A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.

Showing posts with label Locales. Show all posts
Showing posts with label Locales. Show all posts

29 September 2016

[The Stronghold 'Zine] Issue #3 Has Hatched!


Baby A'Tuin is Born!

Yep. My own micro-sized version of the World Turtle has arrived. I cannot wait to hear what you think.

The cover of this issue was provided by +Jim Magnusson.
 +Matt Hildebrand  and +Ripley Stonebrook  have kindly  donated interior illustrations.

The first few copies came off the printer last night; the assembly process has begun. The link to buy your own copy is below; still only a print 'zine, in the old-school-style tradition.

**You can see a preview of the contents here. You can still pick up copies of Issues #1 and #2 as well here. --OR-- click on the link below to go ahead and buy #3.**


When you do pick up a copy, please drop me a line, especially if you use anything from Issue #3 in your game.



Rates:


23 September 2016

[The Stronghold 'Zine] Contractions Have Started! Issue #3 Sneak Preview.

Final editing phase on Issue #3 of The Stronghold 'Zine has begun.  Last night, in fact.

Just need to proofread, finish the Introduction, and make sure layout survives the conversion process.

And then I can release it into the cold, cruel world.

What's in store?

Well, besides some fantastic art contributed by +Jim Magnusson, +Matt Hildebrand, and +Ripley Stonebrook, we have the following:
  • A collection of terrific—yet cursed—capes and cloaks
  • A new class: the Warder. A type of protector/bodyguard class for the wealthy and paranoid. 
    • "[A] new kind of protector: one who was talented enough to heal them when injured, to avoid pitfalls when traveling, to detect the poison of a would-be assassin, and to have the strength and fighting ability to fend off a coup."
  • A new NPC: an information collector and thief-master, complete with a couple treasure caches...and a twist.
  • A new locale, The Crag: a neighborhood filled with merchants, inns, and temples, including suggested rumors, sample wares, and brief NPC sketches, all intended to provide some DM seeds. Oh, yeah...a map of the neighborhood too. It's set in my personal city of Coldtreath, but applicable in any good sized city.
  • A series of tables, to be used to create random meals and foodstuffs for both local and roadside taverns. I'm kinda proud of this one. O.K., in all honesty, I'm really proud of this one...mostly because it was birthed in the midst of a dream and survived into waking. Here's a couple random samples:
    • Mystery cakes
    • Roasted snake &  horse stew
    • Shredded pheasant pudding
    • Diced snails & cheese
    • Fried dog hash 
Bonus news: the Warder Class is presented in a 3.X version and a Swords & Wizardy/OSR version. In order to accommodate the OSR version,this issue has been increased from the regular 24 pages to 28 pages.

Keep an eye out; the release is imminent!

08 July 2015

[The Stronghold 'Zine] 'Zine Love from a Legend and Another Mail-Map!

Those of you who've read for a while know that +Christian Walker (of Loviatar fame) is not only a good friend, but the late (demise much lamented) Loviatar 'zine is an inspiration for The Stronghold, as it is for many recent 'zines.

Well, Christian's received copies of both Issues #1 and #2of the Stronghold...and then I heard from him last week: his son enjoyed Issue #1 so much that he stole absconded with claimed for his own borrowed Issue #1 and won't give it back to his dad! Christian ordered up another copy of #1...so I included a copy of #2 for the son, with a letter inside (explaining that "This is your copy. Not your dad's."). On the outside of the envelope, this happened:

Yep. Another Mail-Map!

In the short time I've been doing these, as with most of my maps, I typically start out with a general idea, then let the pen(s) go from there, until I realize just how much work the cross-hatching is going to be and then I look for a stopping point. For this one, I just wanted something quick and dirty, short and sweet. I'd actually intended it for a small shrine...one with a hidden danger of ghouls (or somesuch) who live in caverns behind/beneath the shrine and use the shrine for food, water, etc.

Well, Christian took this, and ran with it, making it his own. And I'm awed and honored to have had this map appear on his blog as "The Skin Lab": a secret workshop for a purveyor of flesh golems. Head on over to take a look...as I said, I'm touched and honored. (And remember, all my stuff is free for your use...just please let me know how you used it and how it was received.... I'm a proud papa that way; I love to hear how my kiddies are faring out in the big wide world.)

Oh, and from all reports, Christian's son loved the letter and having his own copy of Issue #2...so, double win!

Oh, and as always, you can pick up your own copies of Issues #1 and #2 here, at Blue Moon Ink Press.

18 May 2015

[The Stronghold 'Zine] The Countdown Begins to #2

That's right, boys and girls. I'm officially starting the countdown to Issue #2 of The Stronghold 'Zine. I'm just waiting on one more piece of artwork and one more bit of info to finish up an article, then it's Foreword and Table of Contents time.

After that, it's a trip to the office supply store for a new color of cardstock for the cover.

Then the fun begins anew.

What's in store? Well, let's see.... Where's my draft ToC?

O.K. First, we've got some stats for three new critters; one of these is friendly, one can be friendly, and one is...erm...not so much.

