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

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The Chain Tower

There’s an eternal clanking sound of metal links on metal links always coming from the Chain Tower. All the doors in the tower are portcullises, and they are raised by a magical wheel and chains on the third level of the tower – servants run to and fro hooking chains up to the moving wheel to raise a portcullis, then they lock the chain in place with an iron bar through one of the links and then unhook it from the wheel. To close a gate they remove the metal bar holding the chain up. This is a strange infernal machine, and no one knows specifically how it keeps turning up here, only that it is definitely meant for this singular task.

The warlord Burogan sits on the throne in the Chain Tower. They used their magics to turn two of their followers into raccoons to get through the portcullises and they proceeded up to the chain level and opened the way for the rest of Burogan’s entourage. But all is not perfect here, and the servants working the chains are just waiting for the right moment to rebel – to either lock Burogan out of the tower, or preferably, allow someone to get in and end Burogan’s reign forever.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 14,400 pixels (24 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 1,680 x 3,360 or 3,360 x 6,720 pixels in size, respectively.

 

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Graxworm Map 11 – Leg Gate Overview

The Graxworm is a massive dead dragon of mythic scale, several miles long and large enough to contain a town in the mouth. Creatures have set up here to “mine” the massive corpse for its valuable materials – leather, scales, ichor, tendons, and more. Practically every bit has some value to someone, and in the long term the expectation is that nothing will remain, not even the massive bones. Today we explore one of the secrets of the Graxworm – Graxtown in the mouth of the Graxworm high atop the mountain might be the main entrance for those coming to visit – but for troop movements, the legs have been turned into massive gates that can spill troops out at the base of the mountain.

These massive clawed hind legs have been painstakingly converted from within to work as gates. The mighty claws can be lifted through winches and chains to grant access to the bones beneath – and those bones have been hollowed out so troops can be moved through them from their barracks throughout the Graxworm. The larger toes are easily big enough to allow a pair of war machines to be rolled through them side-by-side.

In addition, watch posts have been placed along strategic points under the scales, so the troops can keep an eye on the system of chains to make sure they are not sabotaged prior to their need. To further protect these gates, the harvesting of scales, claws, and bones in the legs has been stopped until there is no other place left to acquire them.

A detailed view of one of the watch posts and winch setups will be coming as Map 12.

The Graxworm Megadungeon was proposed to me by Gallant Knight Games – a dungeon set within the corpse of a dragon some seven miles in length. If I were to map out the whole thing we’d be looking at a good 100+ maps, so instead we’ll be focusing on points of interest as a sort of “point crawl” megadungeon setting. We’ll be posting a few maps in the set every month for… well… quite some time!

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 10,200 x 13,200 pixels in size (34 x 44 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 2,380 x 3,080 or 4,760 x 6,160 pixels, respectively.

 

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Graxworm Leg Gate

The Graxworm is a massive dead dragon of mythic scale, several miles long and large enough to contain a town in the mouth. Creatures have set up here to “mine” the massive corpse for its valuable materials – leather, scales, ichor, tendons, and more. Practically every bit has some value to someone, and in the long term the expectation is that nothing will remain, not even the massive bones. Today we explore one of the secrets of the Graxworm – Graxtown in the mouth of the Graxworm high atop the mountain might be the main entrance for those coming to visit – but for troop movements, the legs have been turned into massive gates that can spill troops out at the base of the mountain.

These massive clawed hind legs have been painstakingly converted from within to work as gates. The mighty claws can be lifted through winches and chains to grant access to the bones beneath – and those bones have been hollowed out so troops can be moved through them from their barracks throughout the Graxworm. The larger toes are easily big enough to allow a pair of war machines to be rolled through them side-by-side.

In addition, watch posts have been placed along strategic points under the scales, so the troops can keep an eye on the system of chains to make sure they are not sabotaged prior to their need. To further protect these gates, the harvesting of scales, claws, and bones in the legs has been stopped until there is no other place left to acquire them.

This map shows how the entrance is set up with chains to raise the claw – because the claws are so heavy and difficult to move, there’s no defensive setup in the bone tunnel behind it. Just space to line up troops waiting for the gate to be opened.

