Tuesday, December 22, 2009
Wednesday, December 16, 2009
Lonely Tower Redux
Thursday, December 10, 2009
Friday, December 4, 2009
Tuesday, December 1, 2009
Monday, November 23, 2009
Dwarftown?
Tuesday, November 10, 2009
Hi Ho, Hi Ho...
Wednesday, October 28, 2009
Headin' Down South
- "A broad borderland region."
- "The Nentir Vale is a northern land..." and
- "(Harken Forest) separates the Nentir Vale from the more populous coastal towns of the south."
Thursday, October 22, 2009
Welcome!
Wednesday, October 7, 2009
Fallcrest Revised
Tuesday, October 6, 2009
Down, Down, Down
Monday, September 21, 2009
Hey Dwarftown!
Wednesday, September 16, 2009
Hammerfast Rough
Monday, August 31, 2009
Have You Seen Me?
Wednesday, July 1, 2009
Tuesday, June 9, 2009
More Otus Gems
Friday, May 29, 2009
Tuesday, May 26, 2009
Fallcrest Composite Rough
Not that anyone's clamoring for this, but since it'll take me a while to clean up this drawing I thought I'd post it just in case someone wanted to run a party through in the meantime.
- Who the hell is going to climb up and down a flight of stairs 15 stories high just to get their groceries? In the rain? No one, that's who. So I put in an elevator for the Porter's Guild to run.
- The original map has an awful lot of rubble and tumble-down walls. Now it's true that humans are lazy alcoholics, but it's been 110 years since the Bloodspears rumbled through! Don't you think someone might've organized a clean-up in the intervening decades? I do, so I patched the walls and cannibalized the rubble for more buildings.
- Marklehay having a personal forest within the confines of the city walls seems a bit odd. I've rerouted the approach to the Keep; the woods are smaller now and may end up just being ornamental.
Friday, May 22, 2009
Tuesday, May 19, 2009
Fallcrest Rough
Friday, May 15, 2009
My Appendix N
Thursday, May 14, 2009
Postcard from Harkenwold
Monday, May 11, 2009
Wednesday, April 29, 2009
The Lonely Tower
Since the Lonely Tower has proven surprisingly popular, I thought I’d post the ideas I had while designing this dungeon.
Mechanically, the way the dungeon functions is this: everything starts off inanimate. Rooms 8 and 9 are hermetically sealed (and, should the players be skillful enough to notice, are the only rooms with airtight doors and no windows) and filled with a nefarious gas. If the party moves into the Chamber of Horrors (8) without shutting the doors behind them as they go, the gas will move into the rest of the prison, animating whatever various corpses and skeletons it comes across. I don’t think opening the Salon (9) would wreck as much havoc, since the gas is probably lighter than air and therefore couldn’t access the rest of the prison.
That’s about it, except to mention there’s a skeleton under the dock (11). This skeleton has a key which unlocks the ‘backdoor’ hatch (10).
The little story I made up about the place goes like this:
A while ago – after Fallcrest burned and/or after the fall of the Empire – there was a political purge, a not uncommon pattern. The lonely tower was where the Inquisition prisoners were incarcerated, tortured, and usually executed.
Eventually, some especially frisky ne’er-do-wells got into some dark stuff and set up a salon within the prison itself! With the aid of some magical runes and slapdash alchemy, they constructed an infernal device which would refine the agonies of the condemned into a recreational drug. Prisoners below would be tortured and the hedonists above would be able to toke off the distilled, etherized suffering of the condemned.
Everything was fine until everything went wrong and now, 90 years later or so, we have this chamber of horrors waiting for our heroes.
Friday, April 17, 2009
A Random Encounter
Thursday, April 9, 2009
Friday, April 3, 2009
Mapping the Nentir Vale
- The Nentir Vale is a "northern land".
- The "Vale" is situated between two mountain ranges; the Stonemarch and the Dawnforge.
- The falls at Fallcrest indicate an elevation change.
- Don't order the "mutton" at the Fiveleague House.
- South of Fallcrest are the Witchlight Fens. We also know that the towns beyond the southern edge of the map are "coastal towns". To me, these are indications that South is "down".
- Harkenwold isn't really in the "vale" proper.
- The Woodsinger Elves of the Harken Forest, being at a higher elevation, may have a tactical advantage over the Daggerburg Goblins.
- The Kingsroad must really be quite lovely, what with the view and all.
- Winterhaven is in the ass-end of nowhere.