There's a new locale, with a new map. Two of the critters are also associated with the locale, as is the new NPC I've included. In addition to the statted critters, there are nearly a dozen-and-a-half new and system neutral critters described. There's another installment of system-neutral random treasure tables included; these can be used with the locale as well as your own setting.

NOT associated with the locale are a series of new wondrous magic items; these are fairly system-neutral as well. And finally, even though the random nose-picking article was not a big hit with some readers last issue, my philosophy is that every game needs a little bit of humor. Accordingly, and due to the joint fault of +Tim Shorts and +Jason Zavoda, there's another useful (I think) set of random tables to add a little bit of humor and ...erm... flavor to your game.

Keep watching for the roll-out announcement and purchase links to be coming soon!

26 April 2015

[A to Z April] V is for V is for Vile Portal (item)

http://www.a-to-zchallenge.com/
The Vile Portal is a legendary relic of a former time, and an evil religion. Also known as the Portal of Jiranah, this relic, like other portals, transport all those who enter its boundaries to another place. Jiranah, the God of Sorrow and the Blinding One, is inconstant and vindictive. The portal bearing her name is equally inconstant and vindictive.

It is rarely found in the same location twice, and if there is a pattern to where the portal sends its users, no one has discovered the secret. Once through the portal, the user must either use normal, physical means to return to their original location (or normal magical means) or the user must call forth the powers of Jiranah, calling out her name and performing an act of worship. If Jiranah is appeased, the creature will be returned to the starting point.

In addition, unless the user is of Chaotic Evil alignment, traveling through the portal will cause a shift in alignment one degree toward Chaotic Evil. The shift is cumulative; the return trip--if any--adds an additional degree shift. This is the price Jiranah exacts for the use--or abuse--of her power. The only way a creature can counter that shift is through an atonement spell and performing a ritual or quest for their personal deity.

Legend has it that there exist relics of Jiranah that control the portal; some are said to be able to locate the portal and others are said to summon the portal to their location. bel: a stylized bat surrounded by runes from various languages, all meaning "bat." Some barkeeps will remove the label--which is easily done--in order to hide the beverage from all but the most discerning, knowledgeable customers.


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Previous "V"s:
2014: V is for Vaena Shieldbadger (npc)
2013: V is for Varra Turnskull (npc)
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth

20 April 2015

[A to Z April] Q is for Quimby's Pet Emporium (map)

http://www.a-to-zchallenge.com/
Quimby's Pet Emporium is a landmark in Coldtreath, at least to wizards and animal lovers. Quimby, a grizzled, one-legged veteran of numerous wars, now stocks and sells animals of all kinds, from the plain to exotic, commonplace to rare.

His shop is plain, a thick rock exterior for protection, the inner walls are wooden, but magically-treated to be soundproof and calming to the animals (and to his customers). The walls are filled with pictures of his more exotic wares, as well as aquariums and small cages. Several racks of cages hold his larger small animals for display on the showroom floor. The floor is made of a single slab of stone for ease in cleaning.

  1. Showroom Floor: The general customer area, floored with stone. Various pictures and parchments line the walls with images of various rare animals.
  2. Counter Area: The wooden stomach-high (to Quimby) counter top zig-zags across the customer area. The north wall is lined with shelves, used for housing aquariums, bowls, and cages for the aquatic and more delicate of creatures. Quimby keeps a variety of magic wands behind the counter to deal with the more difficult customers.
  3. Cages, Regular: Those animals who do not require special needs or isolation are housed here in a variety of cage sizes.
  4. Cages, Special: The specialized, extremely rare, and valuable creatures are kept here, behind a locked door, both for their protection and the customer’s. These cages are likely to be protected by magic.
  5. Pens: Large animals, when they are in stock, are housed here. Each pen has a drain system allowing for the rapid cleaning and washing of the pens. Due to the nature of these animals, these pens are usually locked and protected by magic.
  6. Quimby’s Room: Quimby’s living quarters are here, through a locked secret door, and sparsely decorated with a bed, chest, and a desk. Quimby also keeps his valuable items on a series of shelves in the northeast corner of the room. His room is the only room floored with wood. He keeps a secret stash of gold under the flooring beneath his bed.
  7. Garden: Quimby keeps a walled garden area here, covered over with a fine wire mesh. He exercises the birds and cleans cages in this area. Quimby’s outhouse is on the south end of this walled-off area, and empties into the same drain system as the large pens.
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Previous "Q"s: 
2014: Q is for Quick, Somebody Teach Me To Play 
2013: Q is for Quickvale (locale) 
2012: Q is for Quickdeath (monster) 
2011: Q is for Quaint Folk

17 April 2015

[A to Z April] O is for Obelisk of Ras (locale)

http://www.a-to-zchallenge.com/
The Obelisk of Ras stands alone amidst the Great Salt Desert. The Obelisk appears to be a single seamless stone somehow shaped into an obelisk roughly 333 feet tall. There are no signs of tooling out other carving methods on the stone, itself unknown. There does not seem to be any entrance to the Obelisk; neither is there any visible window or break in the stone from the base to the peak. The four sides of the Obelisk are completely smooth, although not necessarily level or even, merely nearly so.

