#Dungeon23 – Week 2 Wrap-up

The second week of #Dungeon23 is over already! I’m pleasantly surprised by how easy it’s been to keep up with it so far. This week I’ve experimented more with different shading, now that I know that that Promarker that I use bleeds through the paper so much. On top of that, I tried making a very tight and closed space, to see how that works out. It felt very cramped to make a map like this, and I’m not too sure how it would work out in play; my hope is that it will create a sense of oppression and would also serve to isolate players a bit on this level.

A scan of my notebook page containing the upper floor maps of the Castle of the Hollow Apparition.

Scanning this map was actually a little tricky to do. I use a B5-sized composition notebook to do this in, and the scanner I have does not hold that comfortably. So, both scans have ended up with this little drop-off to the left and right, respectively, as that is where the notebook was outside the scanner. A secondary result was that the original scans seemed somewhat overexposed, so I had to try a bit of fiddling in Gimp to see if I could adjust the levels and brightness of the images.

Something I tried in map creation was to keep the references in red, so that they would stand out. Any flavor texts/prompts I kept in blue, whereas more referee-facing descriptions I’ve kept in black ink. Since the Promarker bleeds through so much, I tried shading with a regular pencil. In the end, it works out reasonable well in the scan, though on the paper itself it comes out as quite glossy if the light hits it just so, which I’m not a big fan of. Another thing that’s particularly visible in the storage attic is that shading most large objects makes the room look a little “floaty”—shading the objects seems to lift them from the page. I think in future shadings I’ll keep that to the walls and so in, to help the rooms themselves “sink into” the paper a little more.

Moreover, this time I tried adding a little bit more flavor and explanation to the right side of the page but, retrospectively, I think that takes away a little from the actual keys itself. On top of that, it also spreads out information about singular objects to multiple visual spaces, which I’m not that big a fan of. I think in the future, it’s better to use open space like that for random tables, as I did in the first week. That also helps provide more interesting context on its own.

Overall, after working on such a cramped space this week, I’m looking forward to using the next week to make a much larger, roomier space in the crypts. Thematically, I think that will serve an interesting contrast as well.

A scan with the notebook page containing the key for this week’s map.

I’m still struggling a bit with keying maps well enough. I’ve read through The Alexandrian’s Art of the Key series of blog posts, and in particular the second part was very helpful. I’ve also taken a hint from Question Beast’s review of Winter’s Daughter. Overall, both their advice essentially boils down to keeping keys very brief but, most of all, to-the-point and with a clear hierarchy of information. I tried writing this week’s prompts imagining the perspective of somebody walking into the space and where their attention would go as they enter it.

I’m fairly pleased by how these are going, as I think they serve to tell something of a story via the environment. However, I do think, as I mentioned above, that these would have to be combined with some manner of encounter tables to make it more actionable. Something that inspired me the past week, and that I want to experiment with, is Playful Void’s blog post Minimalist Lore. The idea of creating lore incrementally by throwing ideas out there and having them gel together at a later time sounds like a wonderfully efficient and also improvisational way of doing it. I think it also helps to reduce prep time for things that won’t be engaged with during play by only giving attention to those things that are.

Overall, in these upper floors, I’ve tried to incrementally add arcane references to the map, as well as several possibilities for players to interact with the environment in a non-sequential manner. I chose to add a lot of large windows so that players would have multiple opportunities to scale the house from the outside and enter rooms or bypass locks where needed. As an afterthought, I tried to make sure to have the flue of the fireplaces connect throughout the levels so that players could also use that to traverse between levels. The secret steeple, however, I thought nice to just have their as a secret fun addition. Clever players should realize they could reach it by observing the manor from the outside; if they don’t find it, however, nothing is amiss either.

A thing I’m particularly proud of is making the bathtub an incredibly weighty but exquisite treasure. I feel that just having piles of coins or gems around encourages people to just behave like thieves: open a cabinet, grab what’s inside, move to the next room. Making a treasure something odd, unwieldy, or unique results in the whole ordeal becoming more like a heist: the treasure is just right there in view but the real problem is how to get it and where to move it.

I look forward to building on these ideas as I go forward!

