D&D General Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.

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Scavengers' Deep - Map 20

The Scavengers’ Deep is a reminder of the amount of work that went into underground structures during the great war. Generally, the elves only built underground when hiding their breeding and research facilities, whereas the forces of the kingdoms, assisted by the dwarves, were constantly building underground as the elves were unrelenting and would completely raze any surface defences that they defeated.

But the structures now known as the Scavengers’ Deep are atypical, an elven complex mixing some (ruined) surface structures, natural caves, and significant sprawling underground complexes dedicated to research, training, and breeding their slave species.

This is the twentieth map in the Scavengers’ Deep series – this sits directly to the south of last month’s Map 19, and to the east of Map 16. Our next map (21) will start the next row to the south of the current map.

The central point of interest in this portion of the complex are the five circular rooms & shafts – variations on the breeding pits found throughout the complex, these shafts descend down the equivalent of four flights of stairs to the lower level where the southern of the five has been breached by the small river running through the lower level caves (it runs from right to left on the map). The four chambers around the central chamber were observation areas for the various mutant thralls created or emerging from the creations in the breeding pits.

The purposes of the other halls and chambers in this portion of the complex are a little harder to discern. Much of these deep area were completely ransacked during the fall of the Deep, and we are so far within the complex that few outside creatures have moved in to replace the elves and their servants that worked in these halls – those that remain are the lowest forms of thrall mutants and some classic “dungeon vermin” up to and including black puddings (the amalgamated remnants of mutant thralls).

This map connects to Map 19 via two passages on the north side as well as the end of a cavern section – the cave ends in an obviously constructed stone wall that seals it off from the complex beyond. Against all expectations, there is no secret door here – it is merely a barricade between the two sections.

It also connects to Map 16 to the west via a number of passages as well as one cave bearing a small stream of water towards Map 16 – and there are further exits to the south and east to maps that have not been drawn yet.

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I've also attached a map showing the current state of the Scavengers’ Deep – all 20 existing maps linked together into one oversized map. If printed at miniature play scale (where 1 inch equals 5 feet), each of the individual maps making up the Deep would be 8 feet by 8 feet in size. This is the fifth column of maps making the current set 40 feet wide by 32 feet tall. Expect more maps of the Scavengers’ Deep over the coming months, probably at a rate of one map per month.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 14,400 x 14,400 pixels (48 x 48 squares) in size. To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the suggested 10′ squares that this is designed around) – so resizing it to either 3,360 x 3,360 or 6,720 x 6720 pixels in size, respectively.

 

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Tallow Bends

A wee little hamlet of some fifty heads along the Wychwood Way on the edge of the forest of the same name, Tallow Bends has built up around the point where the Whispervale Trail joins the Wychwood.

For much of the Wychwood Way, it runs along the River Tallow, including past the abandoned location of the original town of Tallow’s Landing. Twenty years ago, most of Tallow’s Landing slid into the Tallow in a massive mudslide – creating the Tallow’s Ford. Tallow Bends is where the last population of the town moved after the disaster.

The Wychwood Way is paved with cobbled stone in the busier stretchs (but no longer in this area, as the cobbled portion slid into the river) and links Eastmarch to Westhaven. Merchants, pilgrims, and occasional soldiers travel the Way – but few pause here as there is little in the way of hospitality besides a very small inn on the north side of town.

The Emberlight Inn is the house along the Whispervale on the north side of town (the centre road that leads off the north side of the map). Once a small farm, it has slowly become an inn with a small common room and three rooms upstairs for guests to rent. The innkeeper (Tobin “Sootfist” Marris) was the blacksmith back in Tallow’s landing, but could not afford to rebuild after his smithy, anvil, and tools were swept away into the river.

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The small farm on the south side of town tucked into the trees without any fields is both the shrine to the local river deity (Leatha), and home to ‘brother Corbin’, the quiet druid acolyte of the shrine.

Once per season (near the solstices and equinoxes), the villagers gather in the orchard at the full moon and offer tallow candles to Leatha for bountiful harvests in the “Moon Murmur Festival”.

However, during the latest Moon-Murmur, half the candles burned out on their own – Leatha’s anger, or a saboteur’s trick?

But on the topic of the candles of the Moon-Murmur festival; hunters and travellers sometimes disappear in the Wychwood, and a few have sworn that they followed drifting candle-lights deep into the trees.

First: Thank-you!
Second: I like the way that you indicate the trees for several reasons. I find them visually pleasing.
Moreover, on the uncoloured version I can persuade myself that, in an underground environment, they are rock formations. (I am always confusing stelagmite/stellactite)
 



Are we going to go up or down any?

Also, are you going to organize some TTRPG luminaries to fill in the dungeons and create a megadungeon of awesome?

The conceits of this ridiculous project are as follows:

- End product should be printed on a King-sized duvet cover at a scale of 4 x 10 foot squares to the inch.

- The entire megadungeon fits on one "page" of that size, with sections at higher and lower "levels" used to fill the blank spaces on the main level.

As for stocking it, no, at this time I have no plans do to anything with it beyond draw it and print it.
 

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Index Card Dungeon II – Map 7 – North Sub-Dungeons

This is the seventh map in the Index Card Dungeon II set. This map sits directly underneath Map 6 (Dungeon Ruins), which in turn is below Map 2 (Northern Ruins). There are two stairways that descend from Map 6 to this map and another set of stairs that lead down further into the depths.

This area has not seen more than a token entry by the cult in the tower, and is mostly a home to various classic foul dungeon denizens (slimes, molds, rats, giant insects, etc). Many sections are collapsing, walls have slid down into the passages, and the chamber on the upper left is ankle-deep with stagnant water on the lower end of the tilting floor.

The few walls that are still in decent shape have faded, moldy, and flaking painted murals that hint at these structures having some ancient religious purpose – either an old temple of some kind, or the residence of a group of priests… or necromancers.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 x 5,400 pixels (30 x 18 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the recommended 10′ squares) – so resizing it to either 2,100 x 1,260 or 4,200 x 2,520, respectively.

 

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Index Card Dungeon II – Map 8 – Linking Caverns

This is the eighth map in the Index Card Dungeon II set. This map attaches to the east side of Map 5 (The Tower Dungeons). No direct surface accesses exist to this map, just the cave on the west side to Map 5, and the ruined sewers and basements that lead to Map 9.

This area is comprised of several low-ceilinged twisting caves with uneven floors. The caves in turn link to much older ruins to the east – there used to be a city here that was razed and buried, and all that remains here are the ancient sewers which we’ll explore in the next map.

The dark pool in the middle of the map is fed by a small stream to the north and then flows into the old sewers. The pool itself is home to a number of blind cave fish, and the giant cave locusts that feed upon them.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 x 5,400 pixels (30 x 18 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for the recommended 10′ squares) – so resizing it to either 2,100 x 1,260 or 4,200 x 2,520, respectively.

 

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