While there does appear to be a balcony or ledge just below the peak of the Obelisk, it has so far defied any efforts to be examined; flying creatures find their view of the balcony obscured by mists or salt storms that arise suddenly and unexpectedly. Creatures attempting to climb the side of the Obelisk eventually reach a section of stone that defies any manner of adhesion and they fall, usually to their deaths. Creatures attempting to scry the ledge are driven mad; temporarily if they are lucky. Those who attempt to scry within the Obelisk itself die quickly and horribly.

Rumors abound as to the origin of the Obelisk, ranging from sorcerers to gods, creatures of earth and creatures from other stars. All of these beings are labeled with the appellation "Ras"--a word which has no meaning to any of the cultures in and around the Salt Desert. It is a completely unknown phrase, and not even the eldest of the Desert Tribes know from whence the name comes. They simply know that it has been known as "The Obelisk of Ras" since the time they were children, and their fathers, their fathers' fathers, and so on, until the memory of the Tribes "runneth not to the contrary."

When the winds blow, passers-by and travelers have reported hearing a moaning or low whistling sound, which leads scholars to believe that the inside is hollow, at least in some respect. So far as it is known, there have been no successful attempts to breach the surface of the Obelisk to learn what--if anything--is to be found beneath within. Legend would have you believe that a map exists, somewhere, of the Obelisk's interior. The contents of that map and its whereabouts have eluded scholarly searches for centuries. Many adventurers, thieves, and scholars have perished in the search for the map.

The mystery of the Obelisk of Ras, however, continues to tempt and trap people across the continent and beyond.


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Previous "O"s:
2014: O is for Oh My Gosh, What Have I Done?
2013: O is for Omen Wine (beverage)
2012: O is for Oath of Righteous Magic
2011: O is for Opening Doors




07 April 2015

[A to Z April] F is for Fel Column (item)

http://www.a-to-zchallenge.com/
In the city of Orcweepmere there is a street known as the Way of Gods. Similar streets exist in many cities: it is a place where every conceivable religion--practiced or forgotten--maintains a place of worship. The entrances to and exits from the Way of Gods are always in the same place; however, the distances between the entrances and exits vary from day to day and from traveler to traveler. If asked how big is the Way of Gods, those who know the best invariably answer, “As big as it needs to be.”

In one secluded corner is a square, or town commons. Various temples and places of worship dedicated to minor, forgotten deities fill the buildings surrounding the square. In the center of the square sits a column known as the Fel Column.

The column is 113 feet tall; it is 11 feet wide at the rounded tip and 13 feet wide at the base. Mages and scholars make a great deal out of these numbers; those who best understand divine power understand that these numbers have incredible unholy power. Despite its great height and relative narrowness, the column has no surrounding structure or visible support at the base; it is a free-standing column.

A free-standing column of bile.

The column is a liquid in a constant state of movement, fluid swirling and spinning, seemingly spiraling ever upwards towards the top. It never splashes or sprays outside of the column, even in the strongest winds or tempests. It never varies in size or shape. It never varies in color, it is an unearthly greenish-yellow. No one knows from whence it came or exactly when it first appeared. Everyone who claims to know cites a different date. No one knows what it represents, whether it is a tribute to a deity or a deific being itself.

One thing is certain, however: the bile is incredibly toxic; any who come in contact with the column suffer both physical damage and physical weakness. (In game terms, any creature that touches the Fel Column instantly suffers 1d2 points of permanent CON damage and 1d2 points of permanent CHA damage. Because of the nature of the fluid, there is no save and the damage cannot be cured, reversed, or restored by any means short of divine intercession by means of a miracle spell.) Even creatures who are resistant to or immune from the effects of acid receive damage from the Fel Column.

In addition, the smell which emanates from the Fel Column is disgusting--overwhelmingly so. The stench causes any living creature that comes within 10 feet of the Column to make a Fortitude save (DC 15, Charisma based). Failure causes the creature to be sickened for 2d6 minutes. If the creature is successful with his save, he cannot be affected again by the odor for 24 hours. The sickened effect can be removed by either a delay poison or neutralize poison spell. If the creature is immune to poison, it is unaffected by the smell; creatures who are resistant to poison receive all normal saving throw bonuses.

If any creature attempts to bottle or store the bile or remove any portion of the fluid from the column, in addition to the creature taking the aforementioned damage from both the acid and the smell (as applicable), the bile instantly becomes inert and harmless upon removal from the column.


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Previous "F"s:
2014: F is for Flying Frost (spell)
2013: F is for Frost Wound Patch (locale)
2012: F is for Flesh Alliance (spell)
2011: F is for Found Items

02 April 2015

[A to Z April] B is for The Barrens (locale)

http://www.a-to-zchallenge.com/
Every city has a place like this. A dark hole. A place where things just seem to go wrong. A place where nothing works quite right. Your skin crawls when you simply cross a given line--real or imaginary. A place where you can be utterly alone and yet hear footsteps behind you. Where a whisper carries for blocks and a blood-curdling scream cannot be heard through a paper-thin wall.

Every city has one.

Coldtreath has The Barrens.

Coldtreath. The Barrens are highlighted by the blue shark tooth shape.

