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

Sporewarden's Hollow pairs well with Frothanger's Garden.
(Especially if the nymph is Frothanger. 🙂)

 

log in or register to remove this ad


Chapel-of-the-Drowned-Saint.jpg



Chapel of the Drowned Saint

A small temple dedicated to a martyr of the prince of tears – the chapel of the drowned saint is looked upon by most townfolk as a remnant of a bygone time; a time when people still worshiped and made regular sacrifices to the gods of yore.

The chapel itself has a very small congregation now, barely able to fill half the pews on the most holy of celebrations, and often only numbering a dozen or so for most prayers.

Entry is via a dangerously slippery flight of stairs – those who fall upon descending are thought to require atonement, although those who fall all the way into the water at the base of the stairs are believed to have already been atoned and accepted by the shrine itself.

The main chamber with stone pews half-submerged in the water is the “chapel of bubbles”, where chanting to the prince of tears can be heard echoing from beneath the water.

The drowned choir sits off to the side – a collection of drowned bodies brought back as zombies and gifted with deep sonorous voices. Only their heads sit above the waterline.

The bell in the “tower” (a tall chamber that reaches up above street level) can be rung to summon either salvation or floods.

The two southern chambers are the priest’s chamber and meeting space on the left, and the locked and sealed “cold reliquary” on the right. Liquids not mixed with holy water freeze within this chamber – even the blood of intruders if they are not anointed with holy water first.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,500 x 9,300 pixels (25 x 31 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 it to either 1,750 x 2,170 or 3,500 x 4,340, respectively.

 

Water-Tower.jpg


Thassa’s Spire

Far from the safety of any shore, in a shallow expanse of cerulean waters, rises a structure that defies the sea’s eternal hunger. Thassa’s Spire ascends like a spear from the ocean floor to breach the surface world, its stone weathered not by waves but by centuries of salt‑laden wind. The waters part around it in a perfect cylindrical void, held at bay by enchantments older than the oldest sailor’s charts – a ten‑foot expanse of open air separating ocean from stone. The void around the tower descends half-way to the shallow sea floor.

The Ithomar Codices speak of the tower as the work of Thassa herself, wrought in an age before mortal memory. Some claim it was her watch‑post, a beacon to spy upon the deeds of gods and men. Others believe it a prison, built to hold something too dangerous for the waves to touch.

What is certain is that Thassa has repurposed the tower into a trial for heroes. Beneath the tower is Thassa’s Labyrinth (not detailed here – take any size dungeon map you would like and place it under the final stairs down through level 8 of the tower). Sailors whisper that she watches each challenger as a child might watch a crab struggle from its shell: curious, patient, waiting for the moment to see whether they thrive or drown.

The sea around the tower is beautiful and tranquil – even the fiercest storms are reduced to light rain and a pleasant breeze here. Schools of silver fish dart through the outer water wall, only to veer aside upon reaching the invisible boundary. Boats cannot sail directly into the parted ring, they must be forced there by purposefully rowing into the void where the air is thick and cool, scented faintly of brine and ozone.

Merfolk guard the waters here, denying entrance to those who cannot best them physically or through conversation, riddles, or games.

From the outer surface, the tower is seamless stone, adorned with bas‑reliefs of curling waves, leaping dolphins, and the stern visage of Thassa herself. Multiple levels have arched “windows” into the tower large enough for a person to climb through. The actual entrances to the tower are on levels three and seven – the two on level 3 being within the air shaft around the tower, the two on level 7 being beneath the waves.

The lintels of the entrances on level three are marked by an ever‑dripping pearl set into the keystone. Each droplet of water falling off the pearl vanishes before striking stone. The entrances on level 7 are protected by magical doors that prevent waters from entering into the tower even when they are open.

Within the tower are guardians set by Thassa, a series of simple trials testing cunning, patience, perception and adaptability before descending into the labyrinth below. Each trial comes with a reward, encouraging heroes to climb to the top of the spire to meet the triald on each floor before descending below the ocean’s floor.

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 respectively.

 

View attachment 415469

Thassa’s Spire

Far from the safety of any shore, in a shallow expanse of cerulean waters, rises a structure that defies the sea’s eternal hunger. Thassa’s Spire ascends like a spear from the ocean floor to breach the surface world, its stone weathered not by waves but by centuries of salt‑laden wind. The waters part around it in a perfect cylindrical void, held at bay by enchantments older than the oldest sailor’s charts – a ten‑foot expanse of open air separating ocean from stone. The void around the tower descends half-way to the shallow sea floor.

The Ithomar Codices speak of the tower as the work of Thassa herself, wrought in an age before mortal memory. Some claim it was her watch‑post, a beacon to spy upon the deeds of gods and men. Others believe it a prison, built to hold something too dangerous for the waves to touch.

What is certain is that Thassa has repurposed the tower into a trial for heroes. Beneath the tower is Thassa’s Labyrinth (not detailed here – take any size dungeon map you would like and place it under the final stairs down through level 8 of the tower). Sailors whisper that she watches each challenger as a child might watch a crab struggle from its shell: curious, patient, waiting for the moment to see whether they thrive or drown.

The sea around the tower is beautiful and tranquil – even the fiercest storms are reduced to light rain and a pleasant breeze here. Schools of silver fish dart through the outer water wall, only to veer aside upon reaching the invisible boundary. Boats cannot sail directly into the parted ring, they must be forced there by purposefully rowing into the void where the air is thick and cool, scented faintly of brine and ozone.

Merfolk guard the waters here, denying entrance to those who cannot best them physically or through conversation, riddles, or games.

