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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: 9745767" data-attributes="member: 83678"><p>[ATTACH=full]416110[/ATTACH]</p><p></p><p><strong>Index Card Dungeon II – Map 13 – Sorcerer’s Tomb</strong></p><p></p><p>This is the thirteenth map in the Index Card Dungeon II set. It sits below and to the west of Map 11 (Ancient Cults), to the east of Map 12 (Deep Ruins), and south of Map 15. It is squeezed into the spaces under Map 11 & 12, with the 20 foot wide corridor from map 12 entering mid-way on the west side, and the two flights of stairs up to Map 11 mid-way on the east side. A secret passage leads to Map 15 to the north.</p><p></p><p>The air is colder down here, the stones slick with ages of condensation. A faint, metallic tang rides the stillness, mixed with the scent of stagnant water and long undisturbed dust. This area is known as the Sorcerer’s Tomb – as magical wards defend the area against intruders. These wards animate statues, further collapse damaged walls, and extinguish light sources when they are at their most crucial.</p><p></p><p>On the west side is one of the lowest chambers in the complex, a hexagonal vault half-drowned in dark waters. The surface is black glass, broken only by the occasional ripple from something unseen beneath. Above the waterline, massive stone niches loom, each holding a weathered statue of a robed figure. Their faces are eroded, features lost to time, but their postures – hands raised in benediction or warning -remain intact. The water laps softly at the base of their niches, as though reluctant to touch them.</p><p></p><p>The centrepiece of this area is the great hall where the ruin of ages is laid bare. The vaulted ceiling has partially collapsed, spilling heaps of shattered masonry across the flagstones. The hall’s northwest end rises to a mezzanine, its balustrade carved with curling arcane motifs. From below, you can see the upper level’s shadowed doorways. The mezzanine’s vantage point suggests it was once a place of ceremony or command. Now, the silence is absolute, broken only by the occasional groan of settling stone.</p><p></p><p>There is a strange sense of watchfulness. The statues in the flooded chamber, the carved eyes in the mezzanine’s balustrade, the way the shadows seem to cling to certain corners; none of it feels accidental.</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/2025/09/03/index-card-dungeon-ii-map-13-sorcerers-tomb/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9745767, member: 83678"] [ATTACH type="full" size="2250x1350"]416110[/ATTACH] [B]Index Card Dungeon II – Map 13 – Sorcerer’s Tomb[/B] This is the thirteenth map in the Index Card Dungeon II set. It sits below and to the west of Map 11 (Ancient Cults), to the east of Map 12 (Deep Ruins), and south of Map 15. It is squeezed into the spaces under Map 11 & 12, with the 20 foot wide corridor from map 12 entering mid-way on the west side, and the two flights of stairs up to Map 11 mid-way on the east side. A secret passage leads to Map 15 to the north. The air is colder down here, the stones slick with ages of condensation. A faint, metallic tang rides the stillness, mixed with the scent of stagnant water and long undisturbed dust. This area is known as the Sorcerer’s Tomb – as magical wards defend the area against intruders. These wards animate statues, further collapse damaged walls, and extinguish light sources when they are at their most crucial. On the west side is one of the lowest chambers in the complex, a hexagonal vault half-drowned in dark waters. The surface is black glass, broken only by the occasional ripple from something unseen beneath. Above the waterline, massive stone niches loom, each holding a weathered statue of a robed figure. Their faces are eroded, features lost to time, but their postures – hands raised in benediction or warning -remain intact. The water laps softly at the base of their niches, as though reluctant to touch them. The centrepiece of this area is the great hall where the ruin of ages is laid bare. The vaulted ceiling has partially collapsed, spilling heaps of shattered masonry across the flagstones. The hall’s northwest end rises to a mezzanine, its balustrade carved with curling arcane motifs. From below, you can see the upper level’s shadowed doorways. The mezzanine’s vantage point suggests it was once a place of ceremony or command. Now, the silence is absolute, broken only by the occasional groan of settling stone. There is a strange sense of watchfulness. The statues in the flooded chamber, the carved eyes in the mezzanine’s balustrade, the way the shadows seem to cling to certain corners; none of it feels accidental. [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/2025/09/03/index-card-dungeon-ii-map-13-sorcerers-tomb/[/URL] [/QUOTE]
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