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


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Beneath the Temple of Qón

The basements beneath the Temple of Qón were repurposed from another structure during the last Ditlana (a tradition of tearing down and rebuilding the city in order to make room for change – especially important for the large temples and clanhouses as they fall in and out of favour). At one time this was the heart of a massive set of smelters & forges before the nearby iron mine was exhausted. This is evidenced by the large ceramic ventilation system that remains down here – at one time temple slaves would spin a series of fans in the main tank (in the upper centre area of the sub-level 1 map) in order to bring in and propel air throughout the complex. The fans and machinery are long gone, but many of the pipes remain and can be accessed from various points (including three small grated entry points in the middle of the floor of the main temple above).

Sub-level 1 can be reached by either of the two ramps from the temple above and contains many archives and a small barracks for lowly temple workers, as well as the central tank for the old ventilation system. Access to the lower level is via stairs on the west side, or a ramp linking to the same chamber as the heavy cargo ramp on the upper level – the chambers attached to these two ramps on the east side are used for storage of heavy goods and supplies.

Sub-level 2 is divided into two distinct sections. The east side is accessed via the ramp from above and contains again more shelving and often stores additional goods from the temple of Belkhánu. It is home to the temple’s cisterns that collect rain water from the temple roof and the roofs of nearby structures. The west side is accessed via the stairs near the barracks above and provides an accessway into the deeper undercity that is kept locked with a small guard room to raise the alarm should something dangerous attempt to make entry this way.

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 that work with this design) – so resizing it to either 2,380 x 3,080 or 4,760 x 6,160 pixels, respectively.

 

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Scavenger’s Deep – Map 3

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 races.

This is the third map in the Scavengers’ Deep series – sitting just east of Map 1. This map extends along the hill face that the deep is dug into and is notable as one of the Deep’s water sources as a large stream fills a pond against the hill here and then flows down into the caves where the water is joined by the small stream in map 1 before looping back into the southern caves in this section. The main access isn’t over this steep watery descent, but a cave in the hill to the west of it that is flanked by two massive caryatid columns, a pair of 19 foot tall armoured elves cut out of the stone of the cave walls and seeming to hold up the ceiling.

This part of the Scavengers’ Deep only has two sections that are provided as upper level vignettes – galleries above two of the larger caves that are reached by climbing natural stairs up from the caves below. The first overlooks the entrance cave beyond the caryatid columns and provides a vantage point for observing interlopers or likely harrying them with ranged weapons. The second looks over the “lake cave” (with the house on an island in the middle of it) and is accessed from the back of the cave to the east of the lake, beyond a pair of “houses” that have fallen into ruin.

On the southwest side of the map we have a small complex of cut stone chambers with a secret entrance to the river cave, and a door from the tunnel that exits the map to the east, west, and south. This small complex was for guards and elven scientists keeping an eye on the mutant wretches of the experimental slave races that had been abandoned to these caves.

Besides the two north entrances (along the water or through the caryatid columns), access to this map is either by the two flooded passages or the cavern corridor to the east (to map 1), the very narrow stream or narrow cave to the west (to a yet unknown map area), or via the cave, tunnel, or stream to the south leading to map 4.

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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The Edge of the Desert

This hex map was drawn for David Flor’s “The Mosidian Temple” based on an old hex map he sent me to work from. But while we wait for the adventure to be released, let’s extrapolate a whole mini setting just based on the map.

The Edge of the Desert, as the name implies, is a liminal area where mountains provide enough rain shade to allow for dense jungles that rapidly give way to a dry desert wasteland, with a thin strip of grasslands between.

“The Desert” (it goes by other names too, but to most, it is just the desert or the sand) is inhospitable, but was once far more pleasant as the ruins would indicate (with the sand-covered ruins of a city on the left, and a secluded temple hidden in the rocky barrens). A solitary oasis provides a last chance for those lost within the sands, but they have their own significant defences (see the Golem Oasis from April 2023).

Aside from the oasis, much of the map is a setting for exploration – the only settlements being around the edges of the map (a small city and a nearby trading encampment in the northwest jungles, a village on the largest of the lake islands, and a small humanoid village tucked against the mountains on the edge of the desert). Jungle paths lead to old ruins, a massive unexplained statue, and a temple in a sheltered grassland valley near the lake.

This absolutely screams for weird jungle adventures to discover old ruins and ancient treasures and then trying to put together an expedition with enough people, water, and food in order to find the ruins in the desert and somehow bring home the loot that will be found there.

 

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Temple of Lost Ormus

Something is wrong at the Temple of Lost Ormus. The front doors are not just closed, but no one comes to open them when the gong is rung. The side entrances show signs of violence, and the wind blows between the 12 Pillars of Discovery with a decidedly desolate sound.

Oddly staggered columns frame the entrance to the Temple of Lost Ormus. The whole semi-circular entrance is cut into a hillside, through the topsoil and into the rock below where the temple has been cut from the stone by magics and of course some hard work and then covered in fancy masonry work (as the magically cut stone looks melted and unnatural).

While the main doors into the temple remained closed except when important guests, pilgrims, or seekers of Lost Ormus are expected, the two side entrances remain open at all times – massive iron hinges are mounted into the walls just above the stairs into these areas, but the doors themselves are nowhere to be found.

The priests of Lost Ormus (known as the Seekers) use the three pools to scry for signs and communications from their distant god.

But something violent took place here. A visiting seeker with solemn gravitas and an entourage of bronze-masked attendants sought out the three pools of contemplation and upon the third pool made contact with… something. The seeker tossed aside their mask and, along with their entourage, swept through the temple slaying all with khopesh and crossbow. The seeker rests for 6 days at a time and then returns to the pool to commune once again – suspended above the southernmost pool as two captives are slowly bled into it over a period of nine hours, trying to learn all the secrets that Lost Ormus will reveal.

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). 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 make sense with the design) – so resizing the image to 2,380 x 3,080 pixels or 4,760 x 6,160 pixels, respectively.

 



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