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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: 9733148" data-attributes="member: 83678"><p>[ATTACH=full]414902[/ATTACH]</p><p></p><p><strong>The Vault of Echoes</strong></p><p></p><p>Hidden within the crumbling remains of an abandoned amphitheatre lies the Vault of Echoes – a place where sound lingers far longer than it should, curling in corners, whispering in stairwells, and sometimes shaping itself into something dangerous. The walls, floors, even the air itself, seem to hum faintly, as though remembering every word ever spoken here. Sages speak of a magical organ within the vault that can lift even the most foul of curses and can produce a song that weakens artifacts as a step towards their destruction.</p><p></p><p>Resonant Gates</p><p>Brass portculli etched with spiralling glyphs stand sealed, vibrating almost imperceptibly. They open only when a specific tone (perfectly pitched and sustained) resonates within the chamber. Each portcullis reacts to their own tone, and striking a tone other than these three triggers an ear-splitting dissonance that stuns everyone nearby (and definitely attracts wandering monsters).</p><p></p><p>Halls of Circles</p><p>Three circular corridors, their walls carved with concentric rings that draw the eye inward. Here, deafening voices scream and chant in a cacophony that makes one’s head ring, and confuses all thoughts but only inside the hall. Outside, there’s silence. The cacophony is disorienting, making speech and thought nearly impossible. Navigation is hopeless unless the voices are silenced, perhaps by destroying hidden resonance crystals embedded in the walls. Without silencing the voices, wandering through here prevents spellcasting and leads to a random set of double doors each time (roll 1d8 and count around from the top set of doors).</p><p></p><p>Whispering Well</p><p>A perfectly round stone shaft descends into black water. Dropping an object into it prompts a faint, whispered prophecy… or an intentional lie. The voice that answers always knows a truth the listener fears, and sometimes uses it to manipulate them.</p><p></p><p>The Final Composition</p><p>A grand performance hall, dominated by an enormous, baroque pipe organ. Its pipes shimmer like polished bone. The “instrument” is a massive mimic, its lures and tentacles disguised among the organ’s pipes. It is held here in stasis by the music of the vault – but anyone playing it will disrupt the magic and awaken it.</p><p></p><p>Harmonic Chamber</p><p>The antechamber of these two rooms is home to six lithophones (like a xylophone, but using different shapes and sizes of rocks to produce sound). To open the secret door into the second chamber requires playing a specific set of notes across all six lithophones. The second chamber contains the pipe organ that is imitated by the creature in the Final Composition.</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 10′ squares) – so resizing it to either 1,680 x 2,520 or 3,360 x 5,040, respectively.</em></p><p></p><p>[URL unfurl="true"]https://dysonlogos.blog/2025/08/20/the-vault-of-echoes/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9733148, member: 83678"] [ATTACH type="full" size="1800x2700"]414902[/ATTACH] [B]The Vault of Echoes[/B] Hidden within the crumbling remains of an abandoned amphitheatre lies the Vault of Echoes – a place where sound lingers far longer than it should, curling in corners, whispering in stairwells, and sometimes shaping itself into something dangerous. The walls, floors, even the air itself, seem to hum faintly, as though remembering every word ever spoken here. Sages speak of a magical organ within the vault that can lift even the most foul of curses and can produce a song that weakens artifacts as a step towards their destruction. Resonant Gates Brass portculli etched with spiralling glyphs stand sealed, vibrating almost imperceptibly. They open only when a specific tone (perfectly pitched and sustained) resonates within the chamber. Each portcullis reacts to their own tone, and striking a tone other than these three triggers an ear-splitting dissonance that stuns everyone nearby (and definitely attracts wandering monsters). Halls of Circles Three circular corridors, their walls carved with concentric rings that draw the eye inward. Here, deafening voices scream and chant in a cacophony that makes one’s head ring, and confuses all thoughts but only inside the hall. Outside, there’s silence. The cacophony is disorienting, making speech and thought nearly impossible. Navigation is hopeless unless the voices are silenced, perhaps by destroying hidden resonance crystals embedded in the walls. Without silencing the voices, wandering through here prevents spellcasting and leads to a random set of double doors each time (roll 1d8 and count around from the top set of doors). Whispering Well A perfectly round stone shaft descends into black water. Dropping an object into it prompts a faint, whispered prophecy… or an intentional lie. The voice that answers always knows a truth the listener fears, and sometimes uses it to manipulate them. The Final Composition A grand performance hall, dominated by an enormous, baroque pipe organ. Its pipes shimmer like polished bone. The “instrument” is a massive mimic, its lures and tentacles disguised among the organ’s pipes. It is held here in stasis by the music of the vault – but anyone playing it will disrupt the magic and awaken it. Harmonic Chamber The antechamber of these two rooms is home to six lithophones (like a xylophone, but using different shapes and sizes of rocks to produce sound). To open the secret door into the second chamber requires playing a specific set of notes across all six lithophones. The second chamber contains the pipe organ that is imitated by the creature in the Final Composition. [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 10′ squares) – so resizing it to either 1,680 x 2,520 or 3,360 x 5,040, respectively.[/I] [URL unfurl="true"]https://dysonlogos.blog/2025/08/20/the-vault-of-echoes/[/URL] [/QUOTE]
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