D&D General #Dungeon23

Thanks, Gifs are the fastest and easiest way to show a little bit of how I'm creating the stuff :).
And here continues the Market:

Day 117 – Market of Wonders – Stalls​


View attachment 283114
The market stalls within the inner walls of the Market of Wonders stand like ghostly remnants of a bygone era, arranged in neat rows that once bustled with activity. Thin walls separate the individual stalls, each measuring 10 feet deep and 15 feet wide. While some of the stalls still retain their tented roofs, many have been stripped of their coverings, leaving only their wooden frames exposed to the elements.


As if the occupants fled in a hurry, the stalls are littered with debris and refuse, broken items and shattered pieces of pottery. Here and there, a rusted weapon or a piece of jewelry gleams in the sunlight that filters through the open space above. The ground is dusty and littered with dry leaves and debris, and the air is thick with the musty scent of disuse and decay.


Amidst this abandoned scene, the body of an old corpse lies motionless, a grim reminder of the fate that may await any who venture too deeply into this place of eerie stillness. The market is silent, save for the occasional rustling of the wind, and any sounds that may have once echoed through these halls have long since faded into the past.

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And the Workflow again:
View attachment 283115
I'm thinking of maybe doing only partial colours until I get the Alcohol Markers and leave the ground be and add shadows with the pencil again. I'm also considering increasing the resolution. At the Moment, my Grid is 5 mm = 5 ft. If I go to 1 cm = 5 ft. I will increase my resolution by 4 times. And If I go to 2 cm = 5 ft. I'm getting close to a 1-Inch Grid (and 16 times the resolution). The details could improve drastically. At the moment they are mostly noise.
But my biggest concern is the time restraints. With full colouring, I doubled my drawing time already. At the moment when I have big maps like the one above, I make the pencil sketch in the morning, the Ink during Lunch Break and the colouring in the evening.
But for some small maps in May I will try out a higher resolution and see what I can do with that.
Day 118 – Market of Wonders – Guardian
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Day 118 – Market of Wonders – Guardian
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Day 119 – Market of Wonders – Pit

So - actually finding out, I have one Alcohol Marker already at home (I bought it quite early for Shadowwork but then I noiced it seeps trough the paper and abonded it - but now that I'm working with color markers that all go trough the paper ...) I can say: Filling with those is much better. To not break the look to harshley with the Water markers, I created lower area in the Market:
20230429_222402-2048x1365.jpg

In the dark and gloomy corner of the Market of Wonders, next to the imposing statue of the Guardian, lies a pit. A narrow staircase leads down into the depths of the pit, where a horde of twisted and mutilated figures roam about. Their once-human bodies are now deformed, with rotting flesh and empty, soulless eyes.


These grotesque creatures were once ordinary people who were captured by the Market and transformed into new guardians, their bodies twisted and corrupted by the dark magic that permeates the air. And now, as we stand frozen in fear, they have caught sight of us and are moving menacingly towards us, driven by an insatiable hunger for fresh flesh.


The stench of decay and the sound of their moans fills the air as we realize that we are trapped, with no escape from the horrors that await us in the Market of Wonders.
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And here is the Workflow-Gif for the whole Market:
20230429_223113.gif

Tomorrow I will do an underground-Chamber of the Market that will lead to the next Level, leaving the Coin-District behind.
 

I've now come up with the family names of the fourteen extended families that compose the Swamptown Clan of the Firstfolk*, the people living in The Great Black Swamp... Most of them contain somewhere between ten to thirty members including spouses and children.

Although most of the families live in the swamp in large family compounds built on a handful of small clusters of dry land, the place known as Swamptown is built on the eastern shores of the Swamp and consists of the Swamptown Trading Post (run by the Tolvanderr family) and the various family homes of three of the other families. (Haven't decided which ones yet.)
(Most of the families also have relatives living and working in the nearby town of End-Of-The-Line ten miles away, and branches of the Verganderr family run the local dry goods store and apothecary there. A fifteenth family, the Wickermans, originally from one of the Firstfolk wagon clans to the east, has also married into the Swamptown clan, but they live solely on a horse farm outside of End-Of-The-Line and operate the local stables.)

The Swamptown Families

Verganderr
Aganderr
Telganderr
Tolvanderr
Agarrata
Megarrata
Tolgarrata
Telgarra
Megarra
Argarra
Tolgavetta
Agavetta
Argetta
Telgetta


*The Firstfolk were originally a loose confederation of nomadic horse clans roaming the central area of the continent before some of them began migrating west (becoming seafaring clans when they eventually reached the coast) and others began integrating themselves into the societies of other humans also migrating west (becoming the traveling wagon clans as organized nations of other folks began to form, and trade roads between kingdoms were established along the traditional migratory routes of the Firstfolk).
Now, although there are three different groups of Firstfolk (the settled folks like the Swamptown, mountain and coastal clans who usually farm, fish, hunt and/or engage in trapping or logging for a living, and the seafaring and wagon-living clans who are heavily involved in trading and commerce), the bonds of their shared culture are still strong and fierce, and they all still consider themselves to be one people even though they lack any formal centralized government or form of organization beyond their individual clans. Despite their lack of any actual nations or organization, the Firstfolk are capable of wielding a great deal of power and influence in the region when they choose to do so due to their near-ubiquitous involvement in every aspect of trade in the area (You'd be hard-pressed to find a single wagon or ship anywhere in the region that isn't owned or partially crewed by the Firstfolk or others allied with them...), much to the frustration of the nations in that part of the continent.
 
