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

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Griffon Tower

Not a lot of towers have a landing “bay” for a griffon on a level below the rooftop, so whatever the plans of the original builder might have been, this one is now known as “Griffon Tower”. The structure itself is actually only accessible from the roof or the level 5 landing pad – the elevated entrance on level 2 of the east side of the structure is a fake to confuse attackers. If one lacks the ability to fly or climb in, there is a crane on the tower roof that can be extended out to the roof of the stables so one can climb up to the false entrance and then step over to the crane line from there.

The ground level of the tower (level 1) is used for storage of smaller goods and has an add-on of a wooden stable on the east side. Stairs lead up to the level above and into the dungeons below.

Level 2 is where the soldiery bunk – a few beds, tables, and chairs full the space. The stairs leading up from here are in their own substructure on the southeast side of the tower, pierced with arrow slits the whole way up.

Level 3 is the home of the current master of the tower, the owner of the eponymous griffon, as well as a meeting room where they entertain and discuss plans.

Level 4 is a kitchen and dining hall.

Level 5 is the griffon’s landing area and lair. The beast’s nest is in front of a large window that it will smash through if threatened in order to regain the advantage of the air.

Finally, the rooftop is open except for the stairwell extension which has a tapered wooden roof. An extendable wooden crane is mounted on an extension of the tower roof up here and is used to raise and lower supplies and personnel from the roof of the stables to the top of the tower.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels (24 x 36 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 the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.

 

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Griffon Tower Dungeons

The dungeons beneath Griffon Tower are a bit of a task to get to, as there are no ground floor entrances to the tower and thus one needs to get to the tower top, and then climb down through the five floors of the tower proper before coming to the underground portions.

The first two of the dungeon levels are the basements of the tower proper, extending the basic floor plan of the lower levels of the tower. The first of these, like the ground floor of the tower, is mostly storage. The second level contains the actual dungeons – three roughly ten-by-ten cells and a small guard room. Hexagonal spiral stairs at the far end of this basement level lead to the lower levels of the dungeons.

Level 3 was obviously used for document storage and retrieval at some point, and faded and musty old parchment and paper still litters the floors and shelves here. Of note, just before reaching this level from level 2 above, there is a secret door in the wall of the stairwell that leads to a long-forgotten escape tunnel that opens up in a small riverside cave three hundred yards away.

Level four is the bottom of the first hexagonal staircase and home to the fortress cistern. The cistern hasn’t been maintained by the current inhabitants, and produces a foul stench and is covered in some strange greyish scum. The door to the rest of the level remains locked as the magics of the strange pattern in the floor of the room beyond feel malevolent and hostile to life. The levels below this are empty of furnishings and life, and have a hollow, haunted feel to them. The lowest level is a natural cave – the southern portion is adorned with large glowing crystals and the master of the tower occasionally comes down here to coll

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels (24 x 36 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 the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.

 

Eyes of Nine

Everything's Fine
View attachment 385973

Griffon Tower Dungeons

The dungeons beneath Griffon Tower are a bit of a task to get to, as there are no ground floor entrances to the tower and thus one needs to get to the tower top, and then climb down through the five floors of the tower proper before coming to the underground portions.

The first two of the dungeon levels are the basements of the tower proper, extending the basic floor plan of the lower levels of the tower. The first of these, like the ground floor of the tower, is mostly storage. The second level contains the actual dungeons – three roughly ten-by-ten cells and a small guard room. Hexagonal spiral stairs at the far end of this basement level lead to the lower levels of the dungeons.

Level 3 was obviously used for document storage and retrieval at some point, and faded and musty old parchment and paper still litters the floors and shelves here. Of note, just before reaching this level from level 2 above, there is a secret door in the wall of the stairwell that leads to a long-forgotten escape tunnel that opens up in a small riverside cave three hundred yards away.

Level four is the bottom of the first hexagonal staircase and home to the fortress cistern. The cistern hasn’t been maintained by the current inhabitants, and produces a foul stench and is covered in some strange greyish scum. The door to the rest of the level remains locked as the magics of the strange pattern in the floor of the room beyond feel malevolent and hostile to life. The levels below this are empty of furnishings and life, and have a hollow, haunted feel to them. The lowest level is a natural cave – the southern portion is adorned with large glowing crystals and the master of the tower occasionally comes down here to coll

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels (24 x 36 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 the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.

Assuming the end of the final sentence was "...occasionally comes down here to collect crystals for nefarious purposes"
 

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The Greywater Temple

One of the streams feeding this cavern pool runs grey with clay sediment, giving the location its name. A small temple to a dark god has been built in the back of the cave. There is a small twisting cave that leads to a sealed door into the back of the temple, but the main entrance are above the three sets of stairs that lead up to the frontage of the temple proper, flanked by statues of paladins of the faith.

The existence of the temple is a guarded secret among those who know of it – mostly the local troublemakers (teens mostly, but teenagers often grow up to be adults, and it remains an unspoken understanding that when teens can’t be found, there’s a fair chance they are exploring the old temple). The temple proper is covered in graffiti and the detritus of being used as a “secret party place”.

