Lapis Observatory [Wednesday Map]

This map is another commission for Jacob Hurst for his forthcoming Swordfish Islands.

Lapis Observatory Level 1 (final).jpg

 

Next week I’ll be finishing up my Castle Grimgrannog set with full Random Encounter Tables. I’ll probably release it as a full pdf for free, as well.

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Gamma World/Metamorphosis Alpha/Mutant Crawl Classics Westworld-like Amusement Park Module/Setting [sort of Monday Map]

So I’ve begun working on an module. I don’t want to call it an “adventure,” necessarily, because my design philosophy on this one is pretty nonstandard. It will be structured more as a sandbox inside this far future amusement park facility and players and GMs will be given opportunities to approach the setting (and scenarios within) from several different angles.

The basics: The PCs will begin play as enslaved clones who basically serve as NPCs for the amusement parks patrons. The clones can be from one of five distinct settings. So far I’ve only decided on a Western setting, a prehistoric setting, and a noirish city setting. Two more are forthcoming. At the beginning, the PCs will be playing this as if they are actually living in these time periods and if it fits their playstyle, GMs will be encouraged to play everything else close to the chest, not letting their players know who or what they really are. After some initial plots involving these settings, an instigating event (determined from a random chart) will cause the facility to malfunction (further than it already has), revealing the truth of their reality to the PCs.

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Map in Development (Four whole sheets of paper!)

There’s a lot more to this than I’m able to go into right now (including but not limited to sociopathic tram systems, antelope chutes, and a Nudelreich fast food franchise with its megalomaniac Nudelführer mascot). I ran an entirely improvised version of this some months ago and it went amazingly well. I enjoy it because it lets me merge my satirical scifi fiction-writing tendencies(which I don’t really talk much about on the internet) with my game-writing. The setting and scenarios are hugely inspired by PortalMetamorphosis Alpha, and a post about Dyson Logos’s R-AN (Northcott) Sociological Research Domes, probably to the point of bordering on plagiarism. Hopefully, this will be distinct enough to serve as an “expansion” of those ideas, though, and he won’t sue me.

Stay tuned!

“Treasure” Map to the Wyrd [Thursday Map]

In the first session of my Labyrinth Lord campaign,  my players became embroiled in a noirish game of maps and false maps, which exchanged hands between one another and NPCs at the rate only the demigod of street con artists should be capable of. Then, hours later, one of the maps (a real one, lucky for them) led to a locale where they found yet another map. At this point the word “map” itself had devolved into a trigger for pubescent snickering. This is the map they found. I’m putting up two versions, one with no shadows that Dyson Logos says is more “treasure map” and another with shadows, which just looks better.

3-23 (Treasure Map) no shadow

Nary a gray shadow

3-23 (Treasure Map)

Be wary of gray shadows

Castle Grimgrannog, Part III – Catacombs [Wednesday Map]

Being the third part of the Castle Grimgrannog Series.

Area B of the Castle Grimgrannog & Environs map.

Beneath the portentously crumbling ruins of Castle Grimgrannog lies a basement full of skeletons, some of them belonging to the Grannog family, others, well, belonging to others. Currently, the necro-focused Sons of Azthrax are converting the catacombs into their new digs (think of it as dungeon gentrification from the POV of the original dungeon monster stock), mostly as a sort of forward operating base for further exploration of the dungeon below, but they’re not exactly the most organized of undeath worshippers. As such, they can be found either sort of just wandering about in the catacombs, renovating alcoves for habitation (or cohabitation, in a few “lucky” cases). The cult has become quite decentralized, emulating the entropic functions of decay, if we have to be pedantic, or really just behaving like siblings, if we don’t. This means, though, that they offer very little in the way of a unified front against intrusion, beyond stationing an orc here or there above and below. Additionally, necromantic runoff has led to a real problem in the underground lake and river nearby.

3-23 (Grimgrannog II B Catacombs) (final)

(Included below with this map is a “Dynamic” random encounter tables, inspired by Chris Kutalik’s Hill Cantons. I’m using this instead of actually fully stocking the dungeon for ease of writing but also ease of use. This should make the castle adaptably vague for anyone who might need a quick castle for their campaigns.)

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Ashfire Mine [Monday Map]

Since sometime last summer, I’ve been working on a number of commissions for Jacob Hurst who is putting together a really promising mega-adventure site book called, I think, the Swordfish Islands, which appears to be a sort of Isle of Dread style setting. Check his progress out over on Google+.

Here’s a map I did recently for him, alongside many, many others, and even more yet drawn. (I really need to catch up on them since he’s barreling through the editorial process.) This is the Ashfire Mine, a half-abandoned red crystal mine found on the Islands.

Ashfire Mine (large)

Castle Grimgrannog, Part II [Sunday Map]

Area A: Castle Grimgrannog
Second part of Castle Grimgrannog Series.
Castle Grimgrannog itself is a lovely 4 bed, 0 bath (apparently) home away from home but a bit of a fixer-upper. Currently occupied by the Hollowed Skull clan of orcs, who work in service of the necromantic cult known as The Sons (and daughter) of Azthrax, the castle commands an overlook of the lands west of the [Something Something] River with easy access to the river’s banks and nearby cave complex. Far older than anyone in the surrounding vicinity is aware, the castle has withstood the predations of voluminous armies, transient home-invaders, and antiquarians alike. 3-18 (Castle Grimgrannog)

(Included below with this map is a “Dynamic” random encounter tables, inspired by Chris Kutalik’s Hill Cantons. I’m using this instead of actually fully stocking the dungeon for ease of writing but also ease of use. This should make the castle adaptably vague for anyone who might need a quick castle for their campaigns.)

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