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


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Snakebite Sinkhole

Rattler Cauldron. That’s what they call the cauldron lake down in the vale. A clan of mud-born kuo-toa lived here, long separated from their theocratic culture and sunken into degenerate rituals that they don’t recall the purposes of. Their shamans carried fetish-adorned poles that rattled much like a rattlesnake’s tail. The clan of kuo-toa was wiped out when they threatened the safety of the locals, and the lake has been little more than a curiosity since then – with the occasional group of teens “exploring” the cave in some grand adventure or another.

But farmer Gullen’s prize pigs have gone missing, and he reports that rattling sounds are coming from the old cauldron again.

As a cauldron lake, the descent down to the lake proper from the hills is very steep and potentially hazardous – but on the northwest edge of the lake, there are some caves where fresh water descends from the hills to the lake. The stream that flows from the hills into the cave can be followed down into Snakebite Sinkhole (the entry on the upper right side of the main cavern), or one could climb down through an older streambed that is long dry on the west side of the cave, a mere seventy feet from the cauldron lake proper. Floating at the edge of the lake, near the caves, is the corpse of a pig.

Of course, there’s no other sign of farmer Gullen’s pigs here. He got rip-roaring drunk one night and wandered the hills and lost his pigs. One rolled down the shore of the cauldron lake and drowned, and Gullen decided that the Kuo-Toa were behind the whole thing. There are no Kuo-Toa down here, just three teenagers from town who think that the party are kuo-toa hunting them.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 7,200 pixels (24 x 24 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 1,680 x 1,680 or 3,360 x 3,360, respectively.

 

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A lovely little home in the Shire

There is always good gossip to be found in any halfling community – stories are told around meals and often grow with each telling. Tales of grand adventures and even grander traeasures collected and hidden away. Among the local halflings, one particular home is the centre of these rumours and gossip – the home of old Bill Burrowes. Everyone knows that Bill has more money than his family did before him – tales spread of dragon’s gold, bewitched coin purses, and a massive underground hoard that Bill discovered under his own home, built by ancestors unknown.

The Burrowes Burrow is a lovely home with a guest suite and multiple places to eat, as befits any well-off halfling. The front doors are almost unseemingly large for a halfling home, grand double doors that open into an airy hall. To the immediate left is Bill’s study and library, where he conducts his business, which seems to mostly involve writing long letters to people both local and distant. Beyond that is the guest suite with two beds and its own water closet. To the east of the study, we have the cheese room. It is exactly what it sounds like – a room dedicated to storing Bill’s lovely collection of curdy commestibles along with a table and three chairs for those times when you just need to sit down and enjoy some fermented milk.

South of the cheese room is the second pantry, which in turn leads into Bill’s suite of rooms in the southeast. Unlike the guest suite, Bill’s bedroom is tucked well into the hill and has no windows; instead, the windows are in the sitting room where his oversized bathing tub is located, adjacent to his own water closet.

The southwest portion of the house is the primary eating areas, with the dining room just off the main hall, the kitchen to the south with the main pantry beside it. To the north of the kitchen is the “snack kitchen” where Bill prepares (and often eats) smaller meals such as sandwiches. And then we come to the crux of the matter – the source of much of the rumours about the Burrowes residence; the secret room.

Connected to the cheese room and Bill’s bedroom there is a secret passage that leads to the ‘wine cellar’ where Bill stores his more expensive foods and wines that he doesn’t break out for just any guest or visitor. That’s it. A secret wine cellar. Not a single gold coin to be found there. And definitely no secret hatch in the floor that may lead somewhere even more secret!

This map (and perhaps a map of the obviously non-existent areas beneath) was drawn for James Michael Spahn, our very own hobbit in the OSR.

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) at 3 feet per square, as suits a nice little halfling home.


 

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A lovely little home in the Shire

There is always good gossip to be found in any halfling community – stories are told around meals and often grow with each telling. Tales of grand adventures and even grander traeasures collected and hidden away. Among the local halflings, one particular home is the centre of these rumours and gossip – the home of old Bill Burrowes. Everyone knows that Bill has more money than his family did before him – tales spread of dragon’s gold, bewitched coin purses, and a massive underground hoard that Bill discovered under his own home, built by ancestors unknown.

The Burrowes Burrow is a lovely home with a guest suite and multiple places to eat, as befits any well-off halfling. The front doors are almost unseemingly large for a halfling home, grand double doors that open into an airy hall. To the immediate left is Bill’s study and library, where he conducts his business, which seems to mostly involve writing long letters to people both local and distant. Beyond that is the guest suite with two beds and its own water closet. To the east of the study, we have the cheese room. It is exactly what it sounds like – a room dedicated to storing Bill’s lovely collection of curdy commestibles along with a table and three chairs for those times when you just need to sit down and enjoy some fermented milk.

South of the cheese room is the second pantry, which in turn leads into Bill’s suite of rooms in the southeast. Unlike the guest suite, Bill’s bedroom is tucked well into the hill and has no windows; instead, the windows are in the sitting room where his oversized bathing tub is located, adjacent to his own water closet.

The southwest portion of the house is the primary eating areas, with the dining room just off the main hall, the kitchen to the south with the main pantry beside it. To the north of the kitchen is the “snack kitchen” where Bill prepares (and often eats) smaller meals such as sandwiches. And then we come to the crux of the matter – the source of much of the rumours about the Burrowes residence; the secret room.

