The Halls of the Awakened

 

The Halls of the Awakened is a cultists’ lair hidden deep in the Black Loch. If you’re interested in my version of the lore, I’ve written a giant wall of text about it in the DM notes here. I’ll have an unfurnished version of the map for you tomorrow.

A bad guy lair with an entrance inside a cavern isn’t anything new, but I intentionally made the caverns here pretty big. As the party makes their way through, it gives them time to get a little paranoid. And to start asking questions, like, “Is this the right place?” And, “What if that person lied to us?” And, “What if this is a trap?” It creates some tension and makes them feel like they’re someplace dangerous, which is the mood I like to create in a dungeon.

If you read the lore I wrote about this place in the last post, it has a lot to do with psionics. I expect most people will probably use this map for something else, but, in case you’re interested in inserting the Architects of the Awakened into your game, I wrote some ideas for psionic powers into the DM notes.

Of course, you can use the rules for the unofficial Mystic class if you want, but that’s not what I’m looking for in a psionic NPC. What am I looking for? Darth Vader. No, seriously. If I’m introducing a powerful force the players are unfamiliar with, I want it to scare the hell out of them. I want them to get telekinetically flung across the room like a rag doll. I want to have stone walls flying at them and ceilings coming down on their heads. I want stuff to happen that isn’t in the Players’ Handbook.

If you throw a fireball at the party, they know what that does. “It’s fine, no big deal, we’ve got the HP to handle it.” But when you tell someone they can no longer breathe? They don’t know what that does. There are rules, of course, but they don’t know what they are because I made them up. The unknown can be pretty scary, especially for experienced players who aren’t used to surprises.

Anyway, I’ll get the unfurnished version of this up tomorrow, along with the updated Black Loch map that has the location marked on it. I’ll also talk about what’s next. Until then!

The Torrents

I’m giving out all the patron content for this map to everyone. You can download it from my Google Drive here. I’ve also put it in the public Foundry module (manifest URL).

The Torrents are one of the ways to reach the Black Loch from the surface, starting as an above-ground river and turning into a series of cascading waterfalls going deeper and deeper underground.

As an entrance to the underdark, I like this for a few reasons. First, it’s fast. There’s no three-day journey down the stairs. Your party can make it into the bowels of the earth in around an hour. Second, it’s super dangerous. There’s no better way to emphasize the perils of the underdark than nearly killing half the party on the way there. Also, it’s one-way, which is nice. No DM wants to write a whole campaign and then have the PCs decide the underdark “isn’t for them.”

There’s also an interesting possibility with the Torrents that I’ve been thinking about: you can have the party enter the underdark accidentally. I wrote a few ideas about how you might go about doing that in the DM notes, if you’re interested. Personally, if I were going to send a party in like that, I’d wait until a big part of the campaign had just concluded. Then, just as they’re heading down the river to meet the king and collect their heaping mountain of gold bars…

“A loud crash wakes you up in your hammocks. The boat appears to be falling.”

I’m not saying you should do that, I’m just… I’m not saying you should not do it. It would be really funny, though.

Next up, I’ll be drawing a map chosen by the Cartographic Congress: a mountain monastery clinging to a cliffside with a waterfall running past. This will be based partly on Paro Taktsang, a Buddhist monastery in Bhutan. There’s something I love about places built in really dangerous locations.

After that, I’ll probably do another map from the Black Loch. I’ve been thinking about adding a location to the loch map based on something from my previous campaign. It’s a duergar cult called the Architects of the Awakening and they’re up to some pretty twisted stuff. The campaign never finished, but I think it’d be pretty cool to put the bad guys in the Black Loch and see if anyone else wants to do something with them.

Anyway, that’s about it. Let me know what you think of the Torrents!

 

Ollin’s Borehole – Unfurnished

I don’t have too much to say about the unfurnished version of Ollin’s Borehole, but I have a ton to say about the next map, so let’s talk about that instead.

The Cobalt Flotilla is a home for a nomadic, seafaring community. It consists of a number of vessels, large and small. Now, the thing that makes the flotilla unique is when they come together. They tether their ships to each other, lay out planks and rope bridges to connect them and form a sort of island where they can all get together to trade, make decisions as a group, and so on.

To make it more interesting, I decided that I wanted all the ships to be really different. There will be some European-style ships, of course, but a lot of European ships tend to share a similar basic shape and layout and I wanted to draw some REALLY different ships in there. So I did some research and I found a few. Where did I find them, you ask? Asia. Allow me to introduce some highly interesting ships you may not be familiar with:

  • Atakebune – A Japanese warship, largely used as boarding vessels. (Wikipedia)
  • Turtle Ship – A Korean warship with a completely enclosed upper deck, covered with spikes to deter boarders.
  • Karakoa – A double-outrigger raiding ship from the Philippines.
  • Drua – A double-hulled ship for Fijian chieftains.