Nearly one hundred years ago, a disgraced cleric of Bil found himself hounded by a lynch mob and cornered in a maze of tiny alleyways and squatters' sheds in central Coldtreath. As the angry residents of the area closed in and began to beat the wizened cleric, the cleric--Kouphinus, the Bishop of Decay--summoned forth every ounce of divine energy available to him (albeit corrupted divine energy) and wrapped it up in one spectacular curse against Coldtreath in general and the citizens of this neighborhood in specific. An icy blue light exploded from the dying cleric, sweeping northward in a triangular shape through the streets and alleyways south of Gelyndu Boulevard, finally dying out at the Boulevard itself.

The curse created the zone now called "The Barrens." It is a zone where magic does not work correctly, whether spell, scroll, prayer, or potion. People vanish there without a trace. Loud sounds do not echo; the quietest of sounds are heard randomly throughout the area. Wood burns only with great difficulty and light does not travel far; the strongest lantern and the brightest torch cast little more than a candle's worth of illumination against the dark of night. When viewed from within The Barrens, the moon is out of phase and the constellations are strange and alien to Coldtreath. During the daylight hours, it is perpetually twilight within the neighborhood. Those who live within the neighborhood for more than a few weeks begin to feel constant despair; a few month's residence sees despair turn to dread and nameless fears. No one who lives within The Barrens for a year's time stays sane.

Many of the greatest mages and clerics in the realms have traveled to Coldtreath to examine The Barrens. Not one has been able to identify or quantify the curse. Indeed, most who have tried have been utterly unable to even sense that there is a curse on the area, although it clearly exists. The magics behind the curse shift and change, almost as if they are themselves intelligent and desire to stay concealed.


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Previous "B"s:
2014: B is for Blood Stimulant (beverage)
2013: B is for Belt of Invulnerable Embrace (item)
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette

08 December 2014

Mini-Map Monday: The Citadel of Nor-Von

Just a little something I threw together last night as I was suffering from insomnia. The Citadel of Nor-Von. The corridors are somewhat larger and wider than what the normal Dwarven citadel would contain. The reason for this--indeed, the reason behind the citadel's existence--is that the hallways were originally the shafts and corridors tracing the mithral deposits. They were eventually shaped, dressed, and decorated as the citadel aged and became the formal home and hearth for the Dwarves of Nor-Von.


I'll leave it to you to stock and key; just a few pointers from my own thoughts.
  1. The large round oval is an open fighting arena/training area, ringed by a walkway.
  2. To the immediate left of the arena are two throne rooms. These rooms are connected by a secret corridor. The smaller, oval-shaped throne room is reserved for meeting foreigners; the larger throne room is the formal, ceremonial throne room.
  3. Three bridges cross the chasm that bisects the citadel. These bridges--and the open caverns to which they lead--are edged by a banister, otherwise open to the chasm.
  4. To the right of the chasm is a formal statuary. Each of the fifteen previous Masters of the Citadel are represented here by stone golems.
  5. The citadel is edged on the right side by an underground river.
  6. All of the arrows designate a descending corridor.
The medium is the back of a 3"x5" card, using a fine point Sharpie grip pen. This map is smaller than the ones I typically draw on 3"x5" cards, primarily because I chose not to use the gridded side, but the plain, white side instead. This, combined with the fine point pen, freed me to draw smaller rooms, corridors, and features than I would have with the 0.25" grid. I'm actually pleased with how this turned out. I'm providing links to both a gridded and a non-gridded version. Contrary to my usual, all of the lines were hand-drawn; the only GIMP work I've done are some slight touch-ups, contrast/brightness, and adding the grid. Also atypically, the grid I've used is scaled to the image rather than using a 1" grid, so it may not be overly useful as a battle mat.

Feel free to use my maps in your home games. You can rename it, modify it, stock it, or abuse it in any manner legal in your particular jurisdiction. If you do use it, all I ask is that you let me know and tell me about it afterwards.

10 April 2014

[A to Z April] I is for Island, Oraoss (map)

The island nation of Oraoss lies approximately 1500 miles southwest from the continental port of Coldtreath. It lies in a temperate zone and has a wide range of climates and terrains for a relatively small island at 15,000 square miles. The island is characterized mainly by the sharp division created by the central mountain range–the Dazao Mountains–which separates the lush, wooded eastern side from the gently rolling plains and barren desert on the west. The southern tip of the island is an enormous marshland, the Raekri Marshes, which are nearly impassable without an expert guide. The island is surrounded by four smaller islands as well as a small island range, the Uabal Islands.

The capitol city, Raolde, is an average size city by continental standards, large by Oraossian standards. Its population of 3,254 adults is dominated by elves (92%) followed by humans at 2%. Another 5% is made up of an equal mix of dwarves, halflings, gnomes, half-elves, and orcs. Walled by stone, Raolde is famous for its scholars (its major export followed closely by blueberries) and its courtesans. Many travel to see its beautiful architecture and experience the thrill of the gladiator rings. Most who visit realize only later that the locals grossly overcharge outsiders for their experience.

Despite the dominant elvish population, crime is out of control in Raolde. Three separate thieves’ guilds operate in Raolde under the nose of its governing official, the Lawgiver Kera Pata. Nominally an elected official, the Lawgiver heads a corrupt government. Raoldian officials, while ostensibly the most cultured and refined of the population of Oraoss are still largely seen as bumpkins to their counterparts in Coldtreath and other large cities on the continent.

