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

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Index Card Dungeon II – Map 5 – Tower Dungeons

This is the fifth map in the Index Card Dungeon II set. This map sits directly underneath Map 1 (the tower base). These are the small dungeons under the tower proper, as well as the cave on the hillside which connects to the dungeons further north. The stairs in the L shaped room lead up to the tower itself – allowing the Cult of the Fractured Eye to easily come and go from this area. They use all the rooms on this level except the most northern one – they keep the door to the north locked and barred because the passages beyond look unstable and dangerous.

Eldrin and their disciples descended into the lower levels via the secret door they found in these dungeons – past the old tombs and down into the depths. While the cultists are aware of the secret door now, they don’t know the secret to opening it (which is described in a diary in Eldrin’s quarters in the tower above).

The cave smells of wet fur and is home to a few wild animals and is avoided by the cultists. The caves extend both to the north and east – to the east they connect to older passages and then to ruins from a much older structure that will be detailed in future maps.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 x 5,400 pixels (30 x 18 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 2,100 x 1,260 or 4,200 x 2,520, respectively.

 

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Index Card Dungeon II – Map 6 – Dungeon Ruins

This is the sixth map in the Index Card Dungeon II set. This map sits directly underneath Map 2 (the ruins north of the tower base). There are three immediate means of accessing this map – a ladder in the central chamber leads up to the trap door in the ruins above (in Map 2), and there are a passage and a cave leading to the dungeons and caverns of Map 5.

These ruins were briefly explored by the cult in the tower and tower dungeons, but the door connecting the two sections has been locked and barred as they found nothing of value in this area, and many signs of things best avoided or forgotten. Much of this area has collapsed around the sinkhole in the ruins above, implying that this was once a much larger complex that has fallen in upon itself with the passing ages.

Two sets of stairs descend from these ruined dungeons into deeper levels beneath which we will explore in future releases in the series.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 x 5,400 pixels (30 x 18 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 2,100 x 1,260 or 4,200 x 2,520, respectively.

 

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Shrine on the Mosswater

I’m hesitant to post this first version of today’s map – it is one of my first attempts to add watercolours to a map after drawing it (I started with another one, which I'll release next week). But I’m happy enough with it so here we go…

A recurring theme in games I play in and run are small odd locations along rivers. This turns up a lot in my Heart of Darkling series, but also in the many maps I’ve posted of riverside ruins, shrines, cities, and fortresses.

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This is a large shrine along the shore of the Mosswater river where a small tributary feeds into the main river. The shrine is dedicated to twin gods of the moon – one of the full moon and one of the new moon. It isn’t a church as such, and most of the people here are either pilgrims who have sought it out, lost travellers & adventurers coming down the river, and the small number of clerics and monks who maintain the shrine itself.

For adventurers, the shrine offers a small place of respite while travelling (especially welcome in hostile weather) as well as an opportunity to seek out the knowledge and magics of the resident clerics and monks. Blessings of the moon twins are especially sought out by those afflicted with lycanthropy as well as those who expect to encounter said creatures.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 9,600 pixels (32 x 32 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 2,240 x 2,240 or 4,480 x 4,480, respectively.

 

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The Wyrmshade Reliquary

Solemnity and shadows, time-worn stones, shards of obsidian glass in the ceilings filter daylight into a nacreous glow illuminating drifting dust motes like the spirits of watchers past. The Wyrmshade Reliquary was built two empires ago by the Cabal of Ashen Sigils – a clandestine order of dragon-worshipping architects, masons, and arcanists bound by blood-oath to the dragon knights. They claimed to have built the structure directly into a set of leylines, explaining the long passages that separate the various elements of the tomb.

The walls are carved with flowing draconic script, some still faintly glowing with amber runes that hiss softly when passed. Gold leaf etchings in the mortar between the mighty stones depict forgotten dragon wars above cracked mosaics of battles that may have been myth.

The Reliquary is the final resting place of several mighty draconic-inspired heroes. Of these, the most well-known to those who seek the reliquary out would be Sable Lord Atrik Glaivemarrow – a warlord who was gifted a draconic heart after slaying a storm wyrm corrupted by the princes of elemental hate. The only actual dragon entombed here is Myrhali Veilscaled – a twilight drake oracle who was blind from birth but capable of seeing death. Her tomb is decorated with hanging silks, and her presence still causes visions among trespassers.

