This is the full map for my Tomb of Idiosyncratic Glandular and Neurochemical Response to Abrupt Sympathetic Nervous System Stimulation project. My plan is to release isometric maps with room details for every area in the Tomb. These will be free additions and not part of my Patreon campaign, which I’ll talk a little bit more about below. This is also my first map where I’m using a new style. Let me know if it works.
Meanwhile, on to the map!
Background
Untold ages ago (thereabouts 47 years), Gabothox the Borderline, who was a lich of renown most ill in the borderlands of the this-or-that kingdom, was suddenly struck with the usual, insecure yearning to build a tomb complex to call his own – a feeling that arises about mid-undeath – and to populate it with slavering pit beasts, unionized man-pigs, and a lethal mélange of elaborate traps, tricks, and illusory magics.
So he veiled himself in silks and perfumes and glimmers, taking the shape of a wealthy real estate entrepreneur, “hired” some out-of-work dwarven vagrants, offering them wages, medical, and dental, put them to work carving out his dream tomb on the southern cliff face of Yawning Skull Mesa, near a well-worn trade road, and ordered his apprentices out about the neighboring watering holes to hustle rumors of great treasure hoards awaiting brave, unwary adventurers with altogether poorly developed prefrontal cortices and executive decision-making skills to explore.
It was a smashing success!
Interlopers died in droves. And those who didn’t returned to their quaint and musky taverns to spend their remaining days dawdling in the shadowed boots of their drinking-halls and drunkenly sputter on about their attempts at plundering the Tomb back “in their day.”
You can’t beat free advertising.
And so even unto this day, the Tomb of Idiosyncratic Glandular and Neurochemical Response to Abrupt Sympathetic Nervous System Stimulation, a name which Gabothax the Borderline unironically believes is a clear, provocative, and accurate description of his complex, still awaits brave and noble murder hobos to tread the corridors of his musky catacomb seeking treasure and to test their accumulated hit points against the horrors of his (and likely their own) burial place.
Click the image above and you’ll be taken to my Patreon campaign blog.
I’ve finally sucked it up and started an e-begging campaign to help incentivize my map-making endeavors. If you enjoy the maps on this blog, I ask that you consider making a pledge to support the work here, which can be as little as $0.25 per map.
Thank you for continuing to check out my blog. I hope these maps are useful and your PCs die a thousand horrible deaths within their confines.
—Billy Longino
Couple comments. Overall, I like this style better, but it’s way too busy I think. I have a hard time telling where the walls/rooms/solid rock start and end. When I look at the map overall, I can tell it’s a dungeon, but when I start looking at specific areas, I get lost in all the eye candy everywhere on the map. I think you need to either do less in the solid rock areas and leave it in the rooms and halls, or vice versa.
I would also like to see a larger, higher resolution version of the map. If the map were larger, it might be easier to make out the differences.
One thing I should add, I think as a “Piece of Art” it looks really nice. If I was just looking at it in a frame on a wall, I might suggest to not change anything. But looking at it as something I would be using in a campaign, I think this area is where it falls a bit short.
Great first attempt at a new style though.
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Thanks. You’re kind of voicing some of my own concerns, too.
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I must agree, as is it’s a bit hard to decipher.
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