Most of the other towns and cities on Oraoss are embarrassed to be associated with those from Raolde. The Uabals have unofficially declared independence; the Lord of Cear Keep, Bik Iloamai (known as “the Subjugator” to many throughout Oraoss) is the self-styled Lawgiver-in-exile, claiming to be the heir to the deposed once-Lawgiver. Seeing himself as the “true government” of Oraoss, Bik Iloamai occasionally sends decrees across the Uabal Strait to be distributed by messenger to the various Oraossian cities; these decrees contain more than a hint of madness and irrational mandates.

Oraoss also boasts a large population of dwarves who inhabit Kilfik Hall, nestled at the base of Fivejade Peak, the tallest mountain on Oraoss (soaring 1,200 feet above sea level). Snow is often seen on the very top of Fivejade Peak during the rainy season. The dwarves of Kilfik Hall harvest the snow and ice and export it throughout Oraoss. Nestled in the arms of the Utui Hills, the passageways and chambers of Kilfik Hall are rumored to extend throughout the center of Fivejade Peak, although few outsiders have ever been invited into the Hall and no outsider has been known to be allowed past the Asssembly Room just within the main gates.

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.


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Previous "I"s:
2013: I is for Ice Quartz Caverns (map)
2012: I is for Iron Hide Zombie (creature)
2011: I is for Inkeeper (npc)

05 April 2014

[A to Z April] E is for Eroutoa's Arms (map)

Eroutoa's Arms is, to those in the know, THE place to acquire your finest arms, armor, and as the sign out front says, "miscellany." Eroutoa Ghostcall has been the proprietor here for as long as any can remember. Over the decades of proprietorship, Eroutoa has gathered together a fine inventory of weapons, armor, shields, and miscellaneous equipment, both mundane and magical. Prices run from reasonable to outrageous to outright "OUCH" depending on your needs (and your personality).

The Armory itself is a large single-story dwelling. There are no discernible living quarters on the premises; no one is quite sure where Eroutoa Ghostcall resides when she is not minding the store. The building itself is made of thick, strong stone with a flat stone roof. Every attempt at piercing the outer wall has failed, sometimes spectacularly.


Upon entering through the heavy iron doors one immediately sees two waist-high (to a human) counters and various bits of equipment hanging on the walls. At any time there may be a variety of weapons, armor, or miscellaneous items strewn about on the counters. This is the "showroom." Behind the counters is a door to the warehouse. The interior doors are all thick iron-bound wood. They are always locked and each of them are heavily warded with magical protections. Only Eroutoa and those customers she trusts ever pass through any of the interior doors. The floor is wooden, but magically strengthened and fortified against breakage, prying, digging, or burning.

The first "storeroom" is dominated by three long rows of shelves that reach from floor to ceiling. These are where the more common and mundane items are stored and displayed. The secondary storeroom have a pair of similar shelves; these hold the basic magical items. A secret door on the north end of the secondary storeroom leads to what Eroutoa refers to as her "inner sanctum." A series of shelves line three of the walls; these are filled with rare and special items.

A secret door in the floor of the inner sanctum leads to Eroutoa's true storeroom. The hard-packed dirt floor and dressed stone walls keep her rarest and most unique items safe and dry. Crates and barrels from around the continent are stored here, filled with items of wondrous power.

Unbeknownst to Eroutoa, a family of ghouls have discovered her lower storeroom, unexpectedly breaking through the walls while digging the foul tunnels that make up their nest. They have concealed the entrance to the storeroom and rarely visit the civilized space in the basement of the Armory. The risk of discovery is too great for them to enter the storeroom except as a retreat in extreme cases.

[Aside: This map came about from doodles on two 3x5 cards while sitting at court waiting for my client's name to be called. Scanned, GIMPed up a bit, and thrown out to the world. I'm still trying to get a handle on GIMP. Every time I get a process I like, I let the program sit for months until I've forgotten just what I did last time. Let me know what you think. End aside.]

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.



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Previous "E"s:
2013: E is for Enik, Lord of Maltrai (npc)
2012: E is for Elder Oath (spell)
2011: E is for Erol Otus


23 February 2014

[D&D 40th Anniversary Bloghop] Day Twenty-three

Day Twenty-three: First song that comes to mind that you associate with D&D. Why?

Easy.

Hotel California, by the Eagles, 1977.

If you have to ask why... c'mon, have you never LISTENED to the lyrics? I know, I know, Don Henley has claimed that the song was an "interpretation of the high life in Los Angeles" and that "It's basically a song about the dark underbelly of the American dream and about excess in America." All that symbolism aside, I still say:

Why has no one written an adventure based on Hotel California?!?

Let's take a quick look at the obvious: you have an adventurer, traveling in the dark. He sees a light in the distance, and immediately becomes sleepy. We have a mysterious woman whose motives are unclear who welcomes him into the house by candlelight. Charm spell, anyone? Once inside, he hears voices. Ghosts? Undead? Captives? Minions? Who knows?