#Dungeon 23 – Week 1 Wrap-up

Today marks the first full week of #Dungeon23, with the product to show for it. It was quite an experimental week, as I had no real idea of what I was doing but I figured just power through and doing a room a day will work out for the best. I am so surprised by the final output, actually! I did not particularly set up to create a spooky manor house but that’s certainly what I ended up with as I kept going! Have a look at the map below:

The full week 1 map

And, of course, there’s a matching key to the map:

The key for week 1

Taking these pictures with my phone is a little messy; I may want to do the next one using the scanner to get a more even result.

I’ve been trying out a few different things right from the get-go, which is why the key, handwriting, and pens vary a bit as I go along. I find something charming about capital lettering in places but sometimes it doesn’t quite work out. On top of that, I’ve tried doing some shading with a Promarker but as will be visible in next week’s products, it actually bleeds through the paper significantly! Not to mention that yesterday, the marker really bled through some ink and left a big, ugly stain on the paper. Well, all adds to the charm, I guess!

My biggest challenge right now is writing an actionable key. Specifically, figuring out what makes a make really useful. Right now, it’s more of a scene with some prompts rather than something directly workable. At the same time, I haven’t tried running this, so—who knows? For all I know this gives enough to work with, really. The approach I’ve taken so far is that I want something on paper, and that’s what I’ve achieved. The way I see it is that at some point if I want to run this, I’ll have good groundwork to build on top off.

I’m really surprised by how well a more carefree attitude opens up creativity. I’ve always said that I don’t consider myself a particularly creative person—give me a sheet of blank paper and I will struggle tremendously to put something on there. However, give me a basic prompt and I can riff off of that. Having a much more carefree attitude where I don’t particularly have to put something interesting or good on paper has really opened the door to just get something down, which in turn has so far allowed me to just go with it.

On top of that, while I’ve made dungeon maps with Dungeondraft and have played around a little to draw some things on grid paper, I’ve never approached mapping on paper itself as seriously as I’ve tried right now and that’s quite interesting to see. I wonder how much daily practice will end up helping in learning how to draw. Either way, I’ve already learned some lessons in general:

Lessons Learned

BE MESSY—As soon as I’d made my first mistake on what I was working on this week, the pressure was off. I felt more free to test things out, be sloppy, and just create things.

DRAW TEXTURED WALLS—I made the walls be just a thick line (using a Pigma Micron size 08) but that starts looking monotonous rather quickly. I want to try out making textured brick-like walls and outlining them starkly.

QUICK PROMPTS IN THE MARGIN ARE COOL—It was just a spur of the moment thing but once I added the first note in the margin, I was hooked. It makes the map look as though somebody annotated it based on experience, and adds a sense of mystery without prescribing something.

GO LIGHT WITH SHADING—I got a Promarker Ice Grey 4 to shade my walls, and boy is it a dark and dominating shade! I used the regular highlighting end first, which created a really deep shadow that felt a little too big. For the next rooms I used the finer tip on the other end to create more gentle accents. Also, it bleeds through the paper of my notebook!

SKETCH THINGS OUT IN PENCIL FIRST—In retrospect this seems quite obvious but I only sketched out a single room in pencil before putting ink to paper. However, once I added the table of random draughts, I realized I wasn’t thinking about the composition as a whole. I realize that I’ll at least need a rough sketch of the map before making individual rooms.

Initial reactions to two days of #Dungeon23

It’s day 2 of 365, so my experiences are as fresh as can be. On top of that, I’m in the last week of my two-week Christmas break, so this can also give something of a distorted image. However, so far, it’s been interesting and doable.

Firstly, I’ve noticed that having my secretary desk setup is helping me stay focused and controlled. When I’m sitting at the desk, I know I sit down to write something related to RPGs, so I feel more focused than compared to, say, my desktop PC area. Secondly, having all my tools at my fingertips is stimulating to work with, as I can just reach out, open a drawer, and grab what I need.

Aside from this, my tablet has really come to its own as well as a blog-reading device. There’s so much being tweeted, tooted, blogged, and put on itch.io lately that it’s been really inspiring to see how everybody is approaching this. My tablet has really allowed me to dive into these posts in various places much better than reading on my phone allows me to do.

