The Stygian City 16, 17 & 18: The Myconid Village

The next batch of floors in the Stygian City includes a myconid village on the 16th level, an ancient oracle on the 17th and a center for magical research on the 18th. The next three floors will be the last and will include the thing that lies at the bottom of the pit: Ghanya. I’m also going to draw three or four alternate bottom levels for patrons, but that’s it for the canonical Stygian City.

To a large extent, I’ve been writing the lore of this place around building players up for a horrifying revelation when they reach the bottom and discover that people dug this giant hole and built a city around it so they could feed themselves to a monster. So I’ve really been looking forward to drawing the freakish monstrosity at the bottom of the pit and I’ll be doing that before long.

First, though, I’ll be drawing a map of a village carved into the sides of a river canyon with windows and balconies dotting the rock faces and rope bridges strung between the sides. It looks cool in my head, which usually means it’ll make a good map.

Anyway, if you’ve got any questions or thoughts about the map, let me know.

The Stygian City 13, 14 & 15: The Kuo-Toa Colony

On the 13th level, the pit intersects with a small, underground river, which eventually leads to the underdark. So, after the city became abandoned, it was only a matter of time before the kuo-toa found the place and moved in. Which they did.

The kuo-toa Archpriest who rules the colony wants to expand his territory, but unfortunately, he’s stuck between an ancient night hag above and a circle of myconids below. He’s scared of the night hag and he should be. She’s got half a dozen Pit Fiends on speed dial. But he feels like he’s got a chance against the myconids, so he’s planning an attack across the broken bridge over the 15th level that serves as the border between their domains.

The 16th level– the center of the myconid colony– will look a lot like the mold-covered half of the 15th. A huge fungal garden growing around a set of ancient fountains. After that, things are going to start getting weird as we get closer to Ghanya. The myconids are the last friendly folks for the party to encounter in the pit.

There are only six more levels to draw before we reach the bottom and I think this should be done before the end of the year. I’ve got a few ideas for the next megaproject and the one after that and I’ll talk about those before too long to see what everyone thinks.

But next up, I’ll be drawing last month’s Cartographic Congress winner, a Bronze Age Mycenaean citadel. Here’s one example, although I don’t know if I’ll be drawing a map inspired by that one specifically. Anyway, Greek stuff! Everybody loves Greek stuff.

Well, I’m gonna browse some pictures of Mycenaean palaces. Hope you like how the Stygian City is coming. Let me know what you think!

The Stygian City 10, 11 & 12: The Hag’s Domain

Here’s the non-annotated version of the map.

The next three levels of the Stygian City are finally finished and, as you can see, there’s a lot going on. I’m giving out the annotated version to everyone and, for patrons, there are in-depth explanations of everything in the DM notes. I wrote 4 pages of notes on these three floors alone, including some encounters and suggestions for monsters to populate the place with. If nothing else, read the part about the flesh golems in the 12th level. If I need to see a psychiatrist for coming up with something like that, let me know.

The next few levels of the map will be a kuo-toa settlement with an underground river running through it. After that, there’ll be a myconid colony, with whom the kuo-toa are in a state of… not friends. I’d say this project is about halfway done at this point, maybe a little more. Feels like pretty good progress to me.

Next, I’ll be drawing a draconic hatchery, where dragons and wyverns are raised, trained and ridden. Riding dragons is often regarded as some highly 1990s D&D, but let’s be honest: it still goes hard. And I feel like it’s something that everyone thinks all experienced players have done at some point, but hardly anyone has. So, you know, something to think about.

Anyway, if you’ve got any thoughts or questions about the map or anything else, by all means let me know.

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 Stygian City: Into the Pit

Our gigantic dungeon starts here, in a small village called Ekersfield. The villagers live in and around the top of the pit, mining iron ore from the level below. This is the nice part of the pit. The welcome center, if you will. Past this point, most of the pit’s inhabitants get a lot less friendly.

So, there’s an unusual problem with this project and its kind of unavoidable. See, the map above is finished… but it’s not. If you look at the uppermost level, you can see the windows in the sides of the lower levels of the pit. But on the bottom level, there aren’t any. That’s because I haven’t drawn the maps below this yet and I don’t know where they’ll be. So I’m going to have to update these maps after I draw the next ones. Which will also have to be updated later. And so on. A bit of a pain, but no big deal.

