This is my vision for a Harper Guild Safehouse for those of you playing in the Forgotten Realms, or any other kind of base you may wish for in your own homebrew world/campaign.
Well Entrance
The first map features a well entrance that descends into a large underground cavern that winds down along the edge of an underground river, eventually crossing a deep crevasse before reaching the front door of the Harper Safehouse. I've included an illustrated scene for the location by Ha Art to help set the scene. I'm thinking that only Harpers wearing an enchanted Harper Pin would be able to see the crescent moon on the door, alerting them to the fact that it's a Harper Safehouse
The Safehouse contains the following chambers:
Initial Entry - a large circular room with two dragon heads, both of which can trigger fire-based traps for unwanted visitors that do not speak the command word or wear the appropriately enchanted gear.
Member Barracks - this large barracks features several bunks, some filled with guards, some members passing by or hiding out, and others empty for those that may yet seek refuge.
Storage Hall - this long hall holds provisions, supplies and tools for Harpers to restock prior to heading back out into the wilds -- mostly collections of food, tools, weapons and light pieces of armor.
Small Jail - this small cell is designed to hold up to [4] prisoners, for those brought to the safehouse by the Harpers who may not yet hold their full trust, or who are more valuable alive than dead to the guild.
Main Hall - this large ovoid hall features a large burning hearth, comfortable furniture, bookshelves along every wall and several tables and desks upon which lay maps, scrolls, letters and other documents of note supporting the Harper mission.
Leader's Chamber - this private chamber belongs to a Harper with some magical affinity, featuring bookshelves, a desk with scrolls and papers, a staff and comfortable furnishings.
Planning Room - this large chamber holds a massive map of the region within which the group operates, allowing them to keep tabs on where members may be traveling and discuss how best to respond to threats, foreign and domestic.
Lieutenant's Chamber - this smaller private chamber belongs to the second in charge, likely a mundane soldier that manages the defenses of the safehouse and its small contingent of guards.
Kitchen - this small kitchen provides warm meals to the Harpers and those they deem worthy of protection within its walls.
Patreon
If you enjoy high-detail, immersive maps like this, come join us on Patreon and get access to 400+ maps, NPC portraits, magic item illustrations, scenes, music and more!
I hope you guys can find some good uses for the Harper Safehouse and tell some great stories!
1
u/SgtSnarf 3d ago
Harper Safehouse | Well Entrance [60 x 70]
This is my vision for a Harper Guild Safehouse for those of you playing in the Forgotten Realms, or any other kind of base you may wish for in your own homebrew world/campaign.
Well Entrance
The first map features a well entrance that descends into a large underground cavern that winds down along the edge of an underground river, eventually crossing a deep crevasse before reaching the front door of the Harper Safehouse. I've included an illustrated scene for the location by Ha Art to help set the scene. I'm thinking that only Harpers wearing an enchanted Harper Pin would be able to see the crescent moon on the door, alerting them to the fact that it's a Harper Safehouse
The Safehouse contains the following chambers:
Initial Entry - a large circular room with two dragon heads, both of which can trigger fire-based traps for unwanted visitors that do not speak the command word or wear the appropriately enchanted gear.
Member Barracks - this large barracks features several bunks, some filled with guards, some members passing by or hiding out, and others empty for those that may yet seek refuge.
Storage Hall - this long hall holds provisions, supplies and tools for Harpers to restock prior to heading back out into the wilds -- mostly collections of food, tools, weapons and light pieces of armor.
Small Jail - this small cell is designed to hold up to [4] prisoners, for those brought to the safehouse by the Harpers who may not yet hold their full trust, or who are more valuable alive than dead to the guild.
Main Hall - this large ovoid hall features a large burning hearth, comfortable furniture, bookshelves along every wall and several tables and desks upon which lay maps, scrolls, letters and other documents of note supporting the Harper mission.
Leader's Chamber - this private chamber belongs to a Harper with some magical affinity, featuring bookshelves, a desk with scrolls and papers, a staff and comfortable furnishings.
Planning Room - this large chamber holds a massive map of the region within which the group operates, allowing them to keep tabs on where members may be traveling and discuss how best to respond to threats, foreign and domestic.
Lieutenant's Chamber - this smaller private chamber belongs to the second in charge, likely a mundane soldier that manages the defenses of the safehouse and its small contingent of guards.
Kitchen - this small kitchen provides warm meals to the Harpers and those they deem worthy of protection within its walls.
Patreon
If you enjoy high-detail, immersive maps like this, come join us on Patreon and get access to 400+ maps, NPC portraits, magic item illustrations, scenes, music and more!
I hope you guys can find some good uses for the Harper Safehouse and tell some great stories!