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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: 9591437" data-attributes="member: 83678"><p>[ATTACH=full]396985[/ATTACH]</p><p></p><p><strong>Gref’s Sinkhole</strong></p><p></p><p>The sinkhole on old man Gref’s farm connects to a number of caves including one that takes the overflow of the muddy waters from the pool and descends deep below (areas 9 & 10). These caves, in turn, connect to the remnants of an ancient temple that was long ago buried in some calamity or cataclysm.</p><p></p><p>The edge of the sinkhole (areas 1 & 2) descend steeply to the pool of water (area 3). The pool collects water from the water table as well as rainwater from above, and is dark and muddy (and home to numerous tadpoles and waterbugs). The remaining areas are all underground, a series of caves cut into the dirt and rocks under the field of Gref’s farm.</p><p></p><p>The most interesting of these spaces is of course area 13 – the source of the sinkhole itself – a temple of some obscure water deity with miraculous slow-flowing stream of magical waters that seep from one collapsed wall of the structure, down a pair of narrow “canals” and down into a deeper hole where the waters from the pool also trickle down. The waters in the temple, unlike the muddy water of the sinkhole pool, is pure and clean and has a mild magical effect – any liquid added to this water (in small quantities – a gallon at most per day) becomes inert and harmless as the waters neutralize whatever properties the fluid once had.</p><p></p><p>There are of course scores of reasons why adventurers might find themselves at Gref’s Sinkhole – from investigating the disappearance of Gref a week ago, to rescuing someone who’s captors’ trails lead to the muddy shores of the pool. Others may need the magical waters of the temple, or to petition the forgotten water spirit long ago tied to this place. And of course, some people just can't resist sticking their noses into a random cave.</p><p></p><p><em>The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels (24 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 the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.</em></p><p></p><p>[URL unfurl="true"]https://dysonlogos.blog/2025/02/18/grefs-sinkhole/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9591437, member: 83678"] [ATTACH type="full" size="1800x2700"]396985[/ATTACH] [B]Gref’s Sinkhole[/B] The sinkhole on old man Gref’s farm connects to a number of caves including one that takes the overflow of the muddy waters from the pool and descends deep below (areas 9 & 10). These caves, in turn, connect to the remnants of an ancient temple that was long ago buried in some calamity or cataclysm. The edge of the sinkhole (areas 1 & 2) descend steeply to the pool of water (area 3). The pool collects water from the water table as well as rainwater from above, and is dark and muddy (and home to numerous tadpoles and waterbugs). The remaining areas are all underground, a series of caves cut into the dirt and rocks under the field of Gref’s farm. The most interesting of these spaces is of course area 13 – the source of the sinkhole itself – a temple of some obscure water deity with miraculous slow-flowing stream of magical waters that seep from one collapsed wall of the structure, down a pair of narrow “canals” and down into a deeper hole where the waters from the pool also trickle down. The waters in the temple, unlike the muddy water of the sinkhole pool, is pure and clean and has a mild magical effect – any liquid added to this water (in small quantities – a gallon at most per day) becomes inert and harmless as the waters neutralize whatever properties the fluid once had. There are of course scores of reasons why adventurers might find themselves at Gref’s Sinkhole – from investigating the disappearance of Gref a week ago, to rescuing someone who’s captors’ trails lead to the muddy shores of the pool. Others may need the magical waters of the temple, or to petition the forgotten water spirit long ago tied to this place. And of course, some people just can't resist sticking their noses into a random cave. [I]The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 7,200 x 10,800 pixels (24 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 the image to 1,680 x 2,520 pixels or 3,360 x 5,040 pixels, respectively.[/I] [URL unfurl="true"]https://dysonlogos.blog/2025/02/18/grefs-sinkhole/[/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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