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

Longboat-Mountain-Beneath-Goblins-Hill.jpg


Longboat Mountain – Beneath Goblins Hill

Until recently the ruins atop Goblins Hill were abandoned – the goblins stayed in the dungeons below and most people knew better than to explore them as there were goblins down there. But the recent influx of goblin kin (displaced from their previous home by a rampaging bulette) has pushed them from the dungeons into the ruins and caves.

The dungeons are a fairly simple single-level complex with stairs down from the smaller tower on the north side, and a ladder down from the larger tower in the south. The ladder leads into one of the main living spaces of the older (and smaller) goblin tribe. Most of the chambers have at least a few goblins living in them, although the collapsing chamber at the base of the stairs from above only has guards as none of the goblins feel safe sleeping there.

The northwest “chamber” of massive columns has a small stream that cuts through it before heading down into the depths. This clear spring water is why the goblins established themselves here. The stream then exits the chamber into a small cave that descends rapidly deeper beneath the dungeons.

Not marked on the map (an oversight on my part, sorry), is the slope of the passage leading from the collapsing chamber to the pillared chamber. This section of hall is at a fairly steep angle, ending just before the door.

The cave on the main level had been left alone by the older goblin tribe but has become the home for the new goblins, the overflow from whom populate the upper ruins. This cave only connects to the dungeons via the lower level, after following a steep tunnel to where the stream enters the lower level. Most of the cave dwellers reside in the first chamber to the right of the entrance, keeping to the higher ground therein – although a number of their kin have moved down into the lower chambers but are never seen again.

At first the disappearance of these goblins worried the tribe – thinking that something down below was eating their kin. But now you can hear the dozen or so missing goblins, their weird echoing chants rising from the depths. These goblins have moved into the massive shell that takes up most of the larger cavern. The origin of the shell is unknown, as it is too big to have come in via the caves or the stream – so it must have grown here. Past the shell, the stream runs through a small grove of mushrooms that the “lost” goblins eat, and these same mushrooms are slowly mutating them…

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.

 
Last edited:

log in or register to remove this ad

Eyes of Nine

Everything's Fine
View attachment 387624

Longboat Mountain – Beneath Goblins Hill

Until recently the ruins atop Goblins Hill were abandoned – the goblins stayed in the dungeons below and most people knew better than to explore them as there were goblins down there. But the recent influx of goblin kin (displaced from their previous home by a rampaging bulette) has pushed them from the dungeons into the ruins and caves.

The dungeons are a fairly simple single-level complex with stairs down from the smaller tower on the north side, and a ladder down from the larger tower in the south. The ladder leads into one of the main living spaces of the older (and smaller) goblin tribe. Most of the chambers have at least a few goblins living in them, although the collapsing chamber at the base of the stairs from above only has guards as none of the goblins feel safe sleeping there.

The northwest “chamber” of massive columns has a small stream that cuts through it before heading down into the depths. This clear spring water is why the goblins established themselves here. The stream then exits the chamber into a small cave that descends rapidly deeper beneath the dungeons.

Not marked on the map (an oversight on my part, sorry), is the slope of the passage leading from the collapsing chamber to the pillared chamber. This section of hall is at a fairly steep angle, ending just before the door.

The cave on the main level had been left alone by the older goblin tribe but has become the home for the new goblins, the overflow from whom populate the upper ruins. This cave only connects to the dungeons via the lower level, after following a steep tunnel to where the stream enters the lower level. Most of the cave dwellers reside in the first chamber to the right of the entrance, keeping to the higher ground therein – although a number of their kin have moved down into the lower chambers but are never seen again.

At first the disappearance of these goblins worried the tribe – thinking that something down below was eating their kin. But now you can hear the dozen or so missing goblins, their weird echoing chants rising from the depths. These goblins have moved into the massive shell that takes up most of the larger cavern. The origin of the shell is unknown, as it is too big to have come in via the caves or the stream – so it must have grown here. Past the shell, the stream runs through a small grove of mushrooms that the “lost” goblins eat, and these same mushrooms are slowly mutating them…

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.

Image in post looks like the previous post...?
 


Building-11-Carpenter.jpg


Building 11 – Lumbering Hank's Carpentry

Back to the shops along the intersection of Market & Random. Based on a Patreon request from Mark Clover, I’m drawing up individual floor plans for shops, stores, vendors, and businesses along a single market block. As I draw these, I also have the overhead views drawn out on a map of the city block as I go, so when the series is complete you can use them on their own, or as a fully mapped out block of shops.

This is our eleventh shop on the street, a carpenter’s business south of the Riddle of Steel.

As could be guessed by the name of the shop, the carpenter is a big lumbering man named Hank. Hank is built at the kind of scale where seeing him pick up a table or a load of lumber and carry it around just seems… natural. While Hank is a good carpenter and the business thrives (he built the roofs of most of the shops along the street), his location and backyard area have pushed him into providing unworked wood to amateur carpenters, those needing to do their own repairs, and even other carpenters who need some extra stock on short notice.