This map is broken up into individual sections with “breaks” between them. The breaks represent long halls between sections and each letter will represent the same distance of halls. So if one of the “D” connections is decided to be 100 feet, then the other D connections will also be the same length. (And in the case of the A connectors, one of them is marked as 2A, so that one break is twice as long as the other A connections). You can make these connections only 10 feet long to produce a tight dungeon roughly the size shown on the page, or you can make them very long to spread the dungeon out (and also make the great halls in the centre of the map with the “A” connectors in them impressive to march down).

This map is another oddity for me – there’s no “no grid” version as I drew this, printed out a test print, and then the Photoshop file was corrupted. I scanned the map afterwards and tried redrawing it, but in the end I couldn’t bring myself to redraw an entire map that I had already finished once – so here it is, scanned from that original test print instead.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 12,000 pixels (32 x 40 squares). To use this with a VTT you would need to resize the squares to 70 pixels (for 5′ squares) or 140 pixels (for 10′ squares) – so resizing the image to 2,240 x 2,800 or 4,480 x 5,600 pixels, respectively.


 

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Kheftan’s Halls

In the depths of [insert megadungeon here] are a jumbled set of halls and passages that defy the orderly design of the rest of the area. Known as Kheftan’s Halls, they are an unmistakable waypoint for those travelling through the depths – although not necessarily one that is easily navigated once found.

The design of these halls is almost like some engineer drew them on a piece of parchment, folded it up messily, and then didn’t unfold the plans before they began construction.

This dungeon map was an exercise in working with randomly placed grid templates. I took a bunch of 1/4 inch grid sections and turned and rotated them and then filled a full page with them. Then I started drawing using the resulting bent and twisted grid that was formed.

This was actually my first backpainted map this month, coloured earlier the same night as I worked on the Shrine on the Mosswater that was posted earlier. I’m not sure if these coloured maps are going to stick or not, so we’ll have to see.

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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… but that doesn’t translate well into the usual “X by Y squares” notation, and trying to make this work with a standard “lock to grid” VTT would be an exercise in insanity – much like drawing this map in the first place.

 

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Kheftan’s Halls

In the depths of [insert megadungeon here] are a jumbled set of halls and passages that defy the orderly design of the rest of the area. Known as Kheftan’s Halls, they are an unmistakable waypoint for those travelling through the depths – although not necessarily one that is easily navigated once found.

The design of these halls is almost like some engineer drew them on a piece of parchment, folded it up messily, and then didn’t unfold the plans before they began construction.

This dungeon map was an exercise in working with randomly placed grid templates. I took a bunch of 1/4 inch grid sections and turned and rotated them and then filled a full page with them. Then I started drawing using the resulting bent and twisted grid that was formed.

This was actually my first backpainted map this month, coloured earlier the same night as I worked on the Shrine on the Mosswater that was posted earlier. I’m not sure if these coloured maps are going to stick or not, so we’ll have to see.

View attachment 409472

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… but that doesn’t translate well into the usual “X by Y squares” notation, and trying to make this work with a standard “lock to grid” VTT would be an exercise in insanity – much like drawing this map in the first place.

I do like the colored version, but I'm not sure it would sway me to buy or not buy...
 


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Emberwatch Keep

Emberwatch Keep sits on the western flank of Mount Cindervale (“the Emberheart”) and is hewn from the dark basalt of the volcano. The western portion of the valley is lush with plants that grow in the rich volcanic soil, whereas the rest of the Cindervale area is coated with black ash and scorched of life. The winds come in from the west, keeping the keep out of the foul vapours of the volcano.

The elves called the volcano “Emberheart” because of the river of molten rock running like blood through its veins. Some also believe that a slumbering fire god arrived here and was bound within the mountain during the great war. The slopes of the volcano glow at night with drifting embers and streamlets of slow-moving lava. Black ash fields spread for miles eastwards; and with every full moon the mountain seems to “breath” incandescent gas plumes into the night sky.

Constructed a century ago by Sir Darius Scoriawyn for his nameless dwarven ally who would use the volcano for forging heat-tempered steel alloys like none seen in this world before. The corners of the square structure are reinforced with rusting iron bracing, but the actual construction isn’t designed for siege or combat with very few arrow slits and a propensity for windows instead.

The structure is four stories tall with a basement (not mapped at this time). The lower level is the greeting and dining hall, kitchens, scullery, and buttery. The second level is the great hall on the north side, and the barracks for the men-at-arms on the south. The main room of the great hall has massive doors that swing open on nights when the wind is right to look at the twinkling cone of the mountain.

