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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: 9723830" data-attributes="member: 83678"><p>[ATTACH=full]413702[/ATTACH]</p><p></p><p><strong>Index Card Dungeon II – Map 10 – Lost Dungeons</strong></p><p></p><p>This is the tenth map in the Index Card Dungeon II set. This map sits directly underneath Map 9 (Ancient Sewers). A single set of stairs links this area to the ancient sewers above, and a further set of stairs leads further down into the depths below (and eventually back to the main dungeons).</p><p></p><p>Sitting beneath the ancient sewers, this section of collapsed dungeons shares the intricate stonework of the level above, but are also very wet and mostly collapsed. Ruined, dripping, and collapsed halls lead between the main chambers here</p><p></p><ul> <li data-xf-list-type="ul">one large hall with massive pillars down the centre and a raised gallery that wraps around the north, west, and south ends.</li> <li data-xf-list-type="ul">an octagonal chamber containing a sunken area with three statues standing in ankle-deep water</li> <li data-xf-list-type="ul">a flooded chamber at the end of a collapsed series of crypts and a few ruined rooms of indeterminate use</li> </ul><p></p><p>Nothing “normal” lives here, just the echoes of a dead civilization. A few apparitions, re-enacting old religious rituals as they bury each other in the crypts, work on the fallen mosaics, or simply clean the floors. A few remnants of magical spells and effects – the distorted remains of powerful warding spells that kept these structures intact for so long, now driven mad by the ages and the collapse of the walls…</p><p></p><p><em>(As the Index Card Dungeon II gets larger and more complex, I’ll be posting an overview of how the existing maps link together each month after releasing that month’s maps)</em></p><p><em></em></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/2025/08/06/index-card-dungeon-ii-map-10-lost-dungeons/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9723830, member: 83678"] [ATTACH type="full" size="2250x1350"]413702[/ATTACH] [B]Index Card Dungeon II – Map 10 – Lost Dungeons[/B] This is the tenth map in the Index Card Dungeon II set. This map sits directly underneath Map 9 (Ancient Sewers). A single set of stairs links this area to the ancient sewers above, and a further set of stairs leads further down into the depths below (and eventually back to the main dungeons). Sitting beneath the ancient sewers, this section of collapsed dungeons shares the intricate stonework of the level above, but are also very wet and mostly collapsed. Ruined, dripping, and collapsed halls lead between the main chambers here [LIST] [*]one large hall with massive pillars down the centre and a raised gallery that wraps around the north, west, and south ends. [*]an octagonal chamber containing a sunken area with three statues standing in ankle-deep water [*]a flooded chamber at the end of a collapsed series of crypts and a few ruined rooms of indeterminate use [/LIST] Nothing “normal” lives here, just the echoes of a dead civilization. A few apparitions, re-enacting old religious rituals as they bury each other in the crypts, work on the fallen mosaics, or simply clean the floors. A few remnants of magical spells and effects – the distorted remains of powerful warding spells that kept these structures intact for so long, now driven mad by the ages and the collapse of the walls… [I](As the Index Card Dungeon II gets larger and more complex, I’ll be posting an overview of how the existing maps link together each month after releasing that month’s maps) 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/2025/08/06/index-card-dungeon-ii-map-10-lost-dungeons/[/URL] [/QUOTE]
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