This mysterious woman--Tiffany--has a bunch of boy toys pretty boys thralls in the courtyard, dancing. Honestly, some of them may actually be zombies, too. I can see in my mind both kinds: the thralls are in the middle of the courtyard, ball-room dancing while the zombies are around the edges, perhaps a few interspersed in the crowd, and every day they're shuffling, shuffling, shuffling. (I couldn't resist.)

Now, the idea that you entered the building willingly takes on a particularly dark and sinister note, doesn't it?

The hero asks for provisions, without any luck. And then, the voices come back, and loud enough to wake you up in the night. As you wander around investigating the building, you find garish, tacky, or out-of-date decor: mirrored ceilings, although despite the lyrics I always see them as a room of mirrors, like in the funhouse; fancy, cloying food and drink; and prisoners, but possibly willing prisoners. Maybe they're more thralls, maybe some of them are merely kept for occasional "snacks."

Then you find yourself in the "master's chambers." Perhaps Tiffany isn't the BBEG after all.... Whoever IS master, however, has a beast of some kind chained in his chambers. All of the thralls and his other subjects have gathered there for a ritual sacrifice: The Feast. No matter what they do to it, it will not die. Perhaps it's troll-kin. Perhaps they have a resident cleric who waits until the creature is on the verge of death and who then heals it back to normal. Whatever it is, the ritual is sufficient to cause the adventurer to run, nearly senseless, for the front door.

Only now he finds that there is no front door. The entire building is a trap. And the evil butler, himself likely a mid-level vampire, tells him that he can "check out" at any time, but cannot leave the building. He can die at any time, but he cannot escape.

Now you tell me.... Why would I possibly associate this song with D&D, hmmm? `

"Up ahead in the distance, I saw a shimmering light. My head grew heavy and my sight grew dim; I had to stop for the night."

27 January 2014

[Map Monday] The Pyre Lagoon

For Map Monday, a little something I jotted on a 3x5 card during a break at church. Welcome to The Pyre LagoonAfter thinking about that escape route from The Raven and Jackal from last week, I decided there needed to be an exit for that passage. At least, one possible exit. I'm guessing there is probably at least one other exit, a dry land/cavern exit. We'll have to see whether we can find that passageway.

This exit runs out at a little subterranean lagoon, nicknamed The Pyre Lagoon by the Jackal and his crew. The Jackal keeps a 20-foot skiff moored here, counting on the tricky currents and hidden rocks in the channel to keep this exit secure. Just off the edge of the map is a well-concealed, well-secured secret door to secure the passageway from sight-seers...and the city guard.

The channel itself leads directly to the coastline on the west side of Coldtreath. In case of emergency, the Jackal and his minions can easily outstrip any pursuit once they reach the skiff. Upon making the coast, they can mix with other traffic and be well ahead of the law.

The usual applies to this image: free to use, just drop me a note to let me know if, where, when, and how it was used. The PDF can be grabbed HERE.

21 January 2014

[Map Monday] The Raven and Jackal

Yeah, it's Tuesday, but the Stronghold Minions had Demi-Human Rights Day off yesterday. They've got a great union.

Today's offering is a little something I jotted off over the weekend: the gambling den known as The Raven and Jackal. The map is free for download, with the request that you let me know when and how you use it in your respective gaming worlds. I'm offering a keyed and unkeyed version of The Raven and Jackal.

The Raven and Jackal is one of the better class of gambling dens in Coldtreath. The wealthy, the politicians, and the high clergy all gather here to game and associate in privacy and neutrality. It is owned and operated by the Tiefling Rogue-lord named Diamond Spayd, a.k.a. The Jackal, who is more than happy to take advantage of the upper class, taking their money equally and with impunity. He lives on on the premises; his minions and employees take turns boarding on site several days a week.

KEY:
  1. Entry Hall: The highly secure front door allows admission to The Raven and Jackal, after verification of identity (or submission of passwords) through a narrow, concealed speakeasy. The hallway itself is lined with murder holes, through which the Jackal's minions can fire their repeating crossbows into the hallway. At the far end of the hallway is another speakeasy door.
  2. Foyer: Stools and small chairs line this room. A heavy curtain separates the foyer from the gaming hall proper.
  3. Gaming Hall: Round tables fill this room, at which various card games and other games of chance are operating every hour of every day, except for the nine-day celebration of Rour. (Rour is a solemn holiday celebrated on the second full moon of summer. It commemorates a deception and is associated with disagreement, luck, and loyalty. Oddly, it is traditionally celebrated with games of chance. The Jackal prefers to let his minions take their winnings from his rival gaming dens, taking his percentage after the nine-day holiday.)
  4. Inner Hall: The inner gaming room is reserved for VIPs.
  5. Rest Lounge: A 4-seater toilet is hidden behind a curtain on one side of the lounge. On the other, is a doorway hiding a deadly pit traqp for those who seek to mine the hidden depths of the den for nefarious purposes. A well-hidden secret door--locked and trapped--separates the public sections of The Raven and Jackal from the private rooms.
  6. Kitchen: Drinks and snacks for the public and for the employees are prepared here. Two secret doors allow entry to the Jackal's quarters and the operation rooms of the den.
  7. Storage Room: Ale, wine, breads, and cheeses are stored here.
  8. The Jackal's Room: The Jackal's private quarters. A bed, chest, table, and bookcase are here holding the Jackal's private possessions and records.
  9. The Barracks: Eleven cots are here and are rotated among the various minions and employees of the den. A hallway on the east provides access to room #10. A hidden trapdoor provides a means of quick egress from the den. The hallway on the west provides access to the most secure portions of The Raven and Jackal.
  10. Watch-hall: Murder holes provide a view into room #1, the Entry Hall. Minions and employees can securely fire into the entry from this hallway for security.
  11. Counting Room: This appears to be the counting room for the den, where all the winnings and takings are counted and stored. An enormous set of shelves swings outward to reveal a secret door, leadcing to room #12.
  12. Vault: The Jackal's treasure room. The bulk of the financial holdings of The Raven and Jackal are locked here.
PDFs of the map can be found here: KEYED and UNKEYED.