But of course, there’s more to it now, something to bring adventurers into the story. Something is preying on the villagers when they are at the temple. An orphan child remained behind in the temple for a few weeks, and few missed them… but eating the weird fish of the grey waters and remaining in the presence of the statue of the forgotten god twisted them into something malevolent and angry, blighted by the dark energies of this place, a nothic.

Now the nothic is aided in their mad endeavours by a pair of children it has driven insane. Again they are being slowly warped by the dark energies of this place – they are now gibberlings, laughing and speaking nonsense as their minds have snapped under the constant probing of the nothic.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 6,600 x 5,100 pixels (22 x17 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 the image to 1,540 x 1,190 pixels or 3,080 x 2,380 pixels, respectively.

 

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Scavengers’ Deep – Map 13

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 thirteenth map in the Scavengers’ Deep series – sitting south of Map 5 (and west of the upcoming Map 14). This continues the main complex that spreads along the western side of the mesa that the entire structure has been cut into. As with many areas in the underground structures, the major passages here are 20 feet wide , although this section includes areas with balconies overlooking the main passage, and a pair of walkways that spanned across it (although one is destroyed).

There are some ruins built into the outside of the mesa that are long abandoned and being taken over by the elements. One of these once linked into the internal structures, but that connection was evidently destroyed on purpose in the defense of the Deep during the great war. But while this entrance has been sealed off, a new one has been worn into the stone a bit further south – a sinkhole leads down to a breach in the “tower” wall of the breeding pit.

This map has two areas that climb above or beneath the main structures. Over the main passage on the north side are a pair of chambers reached by spiral stairs from the mezzanines below. The second is the “tower” that makes up the Breeding Pit – a classic piece of architecture that will be immediately recognized by anyone who has explored the ruins of the elven empire. The upper levels of this “tower” are climbed via a ladder from the upper access way, while the deeper levels are linked to the lower access point by a long corkscrew ramp that descends all the way down to the pool of foul goo at the bottom of the pit. The design is repeated in many elven breeding and experimentation facilities, and even a few military outposts in order to produce quick shock troops and lowly servants for the war effort.

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I've also included a low-resolution compilation of the thirteen existing maps of the Scavengers’ Deep set. If printed at miniature play scale (where 1 inch equals 5 feet), each of the individual maps making up the Deep would be 8 feet by 8 feet in size making the current set 32 feet x 32 feet in size (once maps 14-15-16 are released to finish this row). 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 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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Haronin’s Folly

His mind shattered by rituals contacting strange intelligences of other planes, the wizard Haronin became reclusive and bizarre – not suddenly, but in a gradual unraveling that became more and more apparent as the years went by.

Their once-imposing stature reduced to a shadow of itself, much of it concealed behind long unkempt hair, Haronin retreated to one of their many small follies and bolt holes in the badlands. In this particular instance, their madness manifested as a strange paranoia about poisons in the air they were breathing.

Thus, a massive magical air exchange system was added to the structure, with thick 6 foot wide ceramic pipes carrying the air to the various parts of the underground folly. Haronin disappeared soon thereafter, and the folly abandoned. Someone has already reclaimed the internal workings of the air exchange system, but the series of pipes remains and is now the primary point of access to get into the folly as Haronin’s wizard lock on the front doors still holds remarkably strongly.

Someone has already reclaimed the internal workings of the air exchange system, but the series of pipes remains and is now the primary point of access to get into the folly as Haronin’s wizard lock on the front doors still holds remarkably well.

Currently a group of goblins are within the folly – leaving a lookout at the entrance grate for the air system while the rest hunt for lootables. Their main focus is the southern of the two western chambers – a “wall” of red metal bars prevents access to the four bookshelves beyond. The shelves remain well-stocked (if poorly organized) and the illiterate goblins still understand the value of a wizard’s library…

The walls inside are scrawled with strange sigils and cryptic magical symbols drawn with paint, charcoal, and almost certainly various bodily fluids. The current goblin looters have done nothing to improve this. Three glowing busts of Haronin sit on pedestals in the entrance chamber, unmolested by the goblins and those who looted the air system – anyone touching one of the busts will be shocked for 4d6 damage (save vs wands to avoid). The pool in the central room swirls of its own accord – with red and orange fluids that don’t seem to ever mix.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 5,100 x 6,600 pixels in size (17 x 22 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 works with the furnishings as presented) – so resizing it to either 1,190 x 1,540 or 2,380 x 3,080 pixels, respectively.

 

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The Hall of Champions

Two hours walk south of the city, long past where the farmers’ fields have already given way to olive orchards, and the olive orchards are giving way to the wilderness, the Hall of Champions has been excavated into the stony side of a large dusty hill.

Massive caryatid columns bracket the entry into the hall – showing two exhausted warriors with much of their equipment at their feet as they attempt to hold up the entrance lintel. Within are larger-than-life statues of many great champions of history, or at least a few known champions which makes it pretty likely that the others were also similarly adept warriors, poets, priests, oracles, and philosophers.

Like the caryatid columns, none of the statues show these champions in their best light. They all look defeated, exhausted, and unhappy – as if captured at the toughest moments of their travails or in actual defeat. A reminder of the mortality of even the mightiest human champion.

