Showing posts with label Map. Show all posts
Showing posts with label Map. Show all posts

Sunday, October 22, 2023

GLOGtober 2023-14

So I missed a bunch of days for GLOGtober. I'm just gonna do some more. Not randomly rolling them this time, just choosing whatever feels interesting.

I'm gonna preface this with a disclaimer that I'm not fluent in Japanese so uh, why would you ask me to write poetry in it. SunderedWorldDM, you are sadistic and cruel, not because you have caused me pain - which you have - but because of the pain you have forced me to inflict on others. These are gonna be some superficial, nonsensical, badly worded haiku.


Can you read this map? I hope so.

Saturday, February 26, 2022

Whoops! The Mall Rats Mall Remastered?


So I accidentally deleted the Tomb of Xzyzzyx. So here it is again, from memory and with probably some changes.

Wednesday, October 7, 2020

GLOGTOBER 5: MAP

So next up is "Map". Gosh, it seems like these community event things are the only times I actually make maps ever. That's not great.

The Land of Trees and Floods

Wednesday, February 26, 2020

Duke Nukem Forever 2

So about 2 months ago I was supposed to post a blog post for Secret Santicorn. Specifically, "A neat little map built around Tomb of the Serpent Kings, with a few neighboring towns"

And now that the OSR discord is gearing up to do another exchange with Secret Jackalope 2020, my guilt grew so large that I ended up making this.

Sorry, Isaak H.

Wow look, an image that's actually relevant!






THE TOMB

Mostly unchanged. If the players are quick, they might rescue a captured merchant, the new king of the fungus goblins.

MELBANY

Primarily a waypoint between St. Crane and larger towns to the north, Melbany has little of interest. A tavern, an inn, and a blacksmith capable of repairs, but not much else. However, there may be a spot of trouble, as a visiting merchant has disappeared in the night. Some say (correctly) he wandered into the "haunted" woods to the southeast, but the sheriff is convinced that another traveler, a hobbit minstrel named Cackleback Dubblehuff, murdered the merchant and dumped the body in the river.

ST. CRANE

A bit larger town than Melbany, St. Crane is surrounded by farmland. The local tavern( the Three-Legged Hen) serves decent food, and you might find the occasional foolhardy merchant there preparing to brave the southern path to Alstaria. The path winds through the mountains, and crosses the domains of yeti and snowmen. Still, it's a quicker path to Alstaria than any other (save for cutting across Lake Deep, but no one even tries that).

A single ruin of a keep remains to the south east of St. Crane, a remnant from back when this was a border. It was poorly manned in the past, due to the natural fortification of the mountains to the south, and as such quickly fell into ruin.

OLD MAN STUART'S

A small, poorly kept farm near the old keep. The players might encounter Old Man Stuart drinking at the Three Legged Hen in St. Crane. He claims to have seen a monster at night, ten feet tall and with claws the size of wagon wheels. He also claims that kobolds are casting demonic hexes that ruin the quality of the soil, and that Devlin the Swordkeeper is still alive and working in Alstaria as a Devlin the Swordkeeper impersonator. At least one of these is true.

THE OLD KEEP

I didn't label this because there were too many labels, so just... figure out where it is based on context. Currently, a shapeshifter is residing in the keep. A spy on the run from the authorities, they are resting and healing their wounds before they attempt to escape via the southern path to Alstaria, at which point they will have likely outpaced the speed of information and will be able to make it to the southern border. They might also just die in the mountains. They can transform into various animals, but not other humanoids. The shapeshifter's bear form is what Old Man Stuart saw at night.

LAKE DEEP

Home to a sleeping ancient nightmare. Those who attempt to cross it rarely survive, and those who do rarely speak of what occurs on the lake. While on the lake, illusions and reality shift into one another. Monsters, real and fake, materialize out of the fog.

THE THUNDERING HILLS

Called as such due to the sounds of thunder that often echo through them, even on cloudless days. It is said to be the home of the giant whose drumming woke Matthias the Sleeper, but actually it's the location of a hidden village of cowboys and gunsmiths who secretly perfect their craft, folding each revolver a thousand times, and training with them until they can hit the eye of a flying condor from a mile away.

Tuesday, October 30, 2018

栄戸: The Doorway to Prosperity

So this is  a map of Eido(栄戸), the capital of the nation of Hiwa(日和). This is for a campaign I'm running on RoleGate, an excellent website for Play by Post RPGs. It's not done yet, but it'll be expanded as time goes on, and new locations are revealed.