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I barely picked up my laptop over the last 48 hours.

This week I didn't work on D23 at all 😥

But! I've scheduled time to work on it this week, we'll see how it goes

I'm limiting to 5 minutes a day, but to work on it every day. I had a conversation with a friend who is also a book coach, and he gave me a bit of professional advice - it may be that displaying my work is feeding my perfectionism, which in turn may be locking me up. So I may not post anymore the contents as I go. I may just check in on my progress...

We shall see!
 

I barely picked up my laptop over the last 48 hours.

This week I didn't work on D23 at all 😥

But! I've scheduled time to work on it this week, we'll see how it goes

I'm limiting to 5 minutes a day, but to work on it every day. I had a conversation with a friend who is also a book coach, and he gave me a bit of professional advice - it may be that displaying my work is feeding my perfectionism, which in turn may be locking me up. So I may not post anymore the contents as I go. I may just check in on my progress...

We shall see!
Whatever you need to do to get it done.
Like everybody knows d23 is not about being perfect, but to get things done. But peoples minds always can "ruin" It for themselves.
If showing it makes you stop doing it, then don't Show it to us. Just tell us about it from time to time.
 

I've now come up with the family names of the fourteen extended families that compose the Swamptown Clan of the Firstfolk*, the people living in The Great Black Swamp... Most of them contain somewhere between ten to thirty members including spouses and children.

Although most of the families live in the swamp in large family compounds built on a handful of small clusters of dry land, the place known as Swamptown is built on the eastern shores of the Swamp and consists of the Swamptown Trading Post (run by the Tolvanderr family) and the various family homes of three of the other families. (Haven't decided which ones yet.)
(Most of the families also have relatives living and working in the nearby town of End-Of-The-Line ten miles away, and branches of the Verganderr family run the local dry goods store and apothecary there. A fifteenth family, the Wickermans, originally from one of the Firstfolk wagon clans to the east, has also married into the Swamptown clan, but they live solely on a horse farm outside of End-Of-The-Line and operate the local stables.)

The Swamptown Families

Verganderr
Aganderr
Telganderr
Tolvanderr
Agarrata
Megarrata
Tolgarrata
Telgarra
Megarra
Argarra
Tolgavetta
Agavetta
Argetta
Telgetta


*The Firstfolk were originally a loose confederation of nomadic horse clans roaming the central area of the continent before some of them began migrating west (becoming seafaring clans when they eventually reached the coast) and others began integrating themselves into the societies of other humans also migrating west (becoming the traveling wagon clans as organized nations of other folks began to form, and trade roads between kingdoms were established along the traditional migratory routes of the Firstfolk).
Now, although there are three different groups of Firstfolk (the settled folks like the Swamptown, mountain and coastal clans who usually farm, fish, hunt and/or engage in trapping or logging for a living, and the seafaring and wagon-living clans who are heavily involved in trading and commerce), the bonds of their shared culture are still strong and fierce, and they all still consider themselves to be one people even though they lack any formal centralized government or form of organization beyond their individual clans. Despite their lack of any actual nations or organization, the Firstfolk are capable of wielding a great deal of power and influence in the region when they choose to do so due to their near-ubiquitous involvement in every aspect of trade in the area (You'd be hard-pressed to find a single wagon or ship anywhere in the region that isn't owned or partially crewed by the Firstfolk or others allied with them...), much to the frustration of the nations in that part of the continent.

Day 120 – Market of Wonders – Crypta of Heroes​

The Krypt of Heroes is a solemn and eerie chamber that can be accessed through the Guardian’s Pit. The room is sparse, with only an altar positioned at the center of the chamber. A large, leather-bound book rests on the altar, its pages filled with ancient script and arcane symbols. Two pillars stand tall behind the altar, each etched with inscriptions that seem to glow with an otherworldly energy.