I’m also going to include some riverboats, rafts, longboats and smaller vessels to give it even more variety.

Also, I’ve decided to draw the ships separately. I’ll make a map of the assembled flotilla tethered together, of course, but drawing them separately means I can make maps of each individual ship as well so you can use them independently. And I’ll make tokens of the ones that are too small to warrant their own map.

Anyway, I just wanted to let you know what was happening. I’m gonna go draw some boats!

Ollin’s Borehole – An Abandoned Deep Gnome Mining Outpost

Ollin’s Borehole is a sapphire mine in the Black Loch. Well, it was a sapphire mine until some duergar bandits found the place, smashed their way in and killed everyone. Since then, it’s just been another hole in the ground. But, as holes in the ground go, I think this one is pretty interesting.

I wrote… let’s call it “the framework of an adventure” for this map. I’m hesitant to call it an adventure because there are a few things missing from it, most notably the monsters. I left them out because I wanted to make it flexible for parties of any level. So, if your players are level 2, this place is full of kobolds. If they’re level 10, it’s full of umber hulks. You get the idea. I also don’t specify the amount of loot to be found, largely for the same reason. Basically, I left out the stuff that I’d typically change when running an adventure that was made for parties of a different level than mine is.

Anyway, it’s called “The Lost Sapphires” and it’s in the DM notes. I’m curious what you all think of it, so I’m giving it away to everyone. It’s nothing complicated, just a single-session dungeon run, but it’s an easy way to get your party into Ollin’s Borehole. I can’t promise you’ll love it, but I can promise it will explain why there’s a big pile of beds at the bottom of the pit.

And I can promise that you will have a 15-minute argument about how much those beds should mitigate falling damage if your party’s rules lawyer lands on them. I apologize for that in advance.

I’ve got an unfurnished version of this map on the way, which I’ll have for you tomorrow. After that, I’ll be drawing the Cobalt Flotilla,  a floating community made up of a bunch of ships lashed together, forming a big, wooden island. And then I’ll be drawing a historical map, the Château de Chenonceau. It’s one of those places that’s straight out of a fantasy map, except people actually built the thing in real life. As inspiring as I found it, it seems like the least I could do is draw a map of the place so it can have a few more battles.

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

The Chesterboro Arms – Lim the Ogre, Proprietor

Here’s the non-annotated version and here are the DM notes. This map is a part of the Black Loch.

The Chesterboro Arms is a straight up dump. Nobody thinks they’d ever stay at a place like the Chester, but then they find themselves in a REALLY scary part of the underdark. Wherever you look, there are bandits, monsters and all kinds of awful crap that wants to kill you. You probably shouldn’t even be there and you’re damn sure not sleeping there, so you press on. And you keep pressing on. And after a couple days of walking, you’d give anything just for a nap.

And then you see it: the Chesterboro Inn. Is the food good? You don’t care. Have the beds ever been washed? You don’t care. Is it safe to sleep here? Well, the innkeeper is the biggest ogre you’ve ever seen, so… yeah, probably. And, sure, the building looks like it’s going to collapse, but what are the odds that it happens today?

If you have questions about the Chesterboro Arms, you should understand that you’re supposed to have questions. I didn’t just set out to make this place crappy, I wanted it to be hilariously crappy. The outhouse is huge. You have to go through a bedroom to get to the storeroom. There’s a shed full of chairs. I don’t really have an explanation for that stuff, except that they seemed like things Lim the Ogre would do. Speaking of which, if you want to know the story of how an ogre opens an inn, that’s in the DM notes.

I’m going to draw another Black Loch map next, maybe the kuo-toa village. After that, I’ll do something other than the loch. You know, mix it up a bit. Anyway, I hope you like the Chesterboro! If your party ends up going there, please tell me how it went. I seriously want to know.

The Deep Spire: All Levels

Here are the non-annotated version and the unfurnished version. Also, here are the DM notes in case you missed the last post.

Sorry, this took a bit longer than I expected, mostly due to the Photoshop-crashingly large size of the image file. As soon as the stores open back up, I’m buying a new computer. I bought my current one when my previous machine died and it’s still kicking, but it’s time for an upgrade. I haven’t bought anything other than food in almost a year, so as soon as the stores open back up, I’m going to the local indie computer place with the name that probably sounded super hi-tech in 1989 and I’m gonna tell them I need a machine that will literally melt a hole through my desk the second the video card starts running. I’m “supporting local businesses,” or at least that’s my excuse.

Anyway, there are a couple more things I still need to make for this, including some multi-floor maps. You can use this one with all the floors, of course, but I’m going to make some maps with three levels each as well. I think I can get all that posted later today.

Well, I hope you like the Deep Spire! It was a month’s work, but I think it’s a pretty good start to the Black Loch. Let me know what you think!

The Deep Spire: 6th Level and the Citadel

Here are the annotated version and the unfurnished version. And here are the  DM notes.