From the outer surface, the tower is seamless stone, adorned with bas‑reliefs of curling waves, leaping dolphins, and the stern visage of Thassa herself. Multiple levels have arched “windows” into the tower large enough for a person to climb through. The actual entrances to the tower are on levels three and seven – the two on level 3 being within the air shaft around the tower, the two on level 7 being beneath the waves.

The lintels of the entrances on level three are marked by an ever‑dripping pearl set into the keystone. Each droplet of water falling off the pearl vanishes before striking stone. The entrances on level 7 are protected by magical doors that prevent waters from entering into the tower even when they are open.

Within the tower are guardians set by Thassa, a series of simple trials testing cunning, patience, perception and adaptability before descending into the labyrinth below. Each trial comes with a reward, encouraging heroes to climb to the top of the spire to meet the triald on each floor before descending below the ocean’s floor.

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 respectively.

The water-mark and the fish are nice touches.
 

Scavengers-Deep-22.jpg


Scavengers’ Deep – Map 22

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 twenty-second map in the Scavengers’ Deep series – this map sits directly east of last month’s Map 21, and south of Map 15.

This area is mostly given over to the large 20-foot-wide passages of the core of the complex. Now empty and barren, these were once the great arteries of the Deep, used to move material, troops, and slave creatures through the mesa. Almost everything residing in the complex now tries to avoid the great halls because of the open sight lines and long expanses without any easy exits to get away from pursuit. Of course, a few dungeon predators have also moved into these areas for exactly the same reason.

These large thoroughfares connect the map to to Map 21 to the west, Map 15 to the north, next month’s Map 23 to the east, and also to the south.

Like many of the Scavengers’ Deep maps, there is one section that climbs above and below the baseline of the map. On the left side of the map there is a very tall square chamber with walkways around the central shaft on multiple levels, connected via a spiral staircase in the southwest corner. This chamber (and the attached chambers on the level above) has been almost completely stripped of anything to explain its purpose – but on the lowest level there are two large alcoves secured by metal grates. Behind the grates are stone plinths, one with a solitary blue ceramic sphere about a foot across, and the other with three rectangular blocks of reddish stone each inscribed with a different elven rune.

In the centre of the map there is a set of large pipes that connect several rooms (including a small secret chamber). Again, the purpose of these is lost – there were probably more pipes at some point and they appear to be linked to a small section of maintenance tunnels, including a waste disposal pit.

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.

 

I think you've gotten to the point where I can dare use the Deep. Even if my players make a bee-line to the closest unexplored place it will take awhile.

Except they'll walk around the whole plateau first. Drat. Ah well, I cultivate patience.
 


Index-Card-Dungeon-II-Map-13.jpg


Index Card Dungeon II – Map 13 – Sorcerer’s Tomb

This is the thirteenth map in the Index Card Dungeon II set. It sits below and to the west of Map 11 (Ancient Cults), to the east of Map 12 (Deep Ruins), and south of Map 15. It is squeezed into the spaces under Map 11 & 12, with the 20 foot wide corridor from map 12 entering mid-way on the west side, and the two flights of stairs up to Map 11 mid-way on the east side. A secret passage leads to Map 15 to the north.

The air is colder down here, the stones slick with ages of condensation. A faint, metallic tang rides the stillness, mixed with the scent of stagnant water and long undisturbed dust. This area is known as the Sorcerer’s Tomb – as magical wards defend the area against intruders. These wards animate statues, further collapse damaged walls, and extinguish light sources when they are at their most crucial.

On the west side is one of the lowest chambers in the complex, a hexagonal vault half-drowned in dark waters. The surface is black glass, broken only by the occasional ripple from something unseen beneath. Above the waterline, massive stone niches loom, each holding a weathered statue of a robed figure. Their faces are eroded, features lost to time, but their postures – hands raised in benediction or warning -remain intact. The water laps softly at the base of their niches, as though reluctant to touch them.

The centrepiece of this area is the great hall where the ruin of ages is laid bare. The vaulted ceiling has partially collapsed, spilling heaps of shattered masonry across the flagstones. The hall’s northwest end rises to a mezzanine, its balustrade carved with curling arcane motifs. From below, you can see the upper level’s shadowed doorways. The mezzanine’s vantage point suggests it was once a place of ceremony or command. Now, the silence is absolute, broken only by the occasional groan of settling stone.

There is a strange sense of watchfulness. The statues in the flooded chamber, the carved eyes in the mezzanine’s balustrade, the way the shadows seem to cling to certain corners; none of it feels accidental.

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.

 

Index-Card-Dungeon-II-Map-14.jpg


Index Card Dungeon II – Map 14 – Cave of the Candleman

The last crumbling remnants of the painted murals found on the levels above can still be found if searched for in these last few rooms, but anything else that was originally here that indicated their use is long gone.

The crumbling dungeon ruins give way to a set of uneven caves that climb upwards in a series of tiers from west to east. The southern edges of these caves are heavily damaged and collapsed, and some show signs that the floors were worked flat to be used as an extension of the dungeons above before they collapsed.

The caves are now home to a strange cursed being. A humanoid figure made of wax, with dozens of half-burnt candles embedded in it. One candle is always kept lit, but the Candleman rotates which one it is so that part of his body doesn’t melt away. If approached, it voicelessly offers candles to each person. If accepted, the candle burns with a cold, blue flame and the character begins to feel their body stiffen, as they slowly turn to wax themselves. The Candleman is not evil, but cursed, and is trying to pass on its burden before it melts away completely.

(As the Index Card Dungeon II gets larger and more complex, I’m assembling an isometric overview of the collection to be released once all 15 maps are posted)

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.


 

Remove ads

Top