The shop itself is a very small three story structure with an extension off the front where most of the woodworking is done. Hank has very little finished stock on hand, mostly doing custom work and stairs to best fit the client’s living space. He typically has an apprentice helping him in the workshop, building simple boxes and chairs when there is no other work on hand.

Hank lives alone on the narrow upper floors of the building – his apprentice returning home after working hours. The second floor is a small sitting room and living space, decorated with well-worked wood of course. The upper floor is Hank’s bedroom, where an incongruously ornate dark wooden bed frame stands in sharp contrast to the paler wood of the building and all the other furnishings.

The back yard is gated (although the southern gate is inaccessible due to the lumber stored there), and is where Hank stores his lumber and some of the larger furnishings that have not yet been collected.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 8,400 x 6,300 pixels (28 x 21 squares). To use this with a VTT you would need to resize the squares to 70 pixels (for 5′ squares) – so resizing the image to 1,960 x 1,470 pixels.

 

Engine-Sinkhole.jpg


The Sinkhole Crypt

Climbing through some tiny caves, a young devout of the god of magic stumbled into a strange dungeon of metal, twisted and bent by the weight of rock upon it, and the untold ages it has sat down there. Exploring the strange depths the devout finally managed to make some sort of sense of one of the bizarre altars within… With a last prayer to their deity, they activated the machinery and promptly died in the massive blast of heat that followed.

But the heat burned not just within the structure, but even more intensely outside of it, producing a sinkhole in the solid rock above it. It took months for the rock to cool to a temperature where people could explore it, and it was immediately claimed by the church of the young explorer who created it. They explored the metal dungeons again, but there was no way to bring them back to life once more – the blast of heat that produced the sinkhole was the last gasp of these strange metal walls.

After their research was complete, the church built a crypt in the side of the sinkhole to commemorate the young devout (linking to the metal structures beneath), sealed it, and departed. Since then someone or something has shattered the door and reopened both structures. Exploring the lower structure is distinctly difficult, as the doors have no means of grasping them to swing them open, and the doors not marked with an arrow either slide sideways into the wall or up into the metal above. With their mechanisms dead, this requires the use of a knock spell in most cases.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 13,200 pixels (24 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 the image to 1,680 x 3,080 pixels or 3,360 x 6,160 pixels, respectively.

 

Volcanic-Pipes.jpg


The Pipeworks

Many fumaroles dot the side of Cinderthrone, but not all of them are natural. One of the ways to sneak into the heart of the mountain and the court of the Cinder King is to find the old pipeworks that breach the surface of the mountain in several places. These massive pipes were evidently part of some industrial complex that operated within the volcano using the heat and raw materials pushed up from the depths.

The industrial processes (and much of the old workspace) was long ago swallowed by the volcano, but up near the ceiling of the magma chamber, these pipes remain – rusty old structures that allow some fresh air in making this area almost livable. This is the only remaining area where many of the old pipelines still exist and cross each other right below the ceiling of the chamber. A small number of flying kobolds and morlocks coexist uneasily within these structures – and will be incredibly nervous and possibly hostile to intruders.

A number of grate platforms are attached to the pipes around here, and there is a ledge in one of the massive stalactites just below the pipe level. The pipe leading to the west leads to the surface of the Cinderthrone, and the southern pipe leads to the barracks in the court of the Cinder King. The southern pipe leads deeper into the mountain and eventually to the lair of a group of elemental displacer beasts.

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 10‘ squares) – so resizing the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.

 

Autumn-Lands-5.jpg


The Autumn Lands – Hex Map E

The Autumn Lands lie to the south of the Midsummer Lands. This map sits to the left of map C (and eventually above map F). The goal of the Autumn Lands is to produce a series of commercial-use hexmaps that can be used in their entirety, or just one map for a specific adventure. There’s no set scale for these maps, and the items on the maps are not to scale with each other so we can see points of interest like towers, cities, and caves. If you really need a scale for this and don’t want to pick one yourself, go with six miles to the hex.

For this series, I’ve been working with the style I started putting together a couple of years ago where the rivers run along the hex borders – this allows for river travel to be great for exploration as you can see the hexes on each side of the river as you go.

This region is the head of the main valley that we’ve explored in three of the maps so far. Much of this area is at the top of a long series of cliffs with no easy way to climb them. There is a city on the upper valley lake which looks across the lake at the ruins that remain where the original city once stood. Based on the size of these ruins, the original city was much larger than the current one. The ruins don’t give any hints as to why the city was abandoned, but it was many generations ago based on how much the ruins have decayed…

Other points of interest around this map include a ring of massive pillars in a secluded mountain valley, a pair of weirdly towering cities built on hilltops on each side of the mountain pass out of the valley, some sort of evil fortification overlooking a massive sinkhole, the northwestern edge of the fungal forest (or fungle as no one calls it), some geysers and fumeroles, and of course a pair of majestic waterfalls coming down the immense cliff faces of the valley.

I’ll release a compiled map once again next month when the sixth map is released.

 

Remove ads

Top