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


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Seeing this dungeon still evokes feels of mystery and joy for me after so many years. I remember reading and rereading the description in the original DMG. The spider lurking in the webs, the limed-over skeleton of the abbot, the secret door over the collapsed platform... such great material packed into a few short paragraphs.

Thanks for redoing it! I love this version.
 


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Monastery of the Fire Opal – Ground Level

(image is too big to show up in the forums, so click the link above. Click it. CLICK IT.)


Last week I posted the Dungeon of the Fire Opal, a classic dungeon that (according to the lore) sits beneath a razed monastery of evil devil-worshipping monks. This assumes that the Monastery was never razed, or perhaps predates the razing in question. It can also be used as any other fortified mountain-top structure.

The structure features flying buttresses on the south face where the massive stone walls overlook the steep hill leading up to it. There are individual rooms/cells in the west wing, as well as the mess and kitchens at the north end of said. Larger communal rooms make up most of the rest of this level, along with a bunk room for mercenaries / guards at the east end of the structure. Many additional cells for the monks are on the upper level (coming later this week).

Actual access to the dungeons beneath aren’t through the main monastery building, but through the smaller structure in the back courtyard. The dungeons were originally intended to be crypts, but as the order was corrupted by devil worship, they were expanded as a home to the gifts from their devilish masters.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 21,600 pixels (72 squares) wide. To use this with a VTT you would need to resize the squares to either 70 pixels (for the suggested 5′ squares) or 140 pixels (for 10′ squares) – so resizing it to either 5,040 pixels wide or 10,080 pixels wide, respectively.

 

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Monastery of the Fire Opal - Upper Levels

The Monastery of the Fire Opal is primarily a two-story edifice, and while it looks solid and defensible, it doesn’t have parapets along most of the structure, instead having peaked roofs to keep snow off them. Only the bastion on the east wing and the tower at the entrance reach higher and have areas for guards or soldiers to fight from. We again see the flying buttresses along the south wall of the structure.

The main body of the upper level is made up of monk’s cells that feel even smaller than they are because of the immense weight and thickness of stone around them. The north side of this area is mostly open terraces. The Bastion continues up another level (with three more cells, one remarkably roomy) and is topped with parapets and a small garden for esoteric herbs and poisonous plants.

The west wing is comprised of a large hall with many depictions of devils each with an offering bowl built into the wall beneath them (often with dried blood or incense in said bowls), and the private apartments of the abbot on the north side.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 15,900 pixels (53 squares) wide. To use this with a VTT you would need to resize the squares to either 70 pixels (for the suggested 5′ squares) or 140 pixels (for 10′ squares) – so resizing it to either 3,710 pixels wide or 7,420 pixels wide, respectively.

 

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Isle of the Iron Huntress

The Temple of the Iron Huntress takes up most of the island of the same name. A small rocky island in the Persimmon Sea covered in a thin layer of volcanic soil that supports scrub and grass but no trees, the island is dominated by the charred black stones of the temple. The temple was built to honor a goddess of war and hunting, but her name has been lost with the deaths of her worshippers.

At some point the warships of Zorisz made landing here, carrying more soldier-priests than the island could hold. According to the libraries, they slew the worshippers and attempted to tear down the temple. But the accounts become jumbled then, describing a statue of the huntress wreathed in the flames of their arson that sank one of the warships as the others retreated. Certainly there are no remaining worshippers, but something potent remains… and anyone discovering these ancient logs might find it curious to see what holds true and what is just ancient myth written by terrified soldier-priests.

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

 

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Scavenger’s Deep – Map 1

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 complexes dedicated to research, training, and breeding their slave races.

This is the first map of the Scavenger’s Deep – the most upper left (northwestern) corner of the complex. Here we see some ruined fortifications built up around a grand entry hall that extends into the rough mountains that it was built into. On the north side we have some natural caves – while much of the complex was cut from the stone using arcane magics and otherworldly assistance, the elves left some caves essentially untouched and ended up dumping their misbegotten failed experiments with their slave races into them, providing an impromptu defensive force for anyone trying to use the caves to access the other structures.