The third level contains the Lord & Lady’s apartment as well as a smaller suite for noble guests.

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With the return of the dwarves to their own world upon their great Earthships, the keep changed hands and is now the domain of Lady Aurelia Magmaris – a noble with fiery passions that match her fiery hair. Trained in both swordplay and fire magic, she has found this keep much to her liking.

Her husband, Calian Magmaris, is less enamoured with the site now. While it was the Cindervale that inspired his opus – “The Heart’s Inferno Suite”, he dreams of composing pastoral ballads in gentler climes. He has begun writing distant friends and family begging for invitations for from the ash and brimstone (as well as the strange beasts that hide in the dense foliage of the valley).

Of Magmaris’s twenty men-at-arms, five were recently sent to find the forge and kiln of Lord Scoriawyn’s dwarven ally. They ventured down a lava tube after reporting seeing a ghostly ash-covered child dancing towards the site and have not returned… but echoes of distant hammering and anguished cries drift up from the tube at night – a call for a rescue mission, or bait for something darker?

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 13,800 x 13,200 pixels in size (46 x 44 squares). To use this with a VTT you would need to resize the squares to 70 pixels (for the recommended 5′ squares that make sense for the furnishings as shown) or 140 pixels (for the classic 10′ squares) – so resizing the image to 3,220 x 3,080 or 6,440 x 6,160 pixels, respectively.

 

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Transmission Tower 47-B

After the “end of the world” many communities sprung up to protect themselves and to continue to thrive in a world where all our old infrastructure was destroyed.

Most post-apocalyptic communities built up in rural and suburban environments – while the cities were a great source of scavenging, they were dangerous with short sight lines, competing scavengers, and few places suitable for farming or herding.

The ability to look over a large area of land to both control it and to watch for encroaching trouble becomes a primary concern for these communities in time. Many erect small towers or take over the ruins of a taller apartment tower nearby for this. Smaller communities will often build up specifically around such a vantage point – like this transmission tower.

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This transmission tower (long defunct – even if you had something to transmit, the generator on the ground floor would need a major overhaul to get it running again) was initially a military installation that was later used by a small rock and roll radio station (the interior walls are still covered in faded and peeling stickers of various acts and recording labels) as a retransmission point.

Today, its height and position on a hilltop make it a key lookout point, and the metal construction makes it a functional shelter for the small group of people posted here to maintain a watch.

(The design of the structure isn’t at all based on real radio towers, and is in fact very much a location that would fit in well in the “Fallout” universe).

 

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Tallow Bends

A wee little hamlet of some fifty heads along the Wychwood Way on the edge of the forest of the same name, Tallow Bends has built up around the point where the Whispervale Trail joins the Wychwood.

For much of the Wychwood Way, it runs along the River Tallow, including past the abandoned location of the original town of Tallow’s Landing. Twenty years ago, most of Tallow’s Landing slid into the Tallow in a massive mudslide – creating the Tallow’s Ford. Tallow Bends is where the last population of the town moved after the disaster.

The Wychwood Way is paved with cobbled stone in the busier stretchs (but no longer in this area, as the cobbled portion slid into the river) and links Eastmarch to Westhaven. Merchants, pilgrims, and occasional soldiers travel the Way – but few pause here as there is little in the way of hospitality besides a very small inn on the north side of town.

The Emberlight Inn is the house along the Whispervale on the north side of town (the centre road that leads off the north side of the map). Once a small farm, it has slowly become an inn with a small common room and three rooms upstairs for guests to rent. The innkeeper (Tobin “Sootfist” Marris) was the blacksmith back in Tallow’s landing, but could not afford to rebuild after his smithy, anvil, and tools were swept away into the river.

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The small farm on the south side of town tucked into the trees without any fields is both the shrine to the local river deity (Leatha), and home to ‘brother Corbin’, the quiet druid acolyte of the shrine.

Once per season (near the solstices and equinoxes), the villagers gather in the orchard at the full moon and offer tallow candles to Leatha for bountiful harvests in the “Moon Murmur Festival”.

However, during the latest Moon-Murmur, half the candles burned out on their own – Leatha’s anger, or a saboteur’s trick?

But on the topic of the candles of the Moon-Murmur festival; hunters and travellers sometimes disappear in the Wychwood, and a few have sworn that they followed drifting candle-lights deep into the trees.

 

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