The last part of the Deep Spire is done and so are the DM notes, which… well, they started off as “notes” but, by the end, they were somewhere between a “lengthy screed” and a “borderline manifesto.” Anyway, they go pretty deep into the history of the spire and the people who live there.

For those disinclined to read them, the TL;DR is this: a clan of orog raiders called the Tideborne settled the place, a drow noble house rescued the orogs from disaster and moved in, then they opened the place up to settlers and traders to make money.

If you’re not familiar with orogs, they’re The Other Underdark Race. I like them for when I want an NPC who isn’t a duergar, drow or deep gnome, but I also don’t want them to be some weird crap like a cloaker or whatever. Orogs are basically orcs, except better. They’re Orcs 2.0. They’re bigger, as smart as humans and have sophisticated, well-organized societies.

Of course, they’re not any less into the raiding scene than orcs are, but, to be fair, that’s a very practical trade in a society where everyone is the size of Andre the Giant.

Anyway, the DM notes will give you plenty to read, so I’ll leave the post at that. There’s a few more things to make for the spire, including some tokens I mentioned previously and an assembled map with all of the spire in it. I’m going to make an annotated version of that as well, which will have a little more flavor to it, now that I’ve got more of the lore figured out. It shouldn’t take more than two days, so I’ll be back with that soon. Hopefully a few people will have made it through the DM notes by then, haha.

All right, back to work!

Drowning Hill – Roofs

Sorry, this took me a bit longer than expected because holiday stuff. Anyway, VTT versions of Drowning Hill with walls and doors are in the patrons’ Foundry module and the patrons’ EncounterPlus module.

If you downloaded the free module for Foundry or EncounterPlus more than 3-4 days ago, you should grab the new one (you can update the Foundry module). They’ve both been fixed up and all the maps and walls should be in good shape.

This is especially true with the EncounterPlus module, which required a little more attention. If you use EncounterPlus, you have Matt C. to thank for that, by the way. Since I don’t have a Mac and can’t run E+ myself, I was flying blind while trying to fix the errors and I wouldn’t have known what worked without his feedback over the last month or so. I’ve already said this quite a few times, but here’s one more: Thank you!

As I mentioned before, I’m going to spend one day between maps doing the VTT walls and lighting for Brazenthrone. After that, I’ll be starting on the floating market map. Until then, have a good holidays!

Drowning Hill

Here’s the non-annotated version and the DM notes. This is pretty far from your run-of-the-mill village and I think I owe everyone an explanation of some of the things that are going on here.

Drowning Hill is a village meant for an amphibious race. The name is a fairly literal description of the place, since most of the village is submerged by high tides. With the place being underwater on a fairly regular basis, it’s not an ideal location for people who are particularly picky about whether they’re breathing a gas or a liquid.

I could talk more about the various races that might live here, but all my thoughts on that are in the DM notes. Also, it just recently occurred to me what a perfect aboleth lair this would be and now that’s the only thing I can see. A big, clairvoyant fish hiding under his cult of drooling lackeys.

You might be wondering about Nina’s Inn. Why Nina? Well, the idea for this map came from the Cartographic Congress, and the person who proposed it, James, asked if I’d name the inn after his wife, so I did. Although, in the DM notes, I may have… sort of implied that she’s a fish cultist. Let’s hope James married a woman with a good sense of humor.

I tried some new things with the color here and I’m pretty sure this is the best I’ve ever colored anything in my life. So I might keep doing that. If you’ve got any thoughts about it, let me know.

The next map won’t take long. I’m going to make another version of this with roofs on it. Everything’s already drawn and I might have it done by tonight. After that, I’ll be drawing a floating market, one of the last three maps from the Great Vote. Anyway, let me know what you think!

 

The Brazenthrone Codex, Third Edition

I know some of you may have an instinctually negative response to hearing about a switch from second to third edition, but I promise you, this third edition is not a downgrade from the second that will slowly grow worse and take twenty years to rectify.

This is the complete Codex with all the expanded annotated maps and DM notes from Brazenthrone, along with a few drawings I included for the sake of fanciness.

While making this, I was slightly surprised to learn that I still remember how to draw a person! There was a time when I drew a lot of those, but it’s been a while. I think I did respectably well, anyway.

Anyway, this wraps up Brazenthrone. The response has been overwhelming, which I’m really happy about. Hopefully it opens up doors for people to do things they couldn’t otherwise, or inspires them to write epic adventures in the city.

Next, we have four maps remaining from the Great Vote: the fortified oasis, the floating market, the aarakocra village and the Deepspire. Those will be the next four maps, aside from one or two Cartographic Congress maps. I’m going to draw the fortified oasis first. It’s been a while since we’ve been to the middle east and I’ve been looking forward to drawing this for a long time.

I’m also going to get the Foundry module and the Roll20 VTT stuff sorted out and updated with the Old Palace. Let me know what you think of the new codex!