Drawing a map and adding quick connotations has been surprisingly quick these two days. While sitting down to make a dungeon seems like a daunting task to me, I’m tickled by how low the barrier is to just jotting down a single room. Moreover, doing this OSR style (having just a few keywords to set a theme and mood for a room) enables me to set something to paper without trying to meet a criteria I cannot reach (statting up an encounter, writing out box text, and so on).

Funnily enough, sticking to just a room per day has also sparked my imagination more than I figured. Having just drawn a quick entryway yesterday, at various times later I would have a quick bout of inspiration as to what it should lead into. I just made a quick note and moved on but this morning I could browse those notes and take the next step, which already led to more creative sparks.

Hopefully, five days from now, I’ll be able to put up the first two pages to see what the final result is.

First Experience with Tome of Adventure Design

In my preparations for #Dungeon23, I ran across a YouTube Stream by Hexed Press, where Todd makes the argument that solely making 365 separate rooms and putting them together into one larger map runs the significant risk of creating an inconsistent experience. Aside from not wanting to create a little hexcrawl with separate dungeons rather than one megadungeon, I also see the same risk in just creating separate rooms.

So, yesterday, I did a first test of using the Tome of Adventure Design to set a theme and central idea for a dungeon. I used chapter one to come up with a major location for the dungeon (“The Ancient Castle of the Hollow Apparition”—how evocative!), and then used chapter three to start fleshing out the idea a little more by generating a single-sentence backstory along with clue, rumor, and note prompts. In just a short while, with a few dice rolls, I had a skeleton of an adventure in my hands. Not only does this give me good handholds to work with, it also made the idea travel in a direction I normally never think of: the dungeon is not just a place under a cool-sounding castle but the prompts also tie in a legal dispute, receipts, ownership issues, and so on. So now it’s not just a castle but also tied into a smaller world around it.

This has been so tremendously helpful to me. I’ve found that I struggle coming up with something just from a blank sheet of paper; I tend to need something to work off of. These prompts are broad enough yet evocative enough to help give the necessary impetus for me to start working with it. I’m interested in using the rest of chapter three to see what their actual map generation prompts are like.

Lastly, two days ago I bought a lovely second-hand secretary desk that I just love work on:

The secretary desk midway through generating some prompts

It has been so enjoyable having a wonderful workspace dedicated to working with pen and paper. Also, my tablet is really starting to shine in that workspace for its form factor and ease of use—it’s a wonderful reference device while I’m working on things there.

Hex Crawl Design

While reading up on hex crawl design procedures, I ran into this lovely blog post from The Welsh Piper about hex-based campaign design. I like the design procedure they’ve written up there and I may try this out to make a hex map. On top of that, the images there, made with Worldographer, look quite appealing to me.

I’m not a big fan of the 5-mile sub-hexes combining to a 25-mile atlas hex; I prefer a 6-mile hex ever since reading a good worked-out example of them over on the Hydra’s Grotto that made the maths work out nice and simply. Dyson’s attempt at drawing out a six-mile hex confirms that 6 miles has the right amount of area to contain interesting things.

The only thing up for debate is what the abstraction layer should be: 6-mile hexes combining into a 36-mile atlas hex? 6-mile hexes breaking down into 1-mile subhexes? Both? I guess the best way to find out is to make all of it and see how it works out.

Building up resources for #Dungeon23

I’ve been looking around to help prepare for #Dungeon23 and give myself the best chance of success going forward. Having ideas and structures in place ahead of time will help lower the threshold daily, particularly since I know there’ll be days where I’m tired or pressed.

The first handy resource that I’ve found is a collection of resources (why do repeat work if others have already researched things?). Andrew Duvall has created a wonderful page of prompts, blog posts, work sheets, and more, which itself contains links to other gatherings of resources.

I’ve gotten a few resources, such as the 1e DMG to help generate random dungeons, Filling in the Blanks to help ease the creation of a hexcrawl, and the Tome of Adventure Design to help with generating randomized prompts overall.

If I end up with material that I want to digitize, I already had the wonderful Hex Kit from a previous itch.io bundle, as well as both Wonderdraft and Dungeondraft to help with map creation.

And what good luck that just yesterday I finally found a nice second-hand secretary desk of the style that I’ve been trying to find for quite a while now. They’ll be bringing it over on Wednesday, and once we actually managed to get it up the stairs, I’ll have a nice, dedicated writing space as well.

