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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: 9684613" data-attributes="member: 83678"><p>[ATTACH=full]408535[/ATTACH]</p><p></p><p><strong>Index Card Dungeon II - Map 4 - Tower Ruins</strong></p><p></p><p>We return to the second Index Card Dungeon with this fourth map in the set. This map sits directly above Map 1 (Tower Base) just as Map 3 did. While map 3 showed the state of the tower as it was in ancient times (and as it appears sometimes just to mess with the characters when they come back out of the dungeons), this version of the map shows the tower as it is when occupied by the cult of the Fractured Eye.</p><p></p><p>These levels of the tower are in rough shape and are threatening to fall down the hill at this point. The cult generally stays out of here except for the one chamber on the lower level that was home to Eldrin Vaught and their right-hand cultist Calyxar Duskweaver. The two upper levels are considered frighteningly unstable to the cult members – and while they are tasked with maintaining a watch from the crumbling tower top they no longer do so without Eldrin and their core disciples here to enforce the order.</p><p></p><p>This is the fourth map in my second Index Card Dungeon – each map is designed to fit on a 3″ x 5″ index card at 6 squares per inch. I’ve got a dozen of these drawn so far, and expect the final count to be between 18 and 24 maps.</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 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.</em></p><p></p><p>[URL unfurl="true"]https://dysonlogos.blog/2025/06/16/index-card-dungeon-ii-map-4-tower-ruins/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9684613, member: 83678"] [ATTACH type="full" size="2250x1350"]408535[/ATTACH] [B]Index Card Dungeon II - Map 4 - Tower Ruins[/B] We return to the second Index Card Dungeon with this fourth map in the set. This map sits directly above Map 1 (Tower Base) just as Map 3 did. While map 3 showed the state of the tower as it was in ancient times (and as it appears sometimes just to mess with the characters when they come back out of the dungeons), this version of the map shows the tower as it is when occupied by the cult of the Fractured Eye. These levels of the tower are in rough shape and are threatening to fall down the hill at this point. The cult generally stays out of here except for the one chamber on the lower level that was home to Eldrin Vaught and their right-hand cultist Calyxar Duskweaver. The two upper levels are considered frighteningly unstable to the cult members – and while they are tasked with maintaining a watch from the crumbling tower top they no longer do so without Eldrin and their core disciples here to enforce the order. This is the fourth map in my second Index Card Dungeon – each map is designed to fit on a 3″ x 5″ index card at 6 squares per inch. I’ve got a dozen of these drawn so far, and expect the final count to be between 18 and 24 maps. [I]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.[/I] [URL unfurl="true"]https://dysonlogos.blog/2025/06/16/index-card-dungeon-ii-map-4-tower-ruins/[/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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