Eternal candles burn brightly on the ground and atop the altar, casting flickering shadows on the walls and ceiling. The air is thick with an ominous energy, and the room seems to pulse with power. It’s as if the very essence of the heroes entombed within the crypt still lingers, watching and waiting for those who dare to disturb their rest.
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That conlcudes the Month of April for the D23-Challenge - so that means Badge-Time!
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And the Workflow-Gif:
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22: Three Queens of Ash
  • A vast cavern, naturally lit from a narrow rift in the ceiling. Nothing grows here. The floor is a beach of ashes.
  • (?) The ashen floor under the rift slopes down into a suspicious looking area of shifting ashes. A spear juts from a raised area in the centre.
  • (!) The shifting ashes consume things, like quicksand.
  • (!) Under the ash live the three Ash Queens, undead, eyeless, ash-smeared beauties with crowns of wire. They command the royal guard.
    • Ruby: wants lovers/companions/sacrifices.
    • Sapphire: wants revenge against the cleaning demon and the ‘new masters’ above.
    • Emerald: wants unique and precious things.

23: Buried God
  • Head of a vast and deific statue, buried up to its nose in ash.
  • (??) Counts as a shrine.

24: Royal Guard
  • A forest of human figures, standing perfectly still, distorted by the layers of ash in which they are entombed.
  • (!) The guards sleep deeply, but will be summoned to undeath if disturbed, a few at a time.
  • (!) The ground here is treacherous with pitfalls under the ankle-deep ashes.

25: Ruin Homes
  • (!) Ash ghouls shelter here, huddled and hidden in corners. Make a reaction roll.

26: Sunfire’s Home
  • A ghoul huddles foetal, caressing something that burns brilliant orange.
  • (?) Sunfire is the peaceful ghoul and the magical jewel they hold. It’s light attracts the undead.

27: Lost Temple
  • Facade of great marble columns built into the cave.

28: Anchorite
  • A ghoul in a bricked-up cell adjoining the temple. Only a small opening (hagioscope) looks inside.
  • (?) Doesn’t remember its name, wants to be left alone to admire the Great Divinity. Knows the door combination.

29: Cella
  • A large bronze statue with three heads, horns, and a giant axe, frozen mid dance.
  • (?) A shrine.

30: Treasury
  • (?) Brass door leads to the treasury.
  • (!) Door is locked by a kind of twisting brass circle with archaic glyphs – a combination lock. Two wrong combinations causes the roof above to shudder and then collapse.
  • 2d6 ivory statuettes worth 3 coins each.
 


Day 120 – Market of Wonders – Crypta of Heroes​

The Krypt of Heroes is a solemn and eerie chamber that can be accessed through the Guardian’s Pit. The room is sparse, with only an altar positioned at the center of the chamber. A large, leather-bound book rests on the altar, its pages filled with ancient script and arcane symbols. Two pillars stand tall behind the altar, each etched with inscriptions that seem to glow with an otherworldly energy.


Eternal candles burn brightly on the ground and atop the altar, casting flickering shadows on the walls and ceiling. The air is thick with an ominous energy, and the room seems to pulse with power. It’s as if the very essence of the heroes entombed within the crypt still lingers, watching and waiting for those who dare to disturb their rest.
View attachment 283403

That conlcudes the Month of April for the D23-Challenge - so that means Badge-Time!
View attachment 283404

And the Workflow-Gif:
View attachment 283402

Day 121 – entrance sewers​

20230501_224117-2048x2048.jpg

The secret door from the Krypt of Heroes leads to a narrow sewer tunnel. It's dark and musty, with the smell of sewage and decay hanging heavily in the air. On one side of the tunnel is a dead end, with a rusted manhole cover at the top that seems to lead back up to the surface. The tunnel itself is relatively dry, with only a few puddles of stagnant water gathered in low spots.

As you move further down the tunnel, it eventually splits off into a T-intersection.

Workflow-Gif:
20230501_225026.gif
 

Day 121 – entrance sewers​

View attachment 283441
The secret door from the Krypt of Heroes leads to a narrow sewer tunnel. It's dark and musty, with the smell of sewage and decay hanging heavily in the air. On one side of the tunnel is a dead end, with a rusted manhole cover at the top that seems to lead back up to the surface. The tunnel itself is relatively dry, with only a few puddles of stagnant water gathered in low spots.

As you move further down the tunnel, it eventually splits off into a T-intersection.

Workflow-Gif:
View attachment 283440
Day 122 - sewers- lonely hideout
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As you reach the T-intersection, the left tunnel leads to a small, abandoned room with two ancient and rusted pipes protruding from the wall. Strange symbols and runes are carved into the pipes, suggesting magical properties. The room is covered in dust and cobwebs, and the air is thick with a musty scent.

The right tunnel, however, leads deeper into the damp sewers. The putrid smell is overwhelming, and it's clear that this is not a place meant for the living. The walls and floor are slick with moisture, and the sound of dripping water echoes through the tunnel. You have to watch your step to avoid slipping on the uneven stones. Scratch marks on the walls hint at something clawing at them. The oppressive darkness ahead feels like you're being watched.

Suddenly, as you turn to leave, your torchlight flickers across a pile of rags in the corner of the small room. Upon closer inspection, you realize it's a makeshift bed, and some empty food cans are scattered on the ground. A rusted weapon is leaning against the wall, and it seems someone has been living here.

Workflow:
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