1: Eido Castle (栄戸城), the seat of the Eido Bakufu, and the home of Tokue Kendai (徳江権代), Shogun of  Hiwa(日和). Surrounded by mansions owned by various daimyo
2: Eido Port (栄戸港), largest port in Eido, largest port in Hiwa. Major distribution center for goods throughout Eido.
3: Yoshimiwara (誼原), the red light district of Eido. Patrons prohibited from bringing weapons into the town.
4: Tsukuyomi Shrine (月読神社), a shrine to Tsukuyomi-no-Mikoto.
5: Eido Shokonsha Shrine (栄戸招魂社), a shrine to those lost in the wars leading up to the formation of the Eido Bakufu. Contains a garden overlooking the Yashiroda river(社田川).
6: Eta District(部落), a ghetto on the northeast side of the city, the inhabitants of which are below the class system.
7: Mittsuwa Marketplace(三つ和市場), a market that sells all sorts of goods from all over Hiwa.
8: Mount Takeyuki(健之山), A mountain near Eido. There's supposedly a mansion containing a rogue sect of monks near the base of the mountain.


https://metromapmaker.com/?map=JgxLO_iU

Monday, October 29, 2018

Dungeon Floor 1(first draft)

So this is a map of a dungeon.
The basic idea is that it was a mansion owned by some lesser noble, but then it  was ransacked and turned into a  base for bandits. Pretty standard stuff.
All stats provided are for Swords and Wizardry, so like, do whatever conversions from there.

Random encounter table!
When you roll a 1 on a d6 or whatever.
  1. 1d6 goblins (max 20,  HD 1d6, AC 6[13], #AT 1, D 1d6, Save18, -1 to hit in sunlight, MV 9)
  2. 1d4 hobgoblins (max 10, HD 1+1, AC 5[14], #AT 1, D 1d8, Save 17, MV 9)
  3. 1d3 centipedes, giant (small, lethal) (max 10, HD 1d2, AC 9[10], #AT 1, D 0, Save 18, Lethal Poison: +4 to save, MV 13)
  4. 2d4 rats, giant (max 40, HD 1d4, AC 7[12], #AT 1, D 1d3, Save 18, 5% cause disease- save versus poison, MV 12)
  5. 1d4 centipedes, giant (small, non-lethal) (max 40, HD 1d2, AC 9[10], #AT 1, D 0, Save 18, Non-lethal poison: +4 to save, MV 13)
  6. 1d4 humman, bandit (max 10, HD 1, AC 7[12], #AT 1, D 1d8, Save 17, MV 9)
Now for the rooms:
  1. Entry hall. There's a desk on the north wall with rotten ledgers. 3 goblins are guarding the room.
  2. Waiting room. Empty, except for chairs and small tables. All valuables have been stripped from the room.
  3. Meeting room. Contains 10 silver goblets worth 20g each (200g total) in a drawer by the north wall. Door to room is locked with key A.
  4. Storage room for kitchen. Contains 6 goblins, and lots of food, some of it rotten, but much of it still good. There's also a pile of hoarded gems behind a barrel in the corner. 5 gems worth 10g each(50g total)
  5. Dining room, rather  empty except for table and chairs. There's a chandelier hanging over the main table.
  6. Kitchen, the door leading out of the mansion is locked, but the key to it is simply hanging on a keyring by the door. Easy to get out, harder to get in.
  7. Servant's dining room, contains 4 human bandits, each carrying about 40g (39g, 38g, 42g, and 45g). Also a sack with 40 more gold pieces underneath a table.
  8. Courtyard. Contains a fountain shaped like an angel with three eyes. If you insert the eye-shaped key into the middle eye, it'll reveal a spiral staircase leading down.
  9. Sitting room. Contains chairs and a fireplace, but all valuables have been looted. Key A is in a
  10. Stairs down, locked with key C
  11. Bedroom, mostly empty (looted)
  12. Centipede hive (bedroom), drawer contains 3 necklaces and a set of earrings worth 80g each(320g total). 5 giant centipedes (small, nonlethal) and 4 giant centipedes (small, lethal) have made a nest in the bed.
  13. Master Bedroom. A bugbear has claimed this room. Underneath the bed is a red jewel worth 200g, and a spell scroll containing the spell Invisibility. The bugbear also has a coinpurse containing 45g. Also has an eye-shaped key in a drawer.
  14. Broom closet. A secret door on the north wall leads to stairs to the basement.
  15. Chapel. A large, stained glass window is on the north wall.
  16. Small bedroom, contains multiple holy symbols to Deren, a local god of magic(or whatever god, it's not super important). Rather ascetic, so there wasn't much to loot in the first place.
  17. Servant's bedroom. Each bed has a chest at the foot, one chest contains a 20 gp necklace.
  18. Servant's latrine, drains outside.

Yo if anyone wants to give feedback, fire away.