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Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.
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<blockquote data-quote="Dyson Logos" data-source="post: 9169051" data-attributes="member: 83678"><p><strong>Index Card Dungeon – Dungeons 3</strong></p><p></p><p>[ATTACH=full]313184[/ATTACH]</p><p></p><p>We are now entering into the depths of the “Index Card Dungeon” with this sixth map in the set. This map connects to the Dungeons Map 2 above it (via the stairs in the open chamber in that map that lead to the centre of this one as well as the stairs on the left side of both maps) as well as the Caves 1 map via the natural caverns on the right, and finally deeper into the Catacombs 1 map via the continuation of the central stairs and a small passage that passes over two shafts that extend into the halls of the catacombs below.</p><p></p><p>This area has been infiltrated by humanoids via the caves, but they know better than to move up into the trapped and guarded level above (and try to keep out of sight when travelling through the chamber with the stairs up). They make their lairs here in the dark, trying to subsist of the cave crickets that live in the small caves here.</p><p></p><p>This is the sixth of ten index card-sized dungeon maps that all connect together. Each is designed to fit on a traditional 3 x 5 index card (at six squares per inch), and you can write up any notes about the level on the reverse of the card. The first five maps were posted last month, and five more are being posted this month.</p><p></p><p><em>The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 pixels (30 squares) wide. 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 pixels wide or 4,200 pixels wide, respectively.</em></p><p></p><p>[URL unfurl="true"]https://dysonlogos.blog/2023/10/20/index-card-dungeon-dungeons-3/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9169051, member: 83678"] [B]Index Card Dungeon – Dungeons 3[/B] [ATTACH type="full"]313184[/ATTACH] We are now entering into the depths of the “Index Card Dungeon” with this sixth map in the set. This map connects to the Dungeons Map 2 above it (via the stairs in the open chamber in that map that lead to the centre of this one as well as the stairs on the left side of both maps) as well as the Caves 1 map via the natural caverns on the right, and finally deeper into the Catacombs 1 map via the continuation of the central stairs and a small passage that passes over two shafts that extend into the halls of the catacombs below. This area has been infiltrated by humanoids via the caves, but they know better than to move up into the trapped and guarded level above (and try to keep out of sight when travelling through the chamber with the stairs up). They make their lairs here in the dark, trying to subsist of the cave crickets that live in the small caves here. This is the sixth of ten index card-sized dungeon maps that all connect together. Each is designed to fit on a traditional 3 x 5 index card (at six squares per inch), and you can write up any notes about the level on the reverse of the card. The first five maps were posted last month, and five more are being posted this month. [I]The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,000 pixels (30 squares) wide. 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 pixels wide or 4,200 pixels wide, respectively.[/I] [URL unfurl="true"]https://dysonlogos.blog/2023/10/20/index-card-dungeon-dungeons-3/[/URL] [/QUOTE]
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Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.
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