Sunday, 28 December 2025

In the wilderness of Rappan Athuk

My latest creation is a world map — a remake of the wilderness surface map from the legendary mega-dungeon Rappan Athuk.

Originally designed by Bill Webb and Clark Peterson for Necromancer Games, and first published in 2001 under the d20 System (as Rappan Athuk: The Dungeon of Graves), this sprawling adventure has earned a fearsome reputation over the decades. It’s often called “The Dungeon of Graves” for good reason: countless parties have ventured in, only to meet grim ends amid traps, tricks, and monsters that hark back to the unforgiving style of early tabletop RPGs. Later editions (for Pathfinder, Swords & Wizardry, and even 5th Edition) have kept it alive, and it remains one of the most iconic — and deadly — mega-dungeons ever published.

While the core of Rappan Athuk lies deep underground across dozens of levels, the surface wilderness plays a crucial role. It’s a dangerous expanse of forests, bogs, hills, and scattered ruins where bandits, monstrous bands, and worse prey on travellers. Multiple entrances to the dungeon hide here — some obvious, others treacherously concealed — and the area sets the tone right away: this is no gentle stroll into adventure.

I’ve had Rappan Athuk on my mind lately because there’s a decent chance I’ll get to run it for my friends sometime soon. The official wilderness map is classic, but I fancied creating an updated version that suits my own style and modern virtual tabletop use. I whipped this up over two intense days, mostly experimenting with layers, textures, and assets to give it a moody, atmospheric feel.

I won’t bore you with a blow-by-blow of the process — suffice to say it involved a lot of trial and error with brushes, colour palettes, and labelling. I’m overall very happy with how it turned out. The layout stays faithful to the original wilderness areas, making it easy to drop into any existing Rappan Athuk campaign, while the visual upgrades (clearer terrain, better contrast, and a touch more detail in key spots) should make it pop nicely on a VTT screen.

If you’re a GM thinking about running Rappan Athuk yourself, this map could serve as a handy player handout or a DM reference. It highlights the major features without giving away too much, leaving plenty of room for your own additions or surprises. Size is 20x14 inches at 140 dpi.

I’d love to hear what you think — especially if you’ve run or played Rappan Athuk before. Does this capture the foreboding atmosphere of the original? Any suggestions for tweaks or variants? Feedback from fellow GMs, players, and map enthusiasts is always welcome.



Friday, 19 December 2025

The Cliffside Village

The cliffside village of Biston appeared in a campaign I ran for over two years—once a week, no less. The adventurers were a bit under-leveled for the upcoming section (Part 3 of 6 in the Rise of the Runelords Adventure Path for Pathfinder 1st Edition): The Hook Mountain Massacre.

My concern was that the players wouldn’t be able to handle the enemies ahead—murderous hillbilly half-ogres, stone giants, and other giant kin. The solution? Insert a side quest.

Here’s how it was set up:

The village of Biston—a small fishing community tucked into the side of a cliff—witnessed a shooting star fall into Lake Syrantula, where they fished. The “star” was actually an elongated capsule containing an otherworldly passenger. The villagers fished it out, and as thanks, it promptly corrupted them for its own dark purposes. This entity sent its new servants to capture more people and grow its forces—but our intrepid heroes could interfere before things got too bad.

The map focuses on what I call the “Biston Town Hall”. With a population of just 286, I decided to concentrate on the town center, including a couple of buildings outside and a large cave system inside. It’s easy to imagine that most of the populace lives in cliffside housing, while maybe a third lives near or around the center. Biston has been around for roughly 150 years, so some cavern sections have been worked to make them more habitable—practical stonework and masonry rather than aesthetics—while others remain mostly untouched.

As for the quality of my work, the map leaves a lot to be desired. It was made entirely in GIMP, which, truth be told, is a formidable piece of software. Unfortunately my skills with the tools were not as formidable—jagged edges, jarring wall darkness (though it won’t be too noticeable on a VTT), barely any furniture or details (like an elevator mechanism), and an overall flat look. It was my first large map, but it taught me which methods work and which don’t.

First up is the Entrance level—23 by 30 inches at 72 dpi. It features a few houses outside, a bridge over a boggy moat, a well chamber, and two staircases to the upper floor. In an eventual remake, I’d flesh out the surroundings a lot more. Still, I’m happy with the general layout—despite the shortcomings—and I especially liked how the grass juts out over the moat edge.

Second up—or rather, down—is the Cellar level (27 by 30 inches at 72 dpi). Villagers bring supplies here and use the large chamber as an open market. Pools of water along the sides connect to some unseen underground lake, perhaps. A large wooden platform with an elevator is the only way up. Some side tunnels lead to the village water supply; a bricked-up wall might allow easy access (or egress), and maybe the well connects to the moat outside via a perilous underwater tunnel.

This level suffers from the same issues I mentioned earlier. On the positive side, the shadows cast by the bridge over the moat were a nice touch—they made me think more carefully about using light and shadow to convey information in future maps.

Next is what I initially called the “Business floor”, but it ended up feeling more like a gathering place after a long day’s work. This is where townsfolk relax and have a drink, though it also has defensible spots near the stairs. The elevator ends here, with nearby storage for goods. Map size: 26 by 30 inches at 72 dpi.

It feels sparse, but if I remade it, the first thing I’d add is a mechanism for raising and lowering the elevator. Right now, I leave that (and other furnishings) to the GM. On the bright side, the lack of furniture lets users add their own touch.

Last but not least is the Top level, where we find apartments, a large official chamber, and a double-secret room, and sized 24 by 30 inches at 72 dpi. I’m mostly happy with this layout. The chamber is protected by a portcullis and a sturdy door; defenders could trap invaders and fire on them from arrowslits above.

“But Sithun! Why would peaceable townsfolk build something like that?”

Easy: the official Pathfinder lore says the cliffs were once inhabited by harpies and darklanders from deep below the surface. The latter would certainly fortify their innermost sanctum. The portcullis mechanism—and the secret room behind a secret room—dates back to that time.

All in all, this four-part map was a great learning experience. I’d love to hear criticism from visitors, GMs, players, and fellow map designers alike.

Until next time—happy role-playing! And of course, merry Christmas!

Thursday, 18 December 2025

It's been a while

It’s been… what, twelve years since I last touched this blog? Yeah, that long.

There’s that old saying: “Jack of all trades, master of none.” It fits me pretty well. Life got busy — good job, two kids, a move into a (rental) house, and a handful of new hobbies that ate up whatever free time I had left.

But I’m back now, and this time the blog has a clear focus: tabletop roleplaying games.

You’ll see posts about projects I’ve actually finished — mostly battlemaps, some world maps, a bunch of tokens, and, let’s be honest, a healthy dose of ranting about the hobby.

I’m excited to share this stuff again. If you’re into TTRPGs and stumble across this corner of the internet, I hope you find something useful (or at least entertaining).

First proper post coming soon.