The Lair of Chétu the Dark
This series of releases is new to my Patreon - these are adventure locations based on maps I've drawn for official products over the years. The low-resolution sample version of the map is available for everyone, but the high-resolution versions are only available to patrons and people who purchase the release through the Patreon storefront. As such, these maps are not going to be included in the Patreon-exclusive end-of-month PDF, but instead released as their own PDF at time of release.
These maps are released under the new Restricted Release License as found on the copyright page of the blog.
The Map in this post is covered under my Restricted Release License and is intended for personal gaming use. Distribution outside of your own sessions is a violation of this agreement.
The high-resolution versions of this map are available exclusively through Patreon to patrons at the Level 1 Adventurer tier and above and to all Legacy Patrons.
This map was drawn for Fizban's Treasury of Dragons and is copyright Wizards of the Coast.
The high-resolution versions of the map and the two-page PDF are attached to this post.
The black wyrm, Chétu the Dark
(a stock black dragon of the appropriate age for your campaign), bases its depredations of the local region from an old hexagonal tower slowly sinking into the swamp. The old tower was part of some ancient funerary complex. A large raised stone platform with eight massive columns climbs out of the swampland, leading up to the slightly crooked tower. Beneath this platform is a half-flooded, low-ceilinged chamber containing five ancient stone sarcophagi that are just tall enough that their tops stick out of the stagnant water that has accumulated here - originally from rainfall that collected down the stairs but now supplemented by waters from the dark algae-filled pond that threatens to swallow the whole structure.
The dragon’s lair isn’t actually in the tower structure at all, but in fact it lairs in the deep waters of the pond beside it, occasionally slipping in through the broken foundations into the understructure, where it will sometimes slumber by the old massive sarcophagi.
In addition to Chétu the Dark and the swampy environment, the lair is protected by a number of other creatures.
The first of these is the swamp-wights
(use the stats for wights but give them a swim speed and use a number appropriate to your group - for lower level parties have them operate on their own, and have them gang up on higher level parties) , humans who were drowned by the swamp over the ages and returned as wights. They go about their nights silently fishing within the swamp to this day, occasionally leaving hand-woven baskets of fish and other swamp animals at the edge of the swamp for their descendants to find. The swamp-wights fear the black wyrm, believing that Chétu can consume their souls, not just stripping them of their cursed immortality, but of the ability to ever move on. They live in perpetual fear of the beast, terrified that it will go on a rampage should someone invade its lair or, even worse, steal its treasure.
They try to warn travellers away from the tower with ghostly lantern light and whispered threats. If (when) that does not work, they lurk in deeper waters and attempt to pull would-be dragon-slayers and treasure hunters to their deaths in the darkest waters of the swamp.
The tower proper is the lair of a nest of so-called ‘gutter gryphons’ - large dog-sized creatures combining the worst parts of carrion crows and freshwater otters
(use the stat block for a large dog with flying speed). They are malevolently playful and harass people and animals in the swamp for their entertainment. They have chosen to live in the tower specifically because the dragon lairs here - they are small enough and clever enough to not bother Chétu, and the dragon sometimes finds their antics amusing. In addition, they start quite a ruckus when someone invades their territory, warning Chétu of uninvited guests.
The last dwellers here are the Honour Guard, a dozen ancient warriors that appear to be cut into the stone of the pillars that hold up the low roof.
(Treat the Honour Guard as Helmed Horrors - adjusting their number based on the level of the party.) If any of the sarcophagi are disturbed, they step out of their columns - stone warriors encrusted in algae that seek to protect the long-dead noble half-giants entombed here. The wyrm understands what triggers them, and when it is truly tired, it will often sleep beneath the waters in one corner of the chamber, expecting that most treasure hunters will be foolish enough to attempt to open one of the sarcophagi and thus awaken the Honour Guard.
The actual treasure of the dragon is not kept within the structure at all, but is buried in chests and barrels in the deepest mud at the bottom of the stagnant pond that sits to the immediate north of the site.
The Patreon-exclusive 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 14,400 x 18,000 pixels (48 x 60 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 that match the description) – so resizing it to either 3,360 x 4,200 or 6,720 x 8,400, respectively.