#Dungeon23

I recently came across an interesting concept posted on Twitter by the name of #Dungeon23. Sean McCoy suggested a challenge for 2023 to make a single room of a dungeon for every single day of the year. It seems immensely daunting on first glance—a dungeon room every single day?!—but something about it seemed alluring to me. In particular, the following bit of advice from that post bolstered me:

The greatest creative advice I ever got was “have something to show for your time.” I’ve found a lot of success on always shipping projects every year. This is one of those projects, once you realize you can create a dungeon of this magnitude, your whole world opens up with what you can do. And it’s insanely fun too!

Sean McCoy, about #Dungeon23

The bugbear that tends to prevent me from starting projects is the undermining thought that somehow I have to produce something that’s “good”. Consistently, I’ve found that to be a fundamental untruth; whenever your aim is to produce something, it has to be just and only that: something. So, that’s what appeals me about this idea as well. The idea is just to make a little thing each day and see the compound interest on that repeated action. Sean points out a little earlier than the previous quote:

If you can’t think of what to write that day just write “Empty Room,” see how easy that is?

365 rooms written like “3 orcs, 25 gold pieces.” is better than 5 rooms written like “In this beautiful hand carved obsidian room sit 3 orcs arguing over a dice game. 25gp sit on the table, each of them…” See what I’m getting at? The goal is the finish line. Just get to the finish line. Trust me.

Sean McCoy, about #Dungeon23

I’ve gone ahead and gotten a Leuchtturm1917 B5 Composition softcover notebook to work in, both because I like having a dedicated item for a specific job as well as that working manually helps focus me better than digital work. It’s the first time I’ve worked in a B5-sized notebook, and I have to say I’m loving the sizing and paper quality of this thing. I specifically went for the dotted paper version so that it can be a good fit for both writing as well as drawing.

Today, I see that people have been expanding the concept, branching off into hashtags like #City23 or #Hex23, though I agree with the voices suggesting to bundle it all under #Dungeon23. Nevertheless, I enjoy the idea of using this impetus to not make a single megadungeon but rather to make it a hexcrawl adventure with multiple dungeons. The only thing I haven’t worked out yet is what the consequence ends up being for the “thing per day” mindset (i.e. how many of those are dungeon rooms and how many hexes?).

Heroquest Battlemap #12: The Witch-Lord’s Barrow

I skipped making one of these maps the last week, as I couldn’t really get into the groove of it. Fortunately, this weekend, I felt inspired to head back into this and create a new Heroquest Dungeondraft map I can feel proud of!

Interpreting the maps and making decisions

This time, the two maps are once again largely similar. A minor difference can be found in the top-right, where the US version includes a reason to actually go down that hallway by adding another fake door and a trap.

That little stone trap at the top-left is meant to cut off the heroes, so that they have to proceed through the map. This makes a lot of sense, as the central room, marked B, already has the item that the players are supposed to find , so there’d be little reason to proceed from there. The idea is that the players then keep exploring until they accidentally wake up the Witch Lord in D, which requires them to flee quickly. This sets up the next two adventures, combining all these into a final trilogy for the base game. Interestingly enough, if players were very careful, they could actually find the secret door in the central room, explore that hallway, find the two secret doors in the next two rooms, and escape without ever waking the Witch Lord!

Thematically, the map appears to be a decayed tomb set up just for the Witch Lord. Nearly all of the monsters involved are mummies, skeletons, or zombies, and there is little other purpose to the structure other than to lead to the tomb. Given that the Witch Lord was apparently such a fearful enemy, I’d wonder who would bother to set up such a tomb in honor of them. Particularly given the idea that the Witch Lord wakes up as soon as the heroes enter this room, you’d imagine that either an enemy would bury the Witch Lord so deep they could never be found or their allies would try to resurrect them as soon as possible!

The number of secret doors involved to get in and get out suggest that this might be set up by the Witch Lord enemies to contain them. Similarly the rooms at the top right have a number of traps set up, so clearly the people who built this didn’t particularly want people going through here. However, the rooms at the top right are now also closed already, so the place has probably fallen into massive disrepair and has been repurposed.

