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

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The Lantern Crypt

A burial site turned into a hiding place for forbidden knowledge, the lantern vault was consecrated to a god of death, and later defiled by priests turned from orthodoxy to twist their god’s teachings. The magical lantern at the heart of the vault was their greatest tool, a relic that revealed truths invisible to mortal eyes.

Crumbling Mausoleum
The entrance to the crypt is a half-collapsed mausoleum under the ancient graveyard above. The ceiling sags and the walls are cracked. Rubble litters the floor, and the air is heavy with dust. Ghostly lights flicker among the broken crypts, pale flames that drift without heat. The collapse has left the chamber unstable, and loud noises risk bringing more stone down.

Memorial Hall
North of the mausoleum lies the Memorial Hall lined with ten tombs. Each has been defaced by looters, their inscriptions gouged out and their offerings stolen. Twelve statues stand between the tombs, carved in the likeness of long-forgotten nobles. One statue has been smashed, its fragments scattered across the floor. Another seems intact, but its eyes follow visitors as they move through the hall. The statue opposite this one conceals a secret door, leading to the hidden dwelling of the heretical priests. The hall is silent and uneasy, palpable with the weight of desecration.

Guardian’s Alcoves
Between the Memorial Hall and the Vault Chamber are these two alcoves, each containing a sarcophagus. These are guarded by a spectral knight, a figure of armor and shadow bound to protect the crypt. The knight does not speak, but it raises its weapon against any who approach the vault without reverence. The ceiling here is low, and there is little space between the sarcophagi and the guardian. The knight is not mindless, however, and those who show respect for the dead will find that it steps aside for them to progress through the area.

Vault Chamber
The heart of the crypt. Scroll racks line the walls, their contents brittle and crumbling with age. A raised stone platform with a lantern atop it sits in the centre of the room. When fueled and lit and left upon the platform, the lantern reveals invisible writings on the scrolls and walls, as well as any other items brought within the vault. These writings contain fragments of forbidden doctrine, the work of the heretical priests who once dwelled here. The lantern itself is a relic of great power, but it is bound to the chamber. Removing it extinguishes its light until it is returned. Behind one of the scroll racks lies a secret door, leading once more to the hidden dwelling.

Secret Dwelling
Here the three heretical priests lived and worked, their study filled with books, notes, and strange relics. The air is stale, and the furnishings are decayed, but the sense of presence lingers. The priests sought to rewrite the teachings of their god, to turn death into a tool rather than an end. Their work remains scattered across the chamber, waiting for discovery. The dwelling is both a sanctuary and a trap, for the secrets it holds are dangerous to those who seek them, and the priests managed to turn the powers of their deity towards an unending unlife.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,200 pixels (24 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 10′ squares) – so resizing it to either 1,680 x 2,380 or 3,360 x 4,760, respectively.

 

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The Hollow Spire

Atheron Veyl was a reclusive arcanist who dabbled in strange otherworldly drugs and explored worlds and planes that may well have been the direct result of their hallucinations.

The Hollow Spire was once this mad arcanist’s “wizard tower”, collapsed into itself much as Atheron Veyl did themself when astral spiders consumed the wizard from the inside. The spire itself is made of stones either created magically or drawn here from another world. Under the dust of ages, the stones of the tower are a bruised violet shot through with veins of phosphorescent green. At night, the green veins glow faintly, making it seem like the tower is lit from within. If the detritus of time is cleaned away, the stone itself seems to shift shades when viewed from different angles.

Veyl’s great love was Dreamer’s Ash, the powdered remains of extinct star-moths, inhaled through crystal flutes. Through the Ash’s dreams, Veyl saw visions of infinite staircases in impossible geometries – and then used these visions to travel to other places in quest for more dreamer’s ash. However, the ash also causes the user’s mind to fold in on itself, a collapse mirrored by the spire itself.

The spire itself is a round tower that has collapsed into itself, the various levels of which are connected by a spiral staircase extending up the eastern side of the spire. The ground floor of the spire is a mass of jumbled masonry that has fallen down from above, but a path can be found through it to the stairs at the back. From above one can hear the sound of the wind through the broken stone, moaning and almost sounding like a strange voice in lament. But from below, the moaning is definitely not from the wind, but something trapped still within the cellars of the spire.

At the top of the spire, hidden from view of the stairs on the western side of the structure, is a coffer containing the last of Atheron Veyl’s treasures. The Hourglass of Spilled Moments is a palm-sized hourglass, cracked and badly damaged, filled with sand that seems silver on one side, and brilliant green when on the other. When flipped, the hourglass rewinds a single just-spoken sentence made by the user, allowing the speaker to rephrase or unsay it. The potency of this magic strains both time and the hourglass, and with each use it risks being shattered forever.

In the lowest chambers of the spire, in the dungeons on the northwest side, the mourning herald remains a prisoner of Veyl’s. A once-proud messenger of a forgotten god – this being remains chained by silken webs. Its wings are broken, its voice a constant dirge that echoes through the chambers and up the stairs. It begs for release, but the webs that hold it here are the last magics holding the tower from full collapse…

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 10,800 x 10,800 pixels (36 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 2,520 x 2,520 or 5,040 x 5,040, respectively.

 

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