The Scavengers’ Deep is mostly a single-level structure extending into the mountains and hillsides, but there are some smaller multi-tiered areas which will be represented on the same page as the main level as with this one – there’s the “tower” on the middle left that lacks stairs up or down, but was at some point accessed by wooden stairs or ladders that are long gone; as well as the two-tiered great hall when entering the complex (with the upper tier reached via stairs in an adjoining chamber).

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 pixels (48 squares) wide. 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 pixels wide or 6,720 pixels wide, respectively.

 

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Labyrinth Lord’s Known Lands Hex Map

With the second edition of the classic Labyrinth Lord B/X retro-clone now in production, I had the incredible pleasure of redrawing the hex map of the Known Lands from the game in my style to go into the new books.

Centred around the city of Dolmvay, the Known Lands uses ten-mile hexes and minimal notation to present an environment that is meant to kickstart your imagination for adventure locales. What treasures will we find in the distant Ruins of Mor? There’s something quite sinister about a place known as Ghoul Keep… and the Fighter always talks about his PTSD from his time spent fighting in Nahm.

I’ve also made posters and other printed goods available - posters come in three sizes, with the largest being 43 x 33 inches in size.

 

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Pit of the Sand Wraiths (Linear Dungeon Experiment 1)

There are few water sources in the badlands at the heart of what was once Zorisz, but the trickle that comes out of the Pit of the Sand Wraiths is one that is given a wide berth. The waters are not tainted, but only come out in a trickle that is quickly absorbed by the sands around the hole in the rocks. The promise of more within (and the slightly humid air once one enters the tunnel) is enough to draw some fools into the pit… and to the Sand Wraiths.

With pale, leathery skin that hangs almost like loose robes upon their lean humanoid frames, the sand wraiths guard their waters jealously even though they don’t need them – while they can eat and drink, they generally sustain themselves on the life force of those they ambush in the badlands and within these passages beneath a long-destroyed temple. They are stealthy and cunning, able to blend in with the sand and ambush unsuspecting travellers. They are also very sensitive to light, preferring the cover of night or the darkness of this underground lair.

The dungeons themselves are multi-tiered, with a small sublevel that sits under the main area, as well as an observation area above the chambers on the northeast side of the main level. The trickle of water comes from the old wind traps of the ruined temple that still collect some moisture from the night air, and on the lower level there are a pair of small cisterns containing significantly more.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 pixels (32 squares) wide. 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‘ foot squares that make sense with this design) – so resizing the image to 2,240 pixels or 4,480 pixels wide, respectively.

This map was originally called “Untitled Linear Dungeon Experiment 1” and was drawn in response to a common criticism that my dungeon designs are very linear and don’t have enough loops, entrances, and alternate pathing options through them.


 

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The House of Kalaxar
(Linear Dungeon Experiment 2)


Most have forgotten the House of Kalaxar, and that isn’t just strange coincidence. The house was built above a small spring that is believed to be somehow connected to the river Styx, worlds away. Thus it was that Kalaxar the necromancer built his home here and invited a few others he trusted to not try to usurp his power. They had undead minions dig out the dungeons beneath, and used the waters to perform rituals of blood sacrifice and reanimation, creating a small army of near-mindless constructs and undead…

Kalaxar himself, tainted by the waters, killed his associates to reduce the visibility of the necromantic cult seventy-six years ago. But he remains within the dungeons, dead but animate, still lording over his minions and constructs, and obsessed with achieving some better form of immortality.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 12,600 pixels (42 squares) wide. 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‘ foot squares that make sense with this design) – so resizing the image to 2,940 pixels or 5,880 pixels wide, respectively.

This map was originally called “Untitled Linear Dungeon Experiment 2” and was drawn in response to a common criticism that my dungeon designs are very linear and don’t have enough loops, entrances, and alternate pathing options through them.


 

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