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

Walgrenas-Vault.jpg


Valgrena’s Vault

The remnants of the surface shrine indicate where the vault was built; they lie broken beneath a canopy of strangled vines and ash-colored moss. Cracked pillars lean like drunkards around a shattered altar, its obsidian face gouged by time and claw. Faint glyphs linger in the stone. And stairs descend below...

Valgrena of the Blue Robes was once a scholar of the Black Sigil, a sect that sought dominion over death through ink and incantation. She built the vault to house her research and to bind her six champions within stone until the day her work was complete. She died at her desk, parchment clutched in withered hands, her soul tethered to the chamber by unfinished spells. Disturb her rest and she will rise, eyes hollow with purpose, her champions eager to taste blood once more.

The entry to the vault is the stairs on the north side of the upper portion of the map. The main chamber on this level overlooks the two side chambers of the level below, both stripped of anything of interest except debris. Valgrena remains in the secret chamber on the upper level, a mummy who spent her time sitting at her desk working on spell research that she has fallen “asleep” there for the last few hundred (maybe thousand?) years, but will awaken when disturbed.

The bottom central room at the deepest point in the vault has the petrified forms of Valgrena’s six champions, ready to be returned to flesh to fight for her again.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 9,600 pixels (32 x 32 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 2,240 x 2,240 or 4,480 x 4,480, respectively.


 

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Sky-Islands-Brethens-Archipelago.jpg



Brethen’s Sky Island Archipelago

High over the Hazel Hills are a set of floating islands that seem to be locked together as a set, drifting along the Kezren valley at the whims of the prevailing winds. The shallow valley walls appear to be enough to keep the archipelago centred within it, even though the islands are hundreds of yards above. Three of the islands have been physically connected to each other, and a fourth was once part of this set but broke free and sits alone with a small tower upon it. Three more islands are scattered below the main four islands and were once inhabited but sit vacant and empty now.

This map shows the seven islands in their typical configuration. The four islands that are not directly connected to each other drift around a bit but are generally in the configuration shown. The main island is home to Brethen’s Freehall, the large structure on the right, as well as a pool that collects water for the people living here (collecting a bit of rain water, but usually topped up using magic). At the bottom end of the island is a smaller house by the bridge.

The inset maps below the island topography are of house by the bridge on the bottom end of the main island (the upper map with small dungeon level that looks out under the bridge) and the small tower on the detached island (the lower map). The next map will be of the Freehall and understructures.

There are two dedicated landing points for airships coming to the archipelago; the left-most island has several mooring posts and lines ready to attach a ship, and the solitary island with the tower has a small crumbling stone dock for its visitors. The island between the main island and the docking island on the far left has a windsock on its highest point.

Of the three lower islands, the southeastern one has the old foundations of some houses or cottages that were long ago abandoned. The northern lower island has a stone walkway with evenly spaced round stone plinths along it. It appears to have once been the grand entry into another structure, unfortunately, one that was built on a part of the island that fell back to ground.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square (for the structures) and are 10,200 x 11,100 pixels (34 x 37 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 2,590 or 4,760 x 5,180, respectively. The island overview is at half this size – so 150 pixels = 10 feet.


 

Enchanted Trinkets Complete

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