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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: 9842124" data-attributes="member: 83678"><p>[ATTACH=full]427646[/ATTACH]</p><p></p><p><strong>The Grim Sentinel</strong></p><p></p><p>The Grim Sentinel was raised in an age when the borderlands were still wild and the new kingdoms feared what prowled the forests at night. Never meant to be a fortress, the keep was meant to be a watchful eye, a stone reminder that civilization had not yet surrendered to the creeping dark. Its builders carved it from the region’s gray shale, a material that weathers poorly and fractures easily. Over the centuries, frost and rain have gnawed at the northeast corner until the entire section slumps like a wounded shoulder.</p><p></p><p>Locals say the keep “breathes cold,” and they’re not wrong. Wind whistles through the broken masonry with a voice like someone whispering warnings too late to matter. Moss clings to the interior walls, and the flagstones sweat constantly, even in summer. The wooden annex was hastily built decades ago by a militia company and now leans against the keep like a shivering animal seeking warmth. It serves as kitchen, barracks, and refuge from the drafts that coil through the old stone.</p><p></p><p>Beneath the keep lies a two‑tiered dungeon. The upper level is cramped and utilitarian: three cells, a guardroom, and a storage nook where rusted manacles hang forgotten. The lower level sprawls outward in irregular chambers carved that were once cut from natural caverns. A secret trapdoor leads to a narrow escape tunnel that snakes into the hills. Few know it exists, and fewer still know where it emerges.</p><p></p><p>A small company of elven mercenaries are based here. They are exiles though they would never use that word. They carry themselves with the languid confidence of predators armed with sword and spell and armour of lacquered chitin. Their laughter is soft and musical, but never warm nor inviting. They are led by Prince‑Errant Lethariel Vaun (a title from a caste system so ancient and convoluted that even he no longer remembers all its rules). Lethariel is elegant, languid, and terrifyingly intelligent as well as gifted with pacts and magics of ancient demonic heritage. He speaks to mortals as though they are children, and to his companions as though they are rivals.</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 that fit the furnishings shown) – 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/2026/01/19/the-grim-sentinel/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9842124, member: 83678"] [ATTACH type="full" size="1800x2700"]427646[/ATTACH] [B]The Grim Sentinel[/B] The Grim Sentinel was raised in an age when the borderlands were still wild and the new kingdoms feared what prowled the forests at night. Never meant to be a fortress, the keep was meant to be a watchful eye, a stone reminder that civilization had not yet surrendered to the creeping dark. Its builders carved it from the region’s gray shale, a material that weathers poorly and fractures easily. Over the centuries, frost and rain have gnawed at the northeast corner until the entire section slumps like a wounded shoulder. Locals say the keep “breathes cold,” and they’re not wrong. Wind whistles through the broken masonry with a voice like someone whispering warnings too late to matter. Moss clings to the interior walls, and the flagstones sweat constantly, even in summer. The wooden annex was hastily built decades ago by a militia company and now leans against the keep like a shivering animal seeking warmth. It serves as kitchen, barracks, and refuge from the drafts that coil through the old stone. Beneath the keep lies a two‑tiered dungeon. The upper level is cramped and utilitarian: three cells, a guardroom, and a storage nook where rusted manacles hang forgotten. The lower level sprawls outward in irregular chambers carved that were once cut from natural caverns. A secret trapdoor leads to a narrow escape tunnel that snakes into the hills. Few know it exists, and fewer still know where it emerges. A small company of elven mercenaries are based here. They are exiles though they would never use that word. They carry themselves with the languid confidence of predators armed with sword and spell and armour of lacquered chitin. Their laughter is soft and musical, but never warm nor inviting. They are led by Prince‑Errant Lethariel Vaun (a title from a caste system so ancient and convoluted that even he no longer remembers all its rules). Lethariel is elegant, languid, and terrifyingly intelligent as well as gifted with pacts and magics of ancient demonic heritage. He speaks to mortals as though they are children, and to his companions as though they are rivals. [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 that fit the furnishings shown) – so resizing it to either 1,680 x 2,520 or 3,360 x 5,040, respectively.[/I] [URL unfurl="true"]https://dysonlogos.blog/2026/01/19/the-grim-sentinel/[/URL] [/QUOTE]
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