• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Tell me what's on this map.

brains...

...

I see trees of green, red roses too
I see them bloom, for me and you
And I think to myself
What a wonderful world

I see skies of blue, and clouds of white
The bright blessed day, dark sacred night
And I think to myself
What a wonderful world

...

A land, forest, rivers, plateaus, hills & mountains. A land divided and one wanting to be united.
 

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That right there, my friend? That is a full year of weekly game sessions chock full o' great times and high adventure just waiting to happen.

...at least a full year, I could potentially see more than that, but my GODS what an awesome inspiring map! My mind's going a thousand different direction with all of this...this awesome STUFF!

Lighthouse? Oh yeah, that's where the slave smugglers have their secluded operation, far outside the patrols and prying eyes of the New Town guard. But the villagers in Batten have noted strange lights appearing at night. Obviously, it must be haunted. Good thing it's all the way across the Flats.
 

The lighthouse on blueberry bay point, in the Devil Hills, was abandoned about 20 years ago. Before that time, it was occupied by a family who had dwelled there for nearly 100 years, over 5 generations. Each generation, one son or daughter followed his or her parent as the Keeper. Other children left, or settled in the village a few miles down the coast.

Until the final Keeper, these men and women had always been good and decent protectors of those at sea, lighting their guide light in all weathers and sending out rescue boats when ships were driven onto the rocky shores despite their warnings. But the final Keeper was a different sort. He was the eldest son of his father, but he did not spend most of his years at the Lighthouse.

Instead, at the age of 15 he left, swearing he would never bind himself to such tedious and stressful duty. Instead, his sister was trained to be the 5th keeper. But ten years to the day after he left, he returned, a different man. Aged and worn, he looked 50 rather than 25. But he convinced his sister and father that he was, indeed, their missing son. He swore he had spent the last 10 years as an adventurer, seeking wealth but finding only ruin and exhaustion.

He spent only three nights in the Lighthouse before disaster struck. A terrible storm rose up out at sea, unnaturally fierce for the early winter season. And then, for reasons no villager has ever learned, the light went out. A ship was driven up on the rocks, and over a dozen sailors drowned. A strange black boat was seen, rescuing men from the waves, but of those so rescued, none were ever seen again.

The next day, villagers approached the Lighthouse to see what had occurred; they found the Lighthouse abandoned, the light smashed, and everyone within missing. Since that night, anyone who tries to remain in the lighthouse overnight during a storm, even just a mild thunderstorm with a little lightning, is found dead, or gone missing.

And so, though the coast desperately needs the guiding light from Blueberry Point Lighthouse, none dare stay there when the weather worsens.
 

Ancient tales tell of the lost lands, the kingdom that stretched out westward farther than the eye could see, and here, at what was once the centre of the continent, the vast city, its name shrouded in legend, wherein the ancients ruled their vast and wondrous civilisation...

Until they meddled in magics even they did not fully understand, the very powers of creation that had made the lands. The forces they summoned ran beyond their control, and smote the continent asunder along the edge of what is now known as Blueberry Bay, sending the western lands and the great city drifting off into the mists at the edge of the world.

What the ignorant now call the Lighthouse was once the easternmost watchtower of that vast city, and it still stands today, unblemished by time, as a last testament to that lost civilisation.
 

Steeldragons, thanks for the kind words!

And hey, everyone, there's another thing I'm curious about. What made the Waste and the Scar up in the northeast corner of the map? What do you find if you travel down into the Scar's depths? What's the Red Watchtower watching over, and why is there a road that goes straight between it and the City of Clocks? Who is Jhar, and what goes on at his mysterious manse? What petrified the Petrified, and who were they before their petrification? I'm pretty sure some of these things are related.
 

Steeldragons, thanks for the kind words!

And hey, everyone, there's another thing I'm curious about. What made the Waste and the Scar up in the northeast corner of the map? What do you find if you travel down into the Scar's depths? What's the Red Watchtower watching over, and why is there a road that goes straight between it and the City of Clocks? Who is Jhar, and what goes on at his mysterious manse? What petrified the Petrified, and who were they before their petrification? I'm pretty sure some of these things are related.

Most welcome! Did you just sit down and come up with all of this just...randomly?....on your own? Can you do one for me?! lol. It's really fantastic and highly evocative. But to your wonderings...

Jhar: The anicient wizard Jhar was once friend and high advisor to the founding Lord(s?) of the City of Clocks. He was noted as a great summoner and the first of the realms to delve into the arcane secrets of chrono-magic. His manse was created as his own personal refuge and magical academy when he wanted or needed time away from the Court of Time.

That was ages ago and he was lost/destroyed/disappeared when he used his formidable magics to halt an invasion from...whatever/whoever is east of the Waste. None have dared the Manse and returned to tell of it since that time.

There is a huge cavern/dungeon system beneath the manse which, if followed all of the was down, connects/lets out in the bottom of the scar. (Something along a Lost Caverns of Tsojcanth line would work well.)

Some say the magical fallout from the wizard's efforts created the Waste and the Scar. Some say he even is the cause for the Petrified. Some say in his misworded dealings with a great fiend for the power to crush the invasion, he was turned into a monstrous horror (a beholder) who then, not only created the Petrified but laid waste to all of the surrounding lands (creating the Waste). OR he used his limited knowledge of chrono-magic to "speed up time" to when the invaders would no longer be there/harrassing their peaceful lands. The spell "fast forwarded" the area to a time of utter desolation and lifelessness. Jhar was either consumed within the casting or lost into the "water-ways" of the Time Stream, never to be heard from again.

The Petrified (Alternate 1): the hills just west of the Petrified are the home of a 1) Breeding ground for basilisks who wander the plains east of them...and they created the Petrified from heroes and travelers than wandered into the lizards' territory. 2) An ancient and powerful medusa who guards some long forgotten treasure in the hills there (again, the petrified are the remnants of heroes, et al, who have sought it out).

Petrified Alternate 2: They are not actually "petrified" but an invading (or just migrating) clan of Stone Giants who, with the magic of the wizard Jhar, were put into an age-long sleep. So they stand, in endless slumber, until some alotted time when the magic will wear off. OR they are simply peaceful stone giants who, in an effort to live their lives without intrusion "stand still" or use some "giant enchantment" to simply appear as large pillars of normal rock whenever someone gets there. Travelers who have attempted to map a route through the Petrified quickly some to realize that the great "statues" (or pillars of rock) move about/never are in the same place as when they last mapped. (Though none have actually ever reported seeing them move!)

The Red Watchtower: was once an outpost of the City of Clocks (hence the direct route between them). Since the coming of [whatever creature/disaster you decide made the Waste and Scar] it has fallen out of use/abandoned to disrepair and there are few that even remember the tower is there! Just some ancient road that leads out into the "nowhere" that is the Waste. Some say it leads to the "end of the world" and you will drop off if you ever reach the end (i.e. fall into the Scar) But the well-crafted stone-paved road of a bygone era still exists, enticing would-be heroes and others seeking the reputed riches down its path to the lip of the Scar...they are invariably never heard from again.

The Red Watchtower 2: It is still in use. Commanded by the "Captain of the Scar" as an outpost and watchtower for the City of Clocks against the rising forces of goblinoids and other monstrous creatures that seem to regularly boil up from the Scar's depths. Essentially The Red Watchtower=Keep on the Borderlands and the first/topmost levels of the Scar=the Caves of Chaos. What lies deeper in the Scar, you ask? Survive the Caves and perhaps you can find out. (and don't forget, once you get to the bottom of the Scar, there's some cavern/underground system that will take you into the bowels of the Manse of Jhar. ;)

As for why the Watchtower is the "Red" Watchtower? Could be the symbol/flag of the City of Clocks has a lot of red in it? Or it is called the Red Watchtower in remembrance of the blood that was spilt at the creation of the Waste and Scar/the loss of the tower. OR maybe it's made of some strange red metal or stone (that was quarried out of the Scar ages ago before the Scar was as huge and deep as it is now).

The Scar: In the upper levels, caves and caverns housing all manner of goblins, orcs and devious creatures. Beyond that, monsters the likes of which none have ever seen...nor care to! Some say the Scar has no bottom and will take you straight down into the bowels of Hell (or the Abyss). Some say, go deep enough, and you will find yourself in a realm where there is no "day". That the earth itself becomes your "sky" (i.e. You're in the "Underdark"/"Underworld"...enter all of the drow, duergar, mind flayers and deep gnomes you want, here. :D )

Yeah...I'm loving this map. <wanders off to his smoky library muttering to himself. "So much to do...so much to do...">
--SD
 


I love the idea of The Waste as adrift in time! What if it was still out of synch with time and space from Jhar's great spell? Maybe it's a vast desert, ten times larger from within than it appears without... and for every day spent there, only hours pass beyond its borders. At the edges of the Waste time and space are unpredictable; you can spend hours traveling and barely move, or get trapped in a bubble of loose time and age a year in the blink of an eye.
 

I love the idea of The Waste as adrift in time! What if it was still out of synch with time and space from Jhar's great spell? Maybe it's a vast desert, ten times larger from within than it appears without... and for every day spent there, only hours pass beyond its borders. At the edges of the Waste time and space are unpredictable; you can spend hours traveling and barely move, or get trapped in a bubble of loose time and age a year in the blink of an eye.

This is very cool. I would totally play this. Just will involve, as the DM (you're the DM, right Jeph?), some adjudication/fiat on your part...so that a PC doesn't inadvertently die of old age.

Also...the party could come across a toddler...or young child (7-10 y.o.)...nah, make then 4 or 5 y.o....who can't/doesn't speak but has strange unpredictable magic power (if the PCs are good to him/take care of him, magical things happen in their favor, if someone is nasty, maybe weird - but not overly "harmful" things (their nose grows to the size of a troll, their skin turns blue, they slip and fall on a patch of ice or a puddle that just "appears", etc.) befall a PC who scares or yells at the child. There would be no obvious reason or casting for this...it would just happen and be up to the party to discover/put together that the toddler or infant is the cause of the strange occurrences.

The child is, of course, Jahr, trapped in the "time sink" he created. Protecting and getting him out of the Waste and setting him up somewhere safe/to "relearn" his magic could be one goal of the adventure in the Waste. He'd still be a child, but maybe some of his mind comes back to him outside of the sink (playing an ancient archmage trapped in a child's body sounds like a fun NPC).
 


Into the Woods

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