Connected to the cheese room and Bill’s bedroom there is a secret passage that leads to the ‘wine cellar’ where Bill stores his more expensive foods and wines that he doesn’t break out for just any guest or visitor. That’s it. A secret wine cellar. Not a single gold coin to be found there. And definitely no secret hatch in the floor that may lead somewhere even more secret!

This map (and perhaps a map of the obviously non-existent areas beneath) was drawn for James Michael Spahn, our very own hobbit in the OSR.

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) at 3 feet per square, as suits a nice little halfling home.


No one has heard from Burrowes in weeks, and as the PCs travel through town, the sheriff asks them to look in on the family. What they find -- well, let's say the only hobbitish thing about them left is their appetite...
 

Old Bill was a good'un. I believe he is my 3rd cousin twice removed on my uncles in-law side, but he has always denied it. We often sat together over a half-pint in the Happy Ha'Ha'Penny discussing adventurous happenings. Too bad to hear that he's wandered. Did I mention that I have this key?
 


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Secrets under the Shire.

There is always good gossip to be found in any halfling community – stories are told around meals and often grow with each telling. Tales of grand adventures and even grander treasures collected and hidden away. Among the local halflings, one particular home is the centre of these rumours and gossip – the home of old Bill Burrowes. Everyone knows that Bill has more money than his family did before him – tales spread of dragon’s gold, bewitched coin purses, and a massive underground hoard that Bill discovered under his own home, built by ancestors unknown. Turns out, there is some truth to this – the secret dungeons exist, built generations ago and then hidden away.

Underneath the secret pantry in the back of Bill Burrowes’ home is an even more secret storage area. The secret hatch in the secret pantry leads down to the 3 x 5 room fourth up from the lower left side of the map (where there is a ladder down to a platform and then stairs down to the chamber proper. The rooms to the immediate north and south of this are used for storage, with two smaller rooms on the north side being further down som stairs and used for cold storage. But if you push further into the depths, the structure stops looking like the basement of the Burrowes Burrow – the masonry here is old and precise, not the brickwork of the immediate basement area, and the chambers don’t make sense as storage space on their own. There are massive stone shelves built into some walls, odd mezzanines and sunken areas, and spaces that feel like they should be built for crypts or shrines but that contain the accoutrements of neither.

Besides the entrance under old Bill Burrowes’ house, there are two other ways into these strange catacombs under the Shire. There is an escape tunnel on the lower right side that extends for half a mile before ending at a secret door that opens into the root cellar under an old barn belonging to the Greenhand branch of the Cottons family. One section of the understructures has collapsed in the northeast side, and a brave young halfling can climb down into that darkened chamber through a small sinkhole between some large rocks on that side of the hill that hosts the Burrowes Burrow. The accessway there is very small and is unknown to old Bill (who doesn’t really spend much time in these chambers), but it has allowed several other things to slip into these chambers unobserved.

This map (and the hobbit hole above) was drawn for James Michael Spahn, our very own hobbit in the OSR. There is specifically no scale to this map, but if you want it to be consistent with the home above it, 3-foot squares would be recommended, making the passages narrow and claustrophobic to most human-sized creatures.

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) at 3 feet per square, as suits a nice little halfling home. The strange angles of the substructures will make them a bit of a challenge if using a VTT with a set grid, however.


 


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the Scavengers’ Deep - Map 31

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 thirty-first map in the Scavengers’ Deep series – this map sits directly below Map 21, and begins a new row of map tiles (our sixth in the set of 9 rows).

Like the last map (on the opposite side of the mesa) this portion of the Scavengers’ Deep has significant square footage dedicated to the storage of weapons of war. A massive gate sits by three empty high-ceilinged “warehouse” chambers that housed war machines used in the defense of the mesa. Along the north wall of these chambers is a railed mezzanine set about 25 feet above floor level. Actual war materiel was manufactured in the facilities in map 32 and then stored here until they were needed.

The eastern edge of the mesa is rife with small fortresses and fortifications that were built into the mesa or built up around it. Here we have a two-tower fort on the north side where the two towers are connected by bridges (one partially collapsed); as well as a heavy defensive bastion cut into the base of the mesa a bit further south. In addition to the massive gates for the war materiel to get outside the mesa, there is a secret passage that leads out to the badlands on the south side. A little bit of climbing and lockpicking will also get people in via the two fortress/towers.

The rest of this area appears to have been emptied out quickly and is quite barren. Wind whistles through the halls and arrow slits and the very large spaces make it so the inhabitants of the Deep avoid much of this space for fear of being caught out in the open without backup. Most of the rooms here don’t have an obvious purpose outside of those used for storage and defense – furnishings are gone or destroyed leaving only stone shelves and platforms and collected piles of debris here and there.

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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The Shatterhold

“HOLD. Identify yourselves. The siege is not yet broken!”

My second adventure site release written up based on maps I drew for official Dungeons & Dragons products, in this case one of the smaller maps that I drew for Vecna: Eve of Ruin.

These ruins are all that remains of a much larger keep, and are home to an immortal guardian (the Annointed) geased to defend the keep at all costs.

 

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