For patrons, I’m also making modular versions of the maps. These are individual floors which can be rearranged as you like. Here’s how they work: first, the lower level windows won’t be shown on the sides of the pit. And second, all the stairs descend counter-clockwise. The stairs won’t always be in the same place, but they’ll always move in the same direction and, if you want, you can rotate the map to get them close to each other. With only three floors, that isn’t super relevant just yet, but there will be a day when there are 20+ floors and it will be then.

Thus begins another very large project. They always seem too big to ever get done, but they always do. Brazenthrone took two years to draw, but it got finished. The Black Loch took a year and a half, but it got done too. I think this will take less than a year, but we’ll see. In any case, it’ll be done one day and, hopefully, you’ll like it. But for now, how’s it looking? Off to a good start?

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 Chateau de Breze in Saumur, France

The Chateau de Breze is one of the most fascinating places I’ve ever been. If there has ever been a place that looks like a real-life D&D map, this is it.

You cross a drawbridge into a castle, then down some stairs into a long, underground tunnel. Then, after going through an ancient, underground settlement, you get to the bottom of the moat, where there are even more tunnels and two more ancient, underground settlements, all connected by a complex network of passages and chambers carved into the rock. I mean, a lot of castles have a cellar, a crypt, maybe a cistern underneath, but these guys have their own personal underdark down there.

Now that I think of it, this place would make a pretty good underdark entrance. Or, wait… what if the lord of the castle was secretly in league with the drow, who were helping him seize power in the region so they can have free reign to raid the surface? Hmm… that might be the start of something interesting.

Next, I’ll be starting on the Castel Sant’Angelo in Rome. This is the last of the three historical castles I’ve been drawing lately and I don’t think it’ll disappoint. Dating back to 134 AD, it was built as the mausoleum of Emperor Hadrian, later becoming a fortress and eventually being occupied by the pope. I’ve had a look at the floor plans and I can tell you right now: this will not be a small map.

Anyway, if you have any questions about the Chateau de Breze, by all means ask. I don’t know everything about it, but I’ll answer if I can.

Well, that’s it for now. I hope you like the map!

The Vagabond Queen, or “The City of Sails”

If you’re planning to run an adventure on the Vagabond Queen, here’s a good way to kick things off:

  1. When the party boards the ship, have an NPC mention that there’s a tavern on board.
  2. The players will head there because 90% of all D&D characters are degenerate alcoholics.
  3. When they walk in, there’s a bard in the corner tuning up his harp. After the players sit down, the bard gently runs his fingers across the strings of his instrument and he begins to sing this song…
  4. Play the song “I’m On A Boat” by The Lonely Island.

If you’re at work, be sure to unplug your headphones and max out the volume before clicking that link.

I’ve got a bunch of ideas for adventures involving this map in the DM notes, along with a list of possible backstories about who built this ship and why, so if you’re a patron looking for inspiration, you may want to have a look.

I’ve got a few more things to make for this map, but I wanted to get it posted anyway. I should have the Foundry module and the Roll20 wall commands done later today. I’m also making some tokens for the smaller boats and some artillery. And, of course, there’ll be a spelljammer version of the map.

In a couple days, I’ll be leaving to see my family for a week, but I should be able to get the spelljammer version up the day I get back. Everything else should be done before then.

Well, drawing this map has been a ton of work, but I really think it turned out well. I’d love to hear what you think. And if you’ve got any questions, feel free to ask!

Driftport 40K: In the grim darkness of the open sea, there is only fog.

The other version of Driftport is a pretty nice place. This is the version for DMs who imagine it as a place where the residents might drink turpentine, engage in cannibalism and sacrifice outsiders to an ancient abomination lurking deep beneath the waves. Or it can just be the night version, I suppose. Your call.

Drawing this gave me an idea for a map of another large, seafaring settlement and I wanted to get your opinions. Imagine a ship, like a galleon or a ship of the line, but much bigger. Bigger than any sailing ship ever built. 400′ (130m) long and 140′ (45m) across the beam. Eight masts, thirty sails. But this isn’t just a ship, it’s a town with hundreds of residents. Across the ship’s 5-6 full decks, there are shops, craftsmen, a marketplace, a tavern, an inn, a temple, gardens, a library, a mill and a lot more. There are cabins for the middle class, luxury apartments for the rich and hammocks for the poor. This is a ship you could get lost in. It could be a community of traders, explorers, pirates or wanderers.

I don’t know what the biggest ship map ever drawn is, but I’m fairly sure this would be larger by an order of magnitude. It would probably take around a month to draw and color. Anyway, is that something you’d be interested in?