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.

 
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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.

 

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