Particularly given that the Witch Lord’s actual tomb is hidden behind secret doors, I enjoy the idea that the top-left rooms have been used by people who had no idea that the Witch Lord was even here. Perhaps as a small hideaway or a rest area. The monsters here could then actually be just poor unfortunate souls who died here and were resurrected by the Witch Lord, powerful enough even in their torpor to awaken the dead.

That would flavor most of the map as being broken and decayed, with the top-left being repurposed at times. Given that the Witch Lord will have reanimated lost souls, it would be interesting if the bottom left could be a place of worship, as the reawakened corpses would tend to the Witch Lord until they wake once more.

All this provides some good hooks to hang a map from!

Information from the flavor text

This time around, the NL text has a bunch of additional information that isn’t found in the US text anymore. This may very well have been a licensing issue, with references to Games Workshop material spread throughout; however, I know too little of that to make the distinction.

An interesting difference between the NL and US version is in the word used to describe this place. The Dutch uses “Laatste Rustplaats” which translates to “Final Resting Place”—a common phrasing for a burial site, with the usual euphemistic connotations common to words connected to death. It’s a curious choice, as there is a more accurate Dutch word, namely “grafheuvel” (“grave-hill”). Barrows were quite common in the Netherlands from prehistoric times all the way up to Roman times, so historically it wouldn’t be that odd to use and thematically it would match the connotations of the word “barrow” far better: ancient, old, and mysterious.

In fact, the Netherlands has a large number of neolithic barrows, belonging to the tradition of hunebedden found in the Netherlands, north-west Germany, and Denmark. These are structures like dolmen, which would be a large cover stone on top of two supporting stones. Often, there´d be a barrow underneath these. The myth in the Netherlands is that these are constructed by huyne, a race of large giants. The likely reality, of course, is that these are large stones brought down from Scandinavia in the last ice age, which were then used as markers for burial sites. The Dutch word hunebed“, though, has a more quaint connotation than “barrow”, so I can understand why that would not be a preferred translation.

A Larger version of the US text

Barak Tor-Final Resting Place of the Witchmaster

There is a threat of war with the Orcs of the East and the King is trying to find allies to survive the possible battle. For this, he must find the ancient Star of the West, which was carried by legendary kings and by Rogar when, in centuries long past, he fought Morcar. Whomever finds the gemstone will be rewarded with 200 gold pieces. The diamond is located in Barak Tor, the last resting place of the Witchmaster. Better known as the King of the Dead and long since contained by the Ghost Blade. The Ghost Blade is the only weapon that can defeat him.

My translation of the NL text

As far as the texts themselves go, the Dutch text just adds some detail by mentioning somebody called Rogar who supposedly fought Morcar (Zargon in the US version). Also, unlike the US version, the Dutch version specifies that the Star of the West is a gemstone and specifically a diamond at that. I translated “heksenmeester” as “Witchmaster”, but “meester” could equally be translated “master” as well as “lord”, so there’s little change there. The Dutch word does imply that this is a ruler of witches, rather than one with mastery of witchcraft. Another new specification can be found in the Dutch, identifying the Witch Master as the “King of the Dead”. That epithet would explain the preponderance of undead in the map.

Either way, what the flavor text tells us is that this is an ancient structure. The word “barrow” suggests something neolithic in origin, and the Dutch text identifies the Star of the West as having been worn by kings of legend, which also suggest events of quite a long time ago. The proposed image of an old, decayed crypt seems to fit quite well, then.

Translating into a final map

I wanted to emphasize two key aspects in this map: firstly, I wanted there to be an overall sense of oppression and decay; and, secondly, I wanted to make sure that two areas were highlighted: the stairwell and the actual tomb. By emphasizing these two key features, I figure that the touchstones of the quest will really pop out.

I stuck to my earlier idea that the top-right would be a repurposed area. The first room shows evidence of a previous party that camped out here and were murdered in their sleep. The room in the middle, which used to be some manner of welcome area, leads to what has at a later point in time been repurposed as a speakeasy bar. I just loved the idea of some weird thieves’ gang or a group of hipsters deciding to build a secret bar in a tomb of horrible evil. Further in the secret areas, however, we see remains of a more serious settlement. The tomb has a waiting area, a place to perform ablutions to the right, and the tomb itself is clean and candle-lit (where do they get the candles? . . . magic). A ruined area after suggests this used to keep records, histories, or other such administration. Lastly, I imagined that the final room was the room of a warden or caretaker. Perhaps, at one point in history, the barrow was watched over by some cleric or monk, dedicated to discover a way to dispose of the Witch Lord for good?

