Drunken Nerdery

Cause D&D is more fun with Booze


Leave a comment

Village Jail

Needed a jail for a last minute game i’m going to be running tomorrow, so I whipped this up over the last few hours.  Jail is in the basement of the village meeting hall.

Want to print this out for your game or use it in a VTT? I have a version for sale ($1) at DriveThruRPG.

Pramayama Prison

Advertisements


Leave a comment

Troglodyte’s Lair

Made this map for the April/May 2013 Lite Challenge at the Cartographer’s Guild.  It depicts a cavern that is situated beneath an inn on the outskirts of a small coastal fishing village.  The cavern serves as an entry point for a smuggling operation and is protected by a small tribe of Troglodytes.

There are actually 3 entry/exit points – The first is through a well on the surface which drops about 50 feet into a larger pool of water (top right of the map). The second is a small dock (bottom left of the map) where you would sail into an alcove on the side of the cliff. The 3rd is a secret stairwell that runs from the basement of the inn to the top right of the map (not sure how to actually depict that yet).

Backstory – The cavern is an entry and storage point for a smuggling operation run by the Inn Keeper. He has found a way to manipulate the Trogs into protecting it and often disposes of meddling adventurers in the well (If all goes as planned – PCs would be drugged by the Inn Keeper and wake up falling into the dark cavern – they will need to fight/sneak their way through the lair to the safety of the dock).

The Traps (depicted on the right pane) disperse Troglodyte “Musk” whose scent alerts others than enemies are about.  The Step traps can be found throughout, while the Chest trap is  situated with other cargo in the map and is used to alert the Trogs when smugglers besmirch their otherwise impeccable reputation for integrity by trying to steal loot…if you can’t trust a smuggler who can you trust?

Troglodyte Lair - v5

Made with CC3 and some final touch-ups in Photoshop

And here’s a version I made for a contest at the Profantasy Website.

Troglodyte Lair - v5-Final

 


2 Comments

U1 – Sinister Secret of Saltmarsh (Al-Qadim Revision)

The PCs want to incorporate a pirate-type element into our existing game.  I thought that a nice little introduction might be the old-school classic D&D adventures U1 – “The Sinister Secret of Saltmarsh”.  The first part of the adventure has them exploring a “Haunted House” only to discover that it is really a secret smuggler’s den.  The second part has them assaulting the smuggler’s ship.  Because our game is in 3.5 and in the Al-Qadim world, I will have to make some serious revisions.  In terms of mapping, I decided to completely overhaul the original floor plan of the Haunted House in favor of one that was heavily inspired by a Mansion blue print provided in the Al-Qadim source books.  In the end, it will have everything required to run this part of the adventure and more – though things will be moved around quite a bit.

So without further ado – This is the first of three maps for the Haunted House (still have to do the second floor and basement).  It was created in CC3 with all objects and textures found on the Duninni Forums and/or CGTextures.com.

Haunted House - New 3


Leave a comment

Tomb of Shaddad

This is a reproduction of a map for the Al-Qadim adventure/encounter “The Genie’s Terror” from the City of Bones sourcebook.  The basic story is that the PCs are walking along a wadi (dry desert river basin) when a storm comes (sudden storms in the desert often lead to flash floods which temporarily fill the wadis).  The storm has washed away some mud in a nearby cliff face to expose a set of steps descending into the earth.  They will soon discover that this is the tomb of a powerful Shi’ar and a dozen shadows.

The map is made with CC3 and utilizes textures from CGtextures.com and several objects from the Dunjinni forums.

Tomb of Shaddad_v2

 

and…due to popular demand from the Profantasy forum…here’s the version with a Scimitar (modified from version found on the Dunjinni forums) incorporated into the title.  The “Cyclone of the Four Quarters” is the name of the magical scimitar utilized by an ancient Sha’ir buried within the tomb.  Obtaining it is the real prize of this encounter.