24 December 2013

[Map Monday] Goblin Warrens of Weepcur Glen (Lvl 1)

Yeah, it's Tuesday, but I'm going to still call it Map Monday, because my internet was having fits of frozen rage all weekend. This was the first time I could get this uploaded.

I present for your viewing pleasure today, the Goblin Warrens of Weepcur Glen!

I don't have a lot of background for this map. I'd like to imagine lots of little goblin nests throughout, particularly right in the middle, on the top terrace, using the large stalagmite for cover to rain arrows down upon a bunch of murder hobos adventurers....

To be frank, I'm not sure I like this map much at all. I know, that's a ringing endorsement.... Don't get me wrong; I'm still putting it out here for y'all, and I'd love to hear if you use it. Honestly, I'd like to get any feedback on this, period.

It was more of a project, an experiment.

You see, I don't get to use GIMP as much as I'd like. In my professional day-job life, it's not really even vaguely required. And, honestly, I let so much time lapse between digitizing my maps that I truly forget some of the tricks and tweaks I've used in the past. For example, I've COMPLETELY forgotten how I did the various water effects in the Caverns of the Sceades map from last year. I've seemingly misplaced the graphic I used for the parchment effects on my previous maps. But also, I wanted to try out some new techniques with this map.

I have a confession to make. Maps can be tedious.

To digitize, that is. Especially if you're like me and you like lots of little elevation changes. Those little elevation lines on the ledges? If anyone could tell me a fast and simple way to do that in GIMP or Photoshop, you would instantly become my hero. If you could tell me a fast and easy way to put the elevation lines in the crevasses? Yeah. I may just put you in my will. It takes so much time and energy to put the little lines in, time after time...I think that's why I let so much time elapse between map uploads here.

So, with this map, I used a fine tip Sharpie marker (y'know, the ones that say "fine" but are really quite large and fat?) on 1/4"-graph paper. I uploaded it, then contrasted out the lines, and added in a layer of digital lines. I also created my own "cross-hatch" effect and threw that on their as well. I wanted to see what effects were possible by hand-drawing then simply digitizing, with minimal digital touch-ups and re-draws.

Yeah. Didn't turn out nearly as well as I'd hoped.

I don't like the smoothness of the lines. I don't like re-drawing over my lines after I digitize a map, but I think it may have a more organic feel when I do. I also don't like filling the page with cross-hatch; I'd much rather do a partial fill like Dyson Logos' and Matt Jackson's maps. I know there's got to be an easy way to do this digitally, rather than by hand, but I have yet to find it. And I really don't want to ask these guys about their professional tricks: this is bread and butter to them, after all. (And yes, I've tried it by hand. The results were...well...frightening.)

I also ran into a problem with "transparency." I found it difficult to add colors (like the parchment paper) without over-writing them with other layers. Again, I know I'm missing something, I'm just having trouble finding (or re-finding) the answers. If anyone knows of a good GIMP tutorial, especially in re maps and map drawing, I'd love a reference. I'd also, like I said, appreciate any other feedback or criticism you can offer. Hopefully someone out there can use it in their own world, at least as a hook or an idea. Drop me a line if you do, would you?

The JPG is here and the PDF is here.

26 April 2013

[A to Z April] W is for Wild Drip Crater (locale)

Wild Drip Crater is a unique feature of the landscape in the prairie in the geographic center of the continent of Dran. While those who have not seen the Crater for themselves routinely refer to it as "simply a hole in the ground," those who have witnessed it have never been the same.

The Crater appears to be in the geographical center of the continent. The crater itself is an oval measuring 300' wide by 400' long at the rim's widest points; the walls slope gradually to the floor. A single pathway spirals down the outside edge making two complete circuits before it reaches the inner floor, some 400' below. The substance making up the floor and walls defies identification: it is neither dirt, nor stone. It most closely resembles bleached bone. All attempts to sample or break the surface of the crater have failed: it is impenetrable and unbreakable. Other than the pathway, the entire surface of the Crater is smooth, unbroken, and featureless.

While the surrounding plains are green and verdant, the crater itself is dry. Bone dry. Any water or liquid that is spilled or poured out onto the surface of the crater vanishes, presumably from evaporation, before it touches the ground. No matter the weather on the outside, no precipitation ever finds its way to wet the surface of the Crater. No matter the season on the outside, the inside of the Crater is always at a constant 71º. There are no winds or weather patterns within the Crater; even magical weather fails within the Crater.

