Thieves Guild map for publication
I decided it was time I finished a couple projects. This one is for my collaborative publication with Johnn Four of Roleplayingtips Newsletter and Yax of Gamemastery/4e Blog. This is intended to be a PDF download, sold through RPGNow and Johnn & Yax's online sites, newsletters, blogs, etc.
I probably won't post the final version until after publication, but here's a WIP of what I'm doing so far. The style needed is my Xara enhanced hand-drawn style, which needs to match the Assassin's Lair from the June Challenge, as that map will too be published as part of the same publication.
After this, I need to create a Beggar's Guild map in similar style.
In this map, notice the staired tunnel on the east end, which leads to the sewer on the south end of the map. Notice where that tunnel reaches the sewer - just west of the stairs is a drainage pipe, that is one of the secret entrances into the guild area. The stairs at the top center leads from a hidden portal in the alley above. There will be one more access via a ladder in one of the chambers - leading from an outhouse in an open courtyard above.
The three darkened chambers, including the one at center just north of the sewer tunnel - the one with the haystack inside, are all cellars from the shops topside, however, they have no direct connection to the guild area.
This was completely hand-drawn at scale (16" x 20"), then given 3D bevels in Xara, along with shadowing, and the transparent sewer water.
Here's what I have so far - unfurnished for now.
A quick and dirty illustration
Here's a quick and dirty illustration to better show what the sewer entrance to the guild area actually looks like. It might be worth creating a few illustrations along with the map in the publication, for better description. I'll do a nicer job if I do that. Maybe show a constable with a lantern looking for runaway thieves at the steps.
Edit: actually the next step is to create the buildings on top, at least to those pertaining to the guild. I'm thinking the north west structure belongs to a tavern frequented by guild members with a trapdoor leading to ladder which I'll place in the northwest chamber (training & equipment room). The building to the northwest will be a barrel makers shop (which will show only the roof and label not the interior). The alley between them will be blocked by crates, barrels and a cart, however the top of one of the crates will feature a trapdoor leading to the stairs that go down to the Guild area.
The south east structure will be a carter's wharehouse and stable with a large wagon and main door facing south. The hay in the cellar is for the horse. To the south west will be a tiny single story bootmaker's shop, it will be the same dimension as the chamber in the southwest corner of the Guild area, which is the Guildmaster's Office/Quarters (the local Gnomic Syndicate boss.) He will have access to a more hand-drawn version of my Gnomic Vault map, with a portal leading to that extra-dimensional place. Also a hidden ladder will access the Boot shop up top. (Boots are a fetish of Gnomic gnomes!)
The interior courtyard, is enclosed, with a blocked alley as only entrance. A shed within will feature a hidden ladder going to the guild area. An enclosed (roofed) alley is the gated tunnel down to the sewers. The next adjacent building west prevents passage south. A street off-map to the north is the front of the tavern and barrel makers. While another street lies directly over the sewer channel. Roof plans will allow wall climbing rogues to scale and traverse to escape the authorities should a raid occur. Also providing tertiary access to the guild climbing one of the buildings - bootmaker, carter house, barrelmaker shop, or tavern and entering the courtyard to shed access. The guild lair requires multiple exits and entries...
Doors, stairs, fireplace, furniture...
I'm furnishing the place now: doors, stairs, bench tables, beds and some locker, cabinets. More to do.
Update so far!