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

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The Violet Deeps

Massive chunks of quartz of many colours jut out of the badlands around the poisonous and brackish waters of the Immortals’ Tarn. One hillside is mostly composed of a deep purple quartz crystal that has sheared and split multiple times under immense pressures. The rocks and dirt covering one side of the massive crystal have given way and a sloping descent through gravel and debris leads into a massive purple crystalline cavern within. The descent looks to have been well-used, with much of the gravel packed down into the dirt as people or animals have climbed up and down the descent many times.

Somewhere deep below, the blackguard Karteth and their servants have supposedly set up some sort of base or redoubt.

The caverns within are sharp-edged and jagged, the floors uneven chunks of smooth crystal. The initial caves are fairly well-lit during the day, with the sunshine coming through the walls bathing the area in purple light that grows dimmer as one progresses deeper into the massive semi-precious stone. While debris litters the initial areas, as one descends deeper into the caves there are other signs of occupation – a row of statues in one chamber, and then deeper still there are caves with boxes and barrels of old goods, and a chamber with shelves full of scrolls in the deepest part of the caves where the crystal lets no light through anymore. Behind one of the scroll shelves is a secret door masterfully cut into the crystal that swings open as the shelf is pulled away from the wall after triggering a secret latch on the underside of one of the shelves. This in turn leads to a set of crystalline stairs that lead up to the small structure cut into the stone at the back of the caves.

To the north of the library chamber, where the light barely penetrates the crystal walls, is a large chamber with many triangular crystal pillars reaching from floor to ceiling. Iron manacles have been mounted to these columns to hold prisoners.

Another break in the crystal structure leads to the southeast into a long triangular crystalline passage that continues down until it connects with some deeper caves in the stone of the badlands.

Finally, at the south end of the caverns, someone has cut a small fortification into the stone where the crystal ends. This structure was built as a small defensive redoubt by a blackguard and their servants.

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 (34 x 44 squares – the perfect dimension for a 6×9 book). 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 that fit the furnishings shown) – so resizing it to either 2,380 x 3,080 or 4,760 x 6,160, respectively.

 

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The Pilgrim’s Mug

Long before the kingdoms rose, caravans crossed this land along the Ember Road with fear in their throats. The ash plains swallowed travellers without warning, and the only refuge was a crude stone shelter looked after by a hermit named Old Marro. He had once been a sellsword, but something in the volcanic wastes changed him. He brewed a bitter, smoky beer from fire-barley that grew in the scorched soil. Those who drank it claimed to feel the road watching them. Some said the ale brought visions of futures that should never be spoken.

When Marro died, his body was found seated upright beside the hearth. His eyes were open, and the stone beneath him felt warm. Caravaneers built a larger structure around the shelter, hoping to please whatever force had claimed him. They named the place after the battered tin mug he had carried everywhere. Over the years, the inn grew along with the settlement of Ember’s Gap, gaining a second and then later a third floor and expanding in footprint as more and more rooms were added. As it grew, the inn passed through many hands. Some owners vanished into the hills. Others were found wandering the plains with their tongues blackened. A few simply locked their doors one night and were never seen again.

The current keeper is Sera Flint-Marro. She claims to be the hermit’s descendant, but her age is hard to guess. Her eyes glow faintly in firelight, and she never drinks her own ale. Under her care, the Pilgrim’s Mug has become a crossroads for the desperate. Mercenaries whisper of cursed contracts. Pilgrims leave offerings at the hearthstone that holds Marro’s ashes. Each equinox, Sera brews a single cask of the original fire-barley ale. Some claim that drinking it gives fiery dreams of roads that twist into darkness and of footsteps behind them long. Sera Flint-Marro gives no opinion on such things and never drinks her own ale.

The ground floor of the inn is mostly dining and drinking rooms with a very large kitchen in the back. To the left of the kitchen is a small stable for up to six horses. To the right is the large pantry. Attached to the pantry, accessible only from the outside of the building (beside the outhouses), is the woodshed. The great hearth that spans the kitchen and the guest area is built up from Marro’s original hearth – massively expanded but incorporating all the stones of the original. The room to the left of the hearth is used as the common room late in the night, with travellers and drunks sleeping on the tables and bundled in cloaks on the floor. The upstairs follows the split of the ground floor, with guest rooms in the front, and staff rooms in the back that in turn connect to the upper floor of the stables, where hay and straw is kept. The small top floor is home to Sera Flint-Marro and also has a small guest room for her personal guests.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 16,800 pixels (24 x 56 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for the 5′ squares assumed for the design) or 140 pixels (for 10‘ foot squares) – so resizing the image to 1,680 x 3,920 pixels or 3,360 x 7,840 pixels, respectively.

 

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