Perhaps the oddest feature of the Crater is that which gives it its name: the wild drip. While inside the Crater, individuals report hearing the distinct sound of dripping water. There is no discernible source for the sound, but -- without fail -- one can hear a single drip every second while within the walls of the Crater.

Some have gone mad listening to this sound.


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Previous "W"s:
2012: W is for Wyrm, Slimeclaw (monster)
2011:W is for Waulker (npc)


19 April 2013

[A to Z April] Q is for Quickvale (locale)


Quickvale
CN small town
Corruption: -1; Crime: +1; Economy: +3; Law: +1; Lore: +0; Society +4
Qualities: holy site, strategic location
Danger: +0

DEMOGRAPHICS

Government: Council
Population: 796 (627 humans; 71 halflings; 39 elves; 23 dwarves; 15 gnomes; 7 half-elves; 7 half-orcs; 7 other)
Notable NPCs:
  • Red Mercenary Douta Naendri: (LN female half-elf fighter 4)
  • Summoner Arak Ral Judi: (CE male human sorcerer 8)
  • Prayer Thief Jaskan Fasttalker: (CG male halfling rogue 14/wizard 5)

MARKETPLACE

Courtesy of the Roleplaying City Map Generator
Base Value: 1,100 gp;
Purchase Limit: 5,000 gp;
Spellcasting: 6th
Minor Items: 3d4;
Medium Items: 1d6;
Major Items: --


Get the JPEG of the map here.
Get the PDF of the map here.

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Previous "Q"s:
2012: Q is for Quickdeath (monster)
2011:Q is for Quaint Folk

15 April 2013

[A to Z April]M is for Middlemurk Church (map)

Middlemurk Church

Middlemurk Church is one of the oldest church buildings in Coldtreath. The central portion of the building was once used for religious services. In the later years, and after a large reduction in congregation and service attendance, a wing was added on which now contains the altar and relics as well as the worship areas.

Centuries of members of the Coldtreath noble family, the Middlemurks, are interred in the gated crypts. The Middlemurks are responsible for the financial upkeep of the church and represent the largest percentage of past and current members of the congregation. Recently a pack of ghouls have burrowed up from a set of subterranean warrens, destroying a sarcophagus in the process. They have only desecrated one set of remains...so far. The portcullis on the crypt kept the ghouls from entering the other areas of the church. It is only a matter of time, however, before other remains are desecrated and until they manage to burrow beyond the gates.

The warrens remain unexplored. It is likely that there is at least one hidden entrance from the ghoul warrens into deeper and more extensive subterranean caverns. The Middlemurk family as well as the resident priest are still searching for a suitably brave set of adventurers to enter the crypts, the caverns and the warrens.


Get the JPEG of the map here.
Get the PDF of the map here.

Feel free to use my maps in your home games. You can rename it, modify it, stock it, or abuse it in any manner legal in your particular jurisdiction. If you do use it, all I ask is that you let me know and tell me about it afterwards.

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Previous "M"s:
2012: M is for Myth Voice (feat)
2011: M is for Maerl Dardar (npc)

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10 April 2013

[A to Z April] I is for Ice Quartz Caverns (map)

The Ice Quartz Caverns

The Ice Quartz Caverns are a fascinating oddity. The cavern complex itself is not too extensive or convoluted, yet they are not easily explored. Once an adventurer passes through the cavern entrance, down a narrow corridor, the ice quartz reveals itself. Every surface is composed of this unique crystal formation. There are no smooth surfaces upon which to walk, only areas where the crystal is "somewhat worn." Ice quartz is quite sharp; any creature that should trip and fall while walking will suffer lacerations. A fall of any substantial height is sure to be more dangerous, even fatal.

In addition, the crystals themselves have a dampening effect on magic and magic items. The deeper one goes in the caves, the stronger the effect. In the deepest portions, in fact, the caverns become an anti-magic zone.

Points of Interest:
Point A--The area marked as point "A" on the map is a sinkhole, which drops 300' straight down. The sides of the hole are covered in the same ice quartz that is found elsewhere in the cave.
Point B--Between the bottom of the sinkhole at Point A and the area marked as point "B" the elevation of the corridor drops a total of 100 feet. The corridor between those two points drops at an average 27º slope.
Point C--The cliff at point "C" is a 200' drop-off. As with everything else in the caverns, the edge and face of the cliff is composed of the razor-sharp ice quartz crystals.

Rumor has it that somewhere deep in the caverns lives a race of giant spiders whose exoskeletons are composed of crystals similar to the ice quartz. Pieces of these exoskeletons could reasonably be fashioned into pieces of armor which would not only have offensive capabilities due to the razor-sharp nature of the crystals, but would also share the magic-dampening effects of the crystals.

Get the JPEG of the map here.
Get the PDF of the map here.

Feel free to use my maps in your home games. You can rename it, modify it, stock it, or abuse it in any manner legal in your particular jurisdiction. If you do use it, all I ask is that you let me know and tell me about it afterwards.

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Previous "I"s:
2012: I is for Iron Hide Zombie
2011: I is for Innkeeper

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