, let me explain: the one with the quotes means grave-robbing.

I’d probably go with the second option in a D&D game. Brushing the dust off of pot shards to learn about the customs of ancient peoples may be morally and academically superior to scoring fat sacks of loot from a dead guy, but, well, moral superiority doesn’t buy you full plate and a castle.

I also want to mention that some of you may have more use for half of this map than you do for the whole thing. Maybe you like the desert ruins, but you want them to lead down into a different dungeon. Or maybe you like the underground part, but you want to put it under an old cathedral. Either way, go for it. Mix and match. There are no rules in RPGs*.

Anyway, the next map will be the Goblin Queen’s Carriage. This is going to be a giant carriage/war wagon that a tribe of goblins use as a mobile raiding camp. If you picture it looking like something out of Warhammer Fantasy, then we are very much on the same page. I think it’ll be a map that offers a lot of fun possibilities. After that, I’ll be getting started on the giant pit megadungeon that I’ve been talking about.

Well, that should do it for now. If anyone’s got any ideas on what might be pulling the giant goblin carriage, let me know. I feel like horses would be boring, but a giant seems like a bit much. My best idea right now is yaks, so if you can top that, I’ll consider it.

*There are multiple books full of rules in almost all RPGs.

The Castel Sant’Angelo – Rome, Italy

When I first started working on this map, I didn’t know much about the Castel Sant’Angelo. I knew that it was in Rome and once belonged to the pope, but I wasn’t aware that it was originally built as the mausoleum of the Emperor Hadrian. When I read that, I had to pause for a second and process what I had just learned. So…wait, the pope used to live in a gay man’s tomb? Huh. That was my fun fact for the day and now it’s yours.

That also helps to explain why this place is so unusual. The long, circular ramp at the entrance and the long stairway up the center aren’t things you’d see in many castles, but they were a part of the original mausoleum and are still there after 1900 years of renovations.

There’s an alternate version of this map I want to make for patrons and it should only take a day. I think there are a lot of things this map could be used for if it was just a bit less of a castle, so I’m going to remove the outer walls and leave the keep in the center. At that point, it could be a temple, a monastery, a small village, an unusual wizard’s tower, etc. I think you’ll see what I mean.

Well, I’m gonna get to work on that and I should have it for you tomorrow. In the meantime, let me know what you think of the Castel Sant’Angelo. And if you’ve got any questions about the place, feel free to ask. It is genuinely a strange castle, it’s not just you. I promise.

The Hall of the Bearded Men

This is the ancient ruin found on Tir Thelandira. The wood elves who inhabit the island don’t know who built it or why, only that it was here before they were. The “Bearded Men,” as the elves call them, are a great mystery. They certainly weren’t elves and they don’t look like humans, either. A few claim to have seen a Bearded Man who arrived on a ship centuries ago, but few believe them. Perhaps, one day, another Bearded Man will arrive, if any still exist.

This map is the ancient, mysterious ruin that patrons voted for. I hope you like the way I went with it. I thought it’d be funny to put this big, obviously dwarven ruin on an island full of elves who don’t know what a dwarf is and think of them as an almost mythical race.

There’s one more map to draw before Tir Thelandira is finished and I’ll be sending out a message to patrons asking for proposals for what it should be as soon as I post this.

The next map will be the guildhall of the Imperial Society of Extraordinary Adventurers, including their library, vault and exhibit hall. If that doesn’t sound like something you’ll need, don’t worry. It’ll basically be a large, well-appointed mansion and that’s something everyone’s got a use for. “Adventuring” usually involves a lot of burglary, in my experience.

Anyway, I hope you like the map! I used to draw dwarven stuff a lot and it felt good to be back in that saddle again.

Secret Room: Psycho Murder Basement

This is the first of three secret rooms I’m drawing. It’s meant to be used with another map that you’d like to add a secret room to. For example, maybe you want to run an adventure in the glorious French castle of Chateau de Chenonceau. But your adventure requires a brutal axe-murder dungeon and, inconveniently, the Chateau de Chenonceau doesn’t have one of those. This map is meant to solve that problem, with two different versions so you can have the secret entrance either behind a wall or under a trapdoor in the floor.

Next, I’m going to draw another secret room map: a hidden prison. This is for situations where you need to hide some hostages or sacrifices or something. You know the adventures where the party has to go somewhere and rescue people? It’s for those.

It shouldn’t take long to draw. I actually got this one done in two days, but I decided to hold off on posting it since it’s probably the most grisly map I’ve ever drawn and Christmas felt like a slightly awkward time to put it out there. I mean, what do you even write in the post? “Have a great holidays everybody, here’s some dismembered corpses!” I don’t even know.

Anyway, hopefully you find the idea of the secret rooms useful! I’m not going to be spending a ton of time on them, but I want to draw a few and see what everybody thinks. If you’ve got any thoughts about these or how to make them more useful, by all means let me know!

The Lost Catacombs of Auldbaern

The Lost Catacombs of Auldbaern are ancient, dwarven catacombs in the Black Loch. The winding, labyrinthine tunnels are lined with niches holding the bones of long-dead dwarves. I’m sure your party will be deeply interested in all those remains– for academic, archaeological reasons, of course.

But they’ll be particularly fascinated by the royal tomb deep within the catacombs, with its gold and silver sarcophagus and lavish funerary offerings. Oh yeah, they’re gonna archaeologize the hell out of that.

Nearly half the time I spent drawing this went into the royal tomb alone. I wanted it to be so much more ornate and splendid than the rest of the map that the party would be completely unprepared to find something like it. I think the appeal of exploring old catacombs is the possibility of finding something unexpected and amazing. And the royal tomb is the unexpected thing I put there for players to find. Hopefully, they’ll enjoy the scenery while they’re killing the king’s revenant and arguing over who gets his magic battleaxe.

Next up, I’ll be drawing the map chosen by last month’s Cartographic Congress: a gothic manor house with a moat, in which a knight or lesser lord resides. It’ll be a little bit Ravenloft, a little bit Mordheim and it should make a good home for a bad person.

Well, I believe that’s about it. Let me know what you think of the map!

El Ojo de la Madre – Aztec Version

Okay, here’s the alternate version of the underwater temple I promised. Could be useful if your party ever ends up in Chult, Maztica or any other place that’s basically Mexico with lizardmen.

I’ll be drawing a tower fortress next, in the style of Barad-Dûr from Lord of the Rings. I have to admit, that was a nice-looking evil tower. But if you engineer a fortress in such a way that it falls apart when someone destroys a piece of jewelry, that seems like a serious design flaw to me. Something to consider.

Anyway, I’m gonna finish this coffee and start sketching. Let me know what you think!