Lighting-wise, I choose to overlay a dull grey darkness, to add to the oppressive feel. Only the stairwell shows a clear light from above, which should form a stark contrast to the rest of the dungeon (and a relief once seen again at the end!). Similarly, the tomb will really pop due to the lit candles surrounding it. The heroes only needed to recover a gemstone but suddenly they see a fully-lit catafalque? Such a bier would hopefully draw the players’ interest.

Aside from that, I wanted to make sure to place a lot of rubble throughout the map, along with a multitude of smudges and shadows to help darken sections. There are two very small details to be found in the maps, only with careful inspection at a zoomed-in level. Each location of secret doors actually has a very thin line on the floor to indicate the walls being moved, as a reward for an attentive player. Similarly, the spear traps actually have small pointed tips on the walls that a perceptive player might spot as a clue.

The final map for Barrow of the Witch Lord. I wanted it to look dark and oppressive, so I adjusted the light to a darkish grey.

The small map above may give a bit of an indication of the feel of the overall map, but I can recommend looking at the larger version in the Reddit post:

Watabou Hex Map Experiment #6

I’d made this map a while ago but hadn’t gotten around to posting about it yet. After a bit of repair of some things I forgot, I can now post this Wonderdraft remake of another Watabou Perilous Shores map.

The original Perilos Shores Generated Map

I liked the large format of this map, and the great number of trees on it. What would be a challenge is those dead trees, as I don’t have an asset for those yet. I ended up choosing to use regular trees but to color them a sickly brown to indicate dead trees. To create more variation, I also tried to color the other oaks with some yellows and reds to create a bit more of a fall look to the map as a whole.

The other thing that I’m practicing right now is making the labels look nicer. For the region label, I chose a Torchbearer style with orange lettering surrounded by a dark red outline, in a font that is reminiscent of that style as well. For the forests and mountains, I tried using a darker font with a light outline, and to vary with the sizes and spacing to indicate major and minor locations. Overall, I think it came out quite nicely, with lots of detail that doesn’t look to cluttered either.

My Wonderdraft version of the map

I uploaded both maps to imgur, so for large versions you should be able to click the maps themselves.

Heroquest Battlemap #11: The Bastion of Dread

While I’m still struggling to find a good way to make the full-sized versions of these maps available on this site, I went ahead and made the next Heroquest Dungeondraft map. Quest 11 is a happy return to a more cohesive map, as opposed to Quest 10‘s wacky concept.

Interpreting the maps and making decisions

The NL and US maps this week are almost similar, which is quite surprising! Both the number of enemies as well as the number of traps are identical, which hasn’t happened much. In fact, nearly all details in the maps are the same, with the exception of the left-most hallway being slightly longer in the US version (probably for purely visual reasons).

The maps show an interesting division of labor. There are quite some goblins and orcs on the map, with a few chaos warriors. In most cases, the chaos warriors appear to be in some manner of adminstrative position: there is one near the throne in the center of the map; one in the mid-left next to an alchemy table; one to the right near a cabinet; and one next to the weapons rack. It seems like the chaos warriors here are the administrative or ruling arm of the map. The fimirs, by contrast, are only present in the top-left, in the two adjoining rooms next to the torture room. It seems that the fimirs, then, are used as some kind of muscle or police force. Lastly, the orcs and goblins are spread out throughout the map, so they appear to some form of working class in this structure.Information from the flavor text

This division of labor helps us establish themes for the individual structures. It seems like the three top-left rooms, then, are some manner of policing area. Torture chamber to interrogate prisoners, along with a room for a bailiff or reeve, next to a storage area. The bottom right appears to be a bit of a mix: weapons storage at the bottom-left, general storage top-left, and an empty room bottom-right of that cluster. Overall, I imagine this to be a workspace/storage mix, hence the need for both admin and workers. Lastly, the bottom-left appears to host most of the goblins and orcs. It makes sense, given that this is a bastion, that this is where most of the front-liners would be. So, probably, this is a guard room, entrance, along with rest area. The top-left of that little block would probably be a lieutenant or other such administrator. That, of course, leaves the central room for overall admin and control.

