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Restored Redbrand Hideout - Floor Plan

Nothing is lit or populated currently, but this is a quick view of my plan for the restored Redbrand Hideout, which will allow it to be self-sufficient (from the Manor) and provide some additional features/uses that aren't represented in the Restored Tresendar Manor.

I enlarged the trench and put stairs leading down, a bridge leading across, tunnels leading out (in case you want it to go somewhere), expanded the common room to be able to easily include a kitchen, and re-walled Glassstaff's office, so you wouldn't need to walk through his bedroom to get to the library/study.

Let me know what you think!

Restored Redbrand Hideout - Floor Plan

Comments

I also have another secret door at the bottom of the stairs that connects the storage area to Glasstaff's old quarters--it goes to the Sleeping Giant Taphouse that Glasstaff used on occasion to work with Grisla to get messages in/out and also some supplies, like "more ale for the gents next staff meeting."

Jim Dickinson

There is some necrotic magic in the bottom of that crevasse, so in my campaign this potentially leads to an even more ancient necropolis even further underneath the hill that Tresendar was built on. That necro magic has to be coming from SOMEWHERE. The nothic isn't powerful enough to cause bodies to decay faster than normal. There are ugly things down there trying to get out...the players need to stop whatever it is before Ularan Mortis figured it out...

Jim Dickinson

I've added a jail area in the "hallway that accomplishes nothing", which is also by the entrance, which would make sense to make it easy to bring them in/out.

Jeff Todd

Really cool and love the repurposing of the Chasm. I did like the idea of having a jail exspecially if the top manor doesnt have any.

Keegan O'Connor

I like it! Lots of room for crafting, and the dedicated vault. The necro in our group has been using the tomb as a temple, and the southern "bedroom" has a fake vault and the northern "bedroom" as the true vault. I bumped out the common area to form a kitchen nook, but I like the arc much better! My only two suggestions would be: - I would shift the secret wall between Storage and Vault left 5', so that the Storage room is rectangular. It reeks of a secret door location as is, and one of the things I hated with the original map design. Every single time I've run it, playbers be like: "there's a secret door here". ;-) - Since it leads outside, I would add a door to the tunnel leading south out of chasm area. One question: what will the area north of the water crafting area be? Just a double-wide hallway that leads nowhere? I assume secret door on the far end? I'm thinking TROPHY ROOM / GALLERY. Then a hidden switch somewhere that opens door to the Temple!!! One of my players is a painter, and another a taxidermist. Lining this wide hallway with their own paintings of their epic battles as well as the preserved / stuffed denizens from their conquests will be *amazing* for them! And a long hallway such as this is perfect! So keeping it open for people to decide what to do (perhaps that was your plan) is great for me. ;-) I'm really loving this, and it couldn't have come at a better time. The party is getting ready to settle down for a 3 month downtime as winter passes (within the next month or so IRL), and in the spring the dwarves from WEC have promised to a few weeks of their time retrofitting the basement. So great timing to roll out these changes!

Ryan Rogers

This looks great!

Connor Koch

It looks really solid! Feels like maybe the center room might be some sort of resource or something, maybe materials for a forge, or some sort of cave growbeds with either a sky light? Just my thoughts. Love the layout so far.

Dan Gragert

The timing on this is so perfect

RBarnes092


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