Tomb of Shaddad_v3

Nob Biranit – Desert Fort

Leave a comment

 

I bought an ebook (“Compact Castles”). The book is over 80 pages of detailed floor plans and descriptions for 15 different real world small castles around the world. It value easily exceeds the $8 I spent on it and I would highly recommend it to everyone interested in creating maps of smaller castles and forts.

 

I was so excited with the purchase that I recreated one of the Desert Forts profiled in it (Nob Biranit was a fort in ancient Israel). I created it in CC3 and utilized a bunch of objects found in the CSUAC and Dunjinni Forums…I then put all 3 floors together and added some text in Photoshop.

 

In retrospect, I probably should’ve expanded the size of the rooms a bit for game play (but real world forts were apparently really quite small). I also should’ve added a water source and stables (for camels) either inside or outside…but I think it will still make for a cool encounter for my PCs.

Nob Biranit - Desert Fort


Leave a comment

The Myrr Dominion

*Update* Profantasy has converted this map into a CC3 style as part of its annual updates.  

This map depicts an Orc dominated semi-arctic region of my homebrew world….more specifically, an Viking Orc society.  I drew a lot of inspiration from maps of Scandinavia, Alaska, and Iceland in creating the landmass.  It was created entirely in CC3 and features a variety of textures downloaded from the Dunjinni Forums and CGtextures.com.

Myrr Dominion

I’m calling this “tentatively done” because it really was just a side-track from my Al-Qadim campaign maps.  One of the players wants to make a viking-type character (pillage and plunder gone wrong…shipwrecked in the desert…etc…) and I thought I would oblige them by creating a part of my world where they might originate.  Although I’ve planned out some of this region, I haven’t had the time to work it all out…so much of the labeling will have to wait until I can come back to this.

So, here is the back story so far…As I develop it further, I will add more labels and what not.

The Orcs regard the caverns of the Vodgran Mountains as their ancestral homeland.  The dwarves of the region beg to differ and were successful in driving the Orcs into the inhospitable arctic desert known as the Wastes.  For centuries the Orcs have waged an unsuccessful war to reclaim the mountains.  However, recognizing the difficulty of this endeavor, the Myrr Clan has instead called for a campaign of pillage and plunder in the more fertile regions south of the mountains.  For most Orcs, giving up on their mountain home was considered sacrilege.  The Myrrs were exiled.

However, the Myrr were also successful and after many years were able to slowly but steadily claim territory that had been occupied by Humans, Dwarves, and Elves.  Each victory brought new recruits from clans that were previously opposed to the Myrr.  Although humans had traditionally enjoyed peaceful coexistence with Dwarves and Elves, the latter two could not resolve their historic differences to join forces against the Orcish campaign of pillage and plunder.  Eventually, the Elves retreated to their island sanctuary of Hosbarad…here, their defenses have held up.  The dwarves retreated to their underground mountain city of Dekhus.  Unlike the more traditional orcish clans, the Myrr have no interest in reclaiming the mountains or expending the blood and treasure required to seize this well fortified dwarven city.  All of the other villages, cities, and territories in the region have fallen under Myrr control.

The Myrr government may be described as a military oligarchy/federation.  Each conquered region becomes a part of the dominion but is locally ruled by the military leader who led the assault.  They are given relatively free rein over the territory so long as they continue to pay tribute (treasure and soldiers) to the central government in their new capital city of Myrr.  Those they conquer are allowed to repair their homes and live as second class citizens.  However, to foster expansion, the central government allows anyone (from any race or social standing) to venture out, conquer new territory, and  become governor of that territory in much the same way the Orcs do.  Competition between clans is a natural by product of this policy, but although skirmishes happen from time to time, open conflict is violently put down by the central government.  In the end, this policy has been a resounding success.  By providing a means of increasing social status, the Myrr government has incentivized and promulgated their viking culture….and given the vast wild islands and territories in the region, there is no sign of it abating.

*Gilsa is a small coastal community of fisherman where my player’s character will originate.