Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Dyson Logos" data-source="post: 9846299" data-attributes="member: 83678"><p>[ATTACH=full]428114[/ATTACH]</p><p></p><p><strong>Scavengers’ Deep – Map 27</strong></p><p></p><p>The Scavengers’ Deep is a reminder of the amount of work that went into underground structures during the great war. Generally, the elves only built underground when hiding their breeding and research facilities, whereas the forces of the kingdoms, assisted by the dwarves, were constantly building underground as the elves were unrelenting and would completely raze any surface defences that they defeated.</p><p></p><p>But the structures now known as the Scavengers’ Deep are atypical, an elven complex mixing some (ruined) surface structures, natural caves, and significant sprawling underground complexes dedicated to research, training, and breeding their slave species.</p><p></p><p>This is the twenty-seventh map in the Scavengers’ Deep series – this map sits directly east of Map 18, and the second map in the new column started with map 26 to the north.</p><p></p><p>This area is primarily defined by the defile that cuts into the mesa in maps 17, 18, 26 and 27. Here we have another tower built into the side of the defile and a small fortified wall and gate structure that leads to a raised area that accesses the mesa proper through massive double doors into the grand 20 foot wide halls that mark the main thoroughfares of the complex. These entries are watched over not only by the tower, but a series of guard posts with arrow slits that watch not only the raised area, but the also within the main entrance of the two. While the southern entrance (with one great door broken from the frame and laying on the platform) is less well defended, it does also have a series of murder holes from guard rooms above about 60 feet down the passage from the entrance.</p><p></p><p>Much of this section is given over to military uses (guard rooms, a few barracks, and defensive structures) with the rest being dedicated to maintenance (especially water, with two intake pipes from the defile that lead to a large cistern on the southwest side of the map). There is also a small gallery overlooking a cave on the southeast – like many of the caves that twist through the mesa, these caves were given over to the thrall species that the elves were breeding for the war effort, in an effort to test which mutations and variants were most effective at survival among their fellows when confronted with limited food resources and confined living areas.</p><p></p><p>The passages to the north lead to the fortifications on map 26, with multiple links to the fortifications and towers on map 18 to the west. Passages to the south lead to map 28 where the cistern and water systems continue and the eastern set of “evolution caves” sprawl out..</p><p></p><p><em>The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 14,400 x 14,400 pixels (48 x 48 squares) in size. 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 suggested 10′ squares that this is designed around) – so resizing it to either 3,360 x 3,360 or 6,720 x 6720 pixels in size, respectively.</em></p><p></p><p>[URL unfurl="true"]https://dysonlogos.blog/2026/01/26/scavengers-deep-map-27/[/URL]</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 9846299, member: 83678"] [ATTACH type="full" size="3600x3600"]428114[/ATTACH] [B]Scavengers’ Deep – Map 27[/B] The Scavengers’ Deep is a reminder of the amount of work that went into underground structures during the great war. Generally, the elves only built underground when hiding their breeding and research facilities, whereas the forces of the kingdoms, assisted by the dwarves, were constantly building underground as the elves were unrelenting and would completely raze any surface defences that they defeated. But the structures now known as the Scavengers’ Deep are atypical, an elven complex mixing some (ruined) surface structures, natural caves, and significant sprawling underground complexes dedicated to research, training, and breeding their slave species. This is the twenty-seventh map in the Scavengers’ Deep series – this map sits directly east of Map 18, and the second map in the new column started with map 26 to the north. This area is primarily defined by the defile that cuts into the mesa in maps 17, 18, 26 and 27. Here we have another tower built into the side of the defile and a small fortified wall and gate structure that leads to a raised area that accesses the mesa proper through massive double doors into the grand 20 foot wide halls that mark the main thoroughfares of the complex. These entries are watched over not only by the tower, but a series of guard posts with arrow slits that watch not only the raised area, but the also within the main entrance of the two. While the southern entrance (with one great door broken from the frame and laying on the platform) is less well defended, it does also have a series of murder holes from guard rooms above about 60 feet down the passage from the entrance. Much of this section is given over to military uses (guard rooms, a few barracks, and defensive structures) with the rest being dedicated to maintenance (especially water, with two intake pipes from the defile that lead to a large cistern on the southwest side of the map). There is also a small gallery overlooking a cave on the southeast – like many of the caves that twist through the mesa, these caves were given over to the thrall species that the elves were breeding for the war effort, in an effort to test which mutations and variants were most effective at survival among their fellows when confronted with limited food resources and confined living areas. The passages to the north lead to the fortifications on map 26, with multiple links to the fortifications and towers on map 18 to the west. Passages to the south lead to map 28 where the cistern and water systems continue and the eastern set of “evolution caves” sprawl out.. [I]The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 14,400 x 14,400 pixels (48 x 48 squares) in size. 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 suggested 10′ squares that this is designed around) – so resizing it to either 3,360 x 3,360 or 6,720 x 6720 pixels in size, respectively.[/I] [URL unfurl="true"]https://dysonlogos.blog/2026/01/26/scavengers-deep-map-27/[/URL] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.
Top