At the very end of the hall, larger than all the other statues, is a statue of the god Erebos wielding his black whip to drag the unwilling down to the underworld with him.

The rest of the structure was used by priests of Erebos as they went about their silent duties. But that was some ages ago, and all that remains is some uncomfortable stone furniture, empty bookshelves, dust, and the weight of the exhausted champions watching all who visit this space.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels in size (24 x 36 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 works with the furnishings as presented) – so resizing it to either 1,680 x 2,520 or 3,360 x 5,040 pixels, respectively.

 

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Post-Apocalyptic Urban Encampment

Societies rebuild even after the worst disasters. When everything goes to naughty word, we see both the best and worst in our fellow people. While some fall to the base instincts of “might makes right”, stealing, raiding and subjugating their fellow survivors – the social nature of humanity and the benefits of teamwork result in groups settling down wherever they can to find shelter, produce food, and protect one another from the raiders and jerks.

This group has taken over a neighbourhood park in an otherwise urban wasteland. A “wall” of old fencing, siding and roofing from the nearby buildings surrounds their encampment – not nearly enough to prevent an armed assault, but enough to warn travellers and wanderers off and to keep wildlife out.

The parkland has been torn up to make fields to feed the encampment. The old baseball diamond having much more compacted dirt, has instead been converted into “tent city” where most of the survivors live in large canvas tents mounted on wooden platforms to keep them out of the mud. A few new survivors joined recently and are living in camping tents scavenged from sporting goods stores. A watch tower (the Eagle’s Nest) has been built on one of the lighting towers that used to illuminate the diamond for night games.

The old community centre is the field house and is used for both housing, planning meetings, and one wing is used as a workshop. The building referred to as the shithouse is actually the mess / kitchens for the camp (with the outhouses across the way). The gatehouse used to be a pump house and monitoring station for the local water mains – but that hardware has been gutted and a gate has been built here away from the main roads.

Most of the structures outside the fence/wall are either collapsed or collapsing. Even the concrete structures that are inside the encampment are patched together using debris from other buildings.

 

Eyes of Nine

Everything's Fine
View attachment 387217

Post-Apocalyptic Urban Encampment

Societies rebuild even after the worst disasters. When everything goes to naughty word, we see both the best and worst in our fellow people. While some fall to the base instincts of “might makes right”, stealing, raiding and subjugating their fellow survivors – the social nature of humanity and the benefits of teamwork result in groups settling down wherever they can to find shelter, produce food, and protect one another from the raiders and jerks.

This group has taken over a neighbourhood park in an otherwise urban wasteland. A “wall” of old fencing, siding and roofing from the nearby buildings surrounds their encampment – not nearly enough to prevent an armed assault, but enough to warn travellers and wanderers off and to keep wildlife out.

The parkland has been torn up to make fields to feed the encampment. The old baseball diamond having much more compacted dirt, has instead been converted into “tent city” where most of the survivors live in large canvas tents mounted on wooden platforms to keep them out of the mud. A few new survivors joined recently and are living in camping tents scavenged from sporting goods stores. A watch tower (the Eagle’s Nest) has been built on one of the lighting towers that used to illuminate the diamond for night games.

The old community centre is the field house and is used for both housing, planning meetings, and one wing is used as a workshop. The building referred to as the shithouse is actually the mess / kitchens for the camp (with the outhouses across the way). The gatehouse used to be a pump house and monitoring station for the local water mains – but that hardware has been gutted and a gate has been built here away from the main roads.

Most of the structures outside the fence/wall are either collapsed or collapsing. Even the concrete structures that are inside the encampment are patched together using debris from other buildings.

Love the map.
My initial set up if I was to run a game would be
"so tell me where you get your water?"
They tell me.
"ok, so someone just took that spot over. What do you do?"
 

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Longboat Mountain - Goblins Hill

A diversion off of the main trail up Longboat Mountain leads to old ruins on the prominence above Red Eagle Tower. Known as Goblins Hill, these ruins were part of the fortifications that include Red Eagle Tower – but these fortifications were torn down unknown ages ago, and a small tribe of goblins has been living in the dungeons beneath them for a few generations.

In the last couple of months, this tribe has been bolstered by another related tribe that was ousted from their own territory by a rampaging bulette. The sudden influx of kin has many of the new goblins settled into the ruins proper in a hut and a number of crudely patched tents – they maintain a watch on the ruined platform to the northwest, and another goblin sprawls across the top of one of the old columns leading up the hill (climbing up and down via the surrounding trees).

The most sturdy elements of the ruins are the bases of a pair of towers. Both towers are two to three stories tall before ending in crumbling ruins, but the upper floors have all rotted away, leaving them open to the elements. Each tower has a means of accessing the dungeons below (stairs down in the north tower, and a trapdoor to a ladder that descends beneat

Along the face of the hill, just above the cliff face down to the tower is a natural cave. This was rarely used by the old goblin tribe because they had more than enough space under the ruins; but with the recent influx of their kin there are the signs of significant foot traffic between the ruins and the cave.

(We’ll explore the cave & dungeons in our next map)

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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