The detail view on the left is of a watch post at the southern end (under a scale that has been lifted enough that watchers can look out from under it) and one of the winches used to pull up the claw at the northern end. For each claw there are a dozen winches set to be used in concert to pull it up or slowly lower it. The winch is powered by a massive “hamster wheel” that is 20 feet tall and 30 feet across – people or animals slowly turn the wheel which even more slowly turns the winch – this particular winch is powered by humanoids as there is no ramp access to it – others have ramps within the leg structure to access them from much further up the bone passages. The whole process to open a claw gate fully will take at least 20 minutes.

 

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Scavengers’ Deep – Map 9

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 ninth map in the Scavengers’ Deep series – sitting east of Map 6 and south of last month’s Map 8. This section of the Deep is mostly the natural caves that twisted through this area and inspired the construction of the Deep. But in addition to these caves we have the western portion of one of the “dungeon complexes” – a three-story structure built around a pinpoint gates into the positive and negative elemental planes (these were used to invest the original thralls with a twisted parody of life). This produces a pillar of black and white crackling “flame” that reaches up through all three levels, as well as summoning the occasional xag-ya and xeg-yi. One of the three staircases running between the levels has collapsed, leaving one section of the second level inaccessible and essentially untouched.

This map also contains some of the pipes that once moved water to drier parts of the complex. The pipes in this area are mostly damaged and destroyed, but a few remain. They are 35 inches across, making them a tight fit for medium-sized creatures.

The caves were inhabited by the thralls of the elves who crawled around the dark recesses between this area and the larger pool-filled caves to the west. Many of the descendants of the twisted output of the elven breeding pits remain deep within the dungeons and caves – while a great many are too twisted and warped to be of any threat, there are some true-breeding variants that are dangerously clever, carnivorous, and deadly.

This map connects to Map 8 via the two caves on the west side (both direct routes to the waterfall pool cave in Map 8 – one supplying the water to the fall, and the other providing easier and drier access to the cave floor) as well as the three-tiered energy complex that connects with the dungeon complexes that span the south sides of maps 5 and 8. This complex continues to the south in the upcoming Maps 13, 14, and 15. Pipes and caves extend eastwards to Map 12 and the water that runs through these maps is the only connection to Map 8 to the north.

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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Scavengers’ Deep – Map 9

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 ninth map in the Scavengers’ Deep series – sitting east of Map 6 and south of last month’s Map 8. This section of the Deep is mostly the natural caves that twisted through this area and inspired the construction of the Deep. But in addition to these caves we have the western portion of one of the “dungeon complexes” – a three-story structure built around a pinpoint gates into the positive and negative elemental planes (these were used to invest the original thralls with a twisted parody of life). This produces a pillar of black and white crackling “flame” that reaches up through all three levels, as well as summoning the occasional xag-ya and xeg-yi. One of the three staircases running between the levels has collapsed, leaving one section of the second level inaccessible and essentially untouched.

This map also contains some of the pipes that once moved water to drier parts of the complex. The pipes in this area are mostly damaged and destroyed, but a few remain. They are 35 inches across, making them a tight fit for medium-sized creatures.

The caves were inhabited by the thralls of the elves who crawled around the dark recesses between this area and the larger pool-filled caves to the west. Many of the descendants of the twisted output of the elven breeding pits remain deep within the dungeons and caves – while a great many are too twisted and warped to be of any threat, there are some true-breeding variants that are dangerously clever, carnivorous, and deadly.

This map connects to Map 8 via the two caves on the west side (both direct routes to the waterfall pool cave in Map 8 – one supplying the water to the fall, and the other providing easier and drier access to the cave floor) as well as the three-tiered energy complex that connects with the dungeon complexes that span the south sides of maps 5 and 8. This complex continues to the south in the upcoming Maps 13, 14, and 15. Pipes and caves extend eastwards to Map 12 and the water that runs through these maps is the only connection to Map 8 to the north.

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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Killer map

How many levels vertically are you thinking?
 






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