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

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Scavengers' Deep - Map 20

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 twentieth map in the Scavengers’ Deep series – this sits directly to the south of last month’s Map 19, and to the east of Map 16. Our next map (21) will start the next row to the south of the current map.

The central point of interest in this portion of the complex are the five circular rooms & shafts – variations on the breeding pits found throughout the complex, these shafts descend down the equivalent of four flights of stairs to the lower level where the southern of the five has been breached by the small river running through the lower level caves (it runs from right to left on the map). The four chambers around the central chamber were observation areas for the various mutant thralls created or emerging from the creations in the breeding pits.

The purposes of the other halls and chambers in this portion of the complex are a little harder to discern. Much of these deep area were completely ransacked during the fall of the Deep, and we are so far within the complex that few outside creatures have moved in to replace the elves and their servants that worked in these halls – those that remain are the lowest forms of thrall mutants and some classic “dungeon vermin” up to and including black puddings (the amalgamated remnants of mutant thralls).

This map connects to Map 19 via two passages on the north side as well as the end of a cavern section – the cave ends in an obviously constructed stone wall that seals it off from the complex beyond. Against all expectations, there is no secret door here – it is merely a barricade between the two sections.

It also connects to Map 16 to the west via a number of passages as well as one cave bearing a small stream of water towards Map 16 – and there are further exits to the south and east to maps that have not been drawn yet.

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I've also attached a map showing the current state of the Scavengers’ Deep – all 20 existing maps linked together into one oversized map. 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. This is the fifth column of maps making the current set 40 feet wide by 32 feet tall. 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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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.

First: Thank-you!
Second: I like the way that you indicate the trees for several reasons. I find them visually pleasing.
Moreover, on the uncoloured version I can persuade myself that, in an underground environment, they are rock formations. (I am always confusing stelagmite/stellactite)
 

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