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 9 – Ancient Sewers

This is the ninth map in the Index Card Dungeon II set. This map sits directly to the east of Map 8 (Connecting Tunnels). It has no remaining surface connections, as the city above was razed many ages ago, leaving only a few basements and bits of sewers.

The cult is blissfully unaware of the ancient sewers and have not ventured within. The main interest (aside from adventure) would be the quest for esoteric knowledge about the ruined city while attempting to figure out who lived there and who destroyed it so long ago.

Over time the collapsed sewers have been infiltrated by water that flows in from the west along with a few blind cave fish. The water slowly seeps through the ruins deeper into the rubble and detritus of the ancient city that once stood here. While most of the sewers collapsed long ago, the remaining stonework shows excellent craftsmanship and includes a lot of faded bas-relief carvings (quite elaborate and time-consuming for work done on civic sewers).

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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Hexatomb

Outside of the City of Copper Bowls, at the border between the farmlands that support it and the badlands beyond, is the Hexatomb – an old burial site that is the source of ghost stories more than anything else anymore. Inside, it shows signs of having been used for small illicit parties, as a goat shed during bad weather, and at some point, an archery range had been set up here, shooting at the central statue.

Signs of foot traffic in and out of the tomb seem a little too frequent and a little too recent when compared to the interior. Secretive survivors of the purging of the Heretics of Zhole have found the secret back chambers of this tomb and use them to meet each other and to conceal the Zhole-blessed – a priest who has been changed by Zhole in its image. The Zhole-blessed’s head is now a cube of blue crystalline material with a soft glow. The rest of the blessed’s body has also begun mutating, and they now stand roughly nine feet tall.

The hexagonal chamber at the south end of the map is a two-tiered room. The lower tier (reached through the door on the north side) is two flights of stairs below the height of the upper (southern) tier. The chamber attached to the upper tier is the home of the Zhole-blessed, with the other survivors of the purge generally still living in town in secret and only coming out here once a fortnight.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 6,600 x 10,200 pixels (22 x 34 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 1,540 x 2,380 or 3,080 x 4,760, respectively.

 

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Depths of the Ashen Throne

The Ashen Throne is a dungeon near the Cindermaw – an ancient volcanic caldera. A geothermally heated subterranean river carves through winding corridors, pooling in eerie grottoes that glow with phosphorescent fungi. Scattered throughout are crystalline veins and a lone, pulsing amethyst shard rumored to guide or mislead those who seek it.

Centuries ago, an elementalist named Vaerush carved the labyrinth to tap the earth’s ley lines and amplify their divinatory magic. After Vaerush vanished, a cult of echo-sprinters – spirits bound to the structure’s resonant geometry – claimed the site as their sanctum. Over time, kobold miners tunnelled in, drawn by whispers of untold wealth – reshaping passages and trapping unwary intruders.

Recently the Ashen Throne became home to a half dozen small groups of kobolds led by “Compass-Claw” Skik, who hoards sparkling gemstones; echo-sprinter spirits that replay sounds from the labyrinth’s past; a water weird named Currifold who is jealous of any who dirty its subterranean river; and a set of crystal living statues that guard the massive amethyst shard.

Now a renowned cartographer is hiring adventurers – they have heard that there are a series of maps that lead to the amethyst chamber in the Ashen Throne… but they are carved into the ruins of several structures around the Cindermaw. The cartographer wants copies of these maps, and for the adventurers to follow said maps to retrieve the amethyst shard (not realizing exactly how big that shard is).

The actual design of this map was purely an exercise to fill a 16 x 9 inch page – the same ratio as a standard TV or monitor. Why? WALLPAPER! I currently use “The Halls of Geryon” as my desktop, but it gets cut off on the right and left sides. So I drew this (and another one I’m posting later this month) as potential replacements. As a display piece, it has a few “easter eggs”, the most obvious one being the compass rose appearing as an actual part of the structure.

As such, there are 4k and 1080p versions of the map for download at the blog post.


The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 19,200 x 10,800 pixels in size (64 x 36 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 4,480 x 2,520 or 8,960 x 5,040 respectively.

 

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