Overall, this map has a very strong organizational feel to me. It’s almost like a central office area to administrate a small municipality (well, aside from the torture chamber, I’d sincerely hope). Overall, I tend to enjoy humanizing these maps in any case, so it might be a fun thing to lean into for this map.

Information from the flavor text

The two texts are mostly the same, being an announcement of a bounty for the murder of multiple creatures in this defensive structure. As always, there are the slight differences due to the trademark change (Chaos versus Dread), but those are largely irrelevant.

There’s an interesting word difference between the NL and US version as to what this place should be called. The NL version uses the word “Bolwerk“, which is cognate with English “Bulwark”. In fact, the English “bulwark” comes from Middle Dutch or Middle Low German “bolwerk”, which is itself composed of “bole”, a word for tree trunks, and “work”, to indicate structures or constructions. This is an old word to indicate defensive structures like walls or ramparts. The US version, by contrast, uses “Bastion”, which is French in origin, coming from the Old French “bastille” meaning “fortress”.

A larger version of the US text

The Bulwark of Chaos

The eastern provinces are plagued by plundering Orcs and Kobolds. The King has ordered a group of brave heroes to journey there and destroy these robbers. The orcs are holed up in a strong underground fort, named The Bulwark of Chaos. They are led by a small group of Chaos Warriors. Ye must fight your way inside and kill all monsters that you meet. You will receive the following bounties for this: 10 gold pieces for any slain Kobold, 20 gold pieces for any slain Orc, 30 gold pieces for any slain Fimir or Chaos Warrior.

My translation of the NL text

The core meaning of both texts are pretty much identical: the King sends out adventurers to collect on a set of bounties placed on bandits’ heads. A curious difference, though, is that the US text makes sure to note that the bandits have allied themselves with Zargon, which should give an excuse as to why the heroes are fine to go out and murder all of them in cold blood. The NL text, however, makes no mention of alliance to Morcar. For the NL version, the heroes should just be motivated by pure greed and bloodlust. Yikes!

The text does confirm our interpretation of the map, as it explicitly lists that a group of Chaos/Dread Warriors lead the others. So, interestingly, while this is a group of bandits, they have a formalized administrative structure, as well as a fortified base of operations. So, unlike previous bands of roaming orcs that we’ve featured in maps, now we’re dealing with a far more militaristic operation. This will be good to translate into the final map!

Translating into a final map

I was very much looking forward to making this map, as there were so many good ideas to put in there. I loved the idea of on the one hand making this a militaristic operation and on the other hand humanizing it through some basic office features.

The militaristic nature of it can be seen in a few places: the group of rooms at the bottom-left are quite functional in nature: the entrance room is dark and defended, because the creatures of the dark will have the advantage over heroes sneaking in from above. There is a small guard room to the right, and a rest area to the left, to facilitate shifts. Similarly, the area on the bottom-right is functional and spartan: storage and organization form the key here. The top right is also filled with administrative items to emphasize the utility.

Each place, however, is also tinged with office life. The rooms on the botom-left have guards slacking off and playing cards in the middle room, and there’s some flags from somebody’s birthday party two months ago still hanging in the rest area (an office staple, that). The top-left area has a little roped-off waiting area where you have to register before being allowed to see the bailiff, who can interview you before you’re allowed in to the prison area. Similarly, the central room has some snacks laid out for all those late afternoon planning sessions in the throne room. Somebody has to prepare those snacks, so of course you’d have the kitchen nearby to the right.

Giving this little map some life has been tremendously fun by bringing in those little details. I also took some cues from previous map, and I laid in some stones and moss here and there to bring a little variation in the hallways to break up the monotony. The only thing I was wondering about was whether I should put torches in the hallways at regular distances, but when I thought about it I realized it would distract from the rooms themselves. On top of that, since most of the creatures in here would see fairly well in the dark, I figured it wouldn’t be that necessary.

The final map for The Bastion of Dread. I chose to keep it relatively dark to make the map feel more oppressive. I’m quite happy with the fun little details in this one!

It’d be a shame to miss all these little details, so for a larger version of this map, you can look at the Reddit post about it: