Wednesday, 11 April 2018

Here Be Dungeons 15: A District of Mulmaster

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The district of Mulmaster that is locked down following the assassination of a senior member of the Brotherhood of the Cloak (final map for my Adventurer's League module "DDEX2-10: Cloaks and Shadows").

Saturday, 20 January 2018

Here Be Dungeons 14: Falling Stone Mine

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Falling Stone Mine: an ancient shrine to Grumbar that has been conquered by the Cult of Black Earth (final map for my Adventurer's League module "DDEX2-4: Mayhem in the Earthspur Mines").

Thursday, 18 January 2018

Here Be Dungeons 13: King's Pyre

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Player's map for King's Pyre, meeting place for the Outlaws of the Iron Route (final coloured map for Adventurer's League module DDEX1-9 "Outlaws of the Iron Route").

Monday, 15 January 2018

Here Be Dungeons 12: Icewind Dale

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The DM's map for conducting the hunt for Isarr Kronenstrom: the so-called "King of the Wolves" (Dungeon 220: "King of the Wolves").

Thursday, 4 January 2018

Here Be Dungeons 11: Path of Blades

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"The Path of Blades", a deadly set of trials designed to test the assassin devils of the "Stygian Masque" (Dungeon 219: "Blades of the Stygian Masque").

Wednesday, 3 January 2018

Here Be Dungeons 10: Hall of Tragedies


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"The Hall of Tragedies", gothic hideout for a clan of assassin devils named the "Stygian Masque" (Dungeon 219: "Blades of the Stygian Masque").

Saturday, 30 December 2017

New Oath of the Ancients Tenets

The Oath of the Ancients paladin subclass bugs me. We have this fascinating concept: a mysterious, “green knight” bound to the ways of the Old Faith: a figure straight from Arthurian or pagan myth. This is the horned knight who appears from the primal woods, draped in thorns and riding a giant stag. Unfortunately, its oath reads like something from a New Age relaxation tape. “Kindle the Light, Be the Light”, etc. It’s just too goody goody. Three times now I’ve had players get excited by the concept only to reject it due to the tenets of the Oath. I’d prefer an Oath that’s inherently good yet wilder, more in tune with the mercurial ways of nature. Here’s what I’ve come up with:


OATH OF THE ANCIENTS 

The Oath of the Ancients is as old as the race of elves and the rituals of the druids. Sometimes called fey knights, green knights, or horned knights, paladins who swear this oath cast their lot with the side of good in an ancient struggle against evil that plays out across the wild places of the world. They adorn their armor and clothing with natural forms - leaves, flowers, antlers or bones - to reflect their commitment to preserving the circle of life and death.

Tenets of the Ancients 

The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasises the principles of good as they occur in nature: wild and untempered. Its four central principles are as follows:

    Defend the Wild. You are a guardian of the world’s wild places. Where aberrant monsters, meddling fey, or dark magic threaten to pollute the wild, you rise up to defend it.
    Shelter the Lost. The world is full of dangers, and the innocent can tread unwittingly into dark places. You guide the lost back to the light, and shelter the weak from harm.
    Test the Faithful. Deeds, not words, stand as testament to your faith. To win your trust, others must prove themselves to you on your terms.
     Punish the Wicked. Those who commit senseless acts of evil undermine the circle of life and death. You are the thorn that shall tear them from this world.