D&D General Maps, Maps, Maps! Dungeons, Ruins, Caverns, Temples, and more... aka Where Dyson Dumps His Maps.

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Dreamspinner’s Nest

A place of velvet and rot, a palace of sleep where dreams are both banquet and battlefield. Corridors and galleries that breathe like lungs, tapestries that unweave themselves when looked at too long, and a hush so thick it presses the teeth together. The prose that suits this place is elegiac and baroque, a voice that lingers on the scent of incense and the metallic tang of fear; stories of faded grandeur and inevitable decay, of beauty that seduces and betrays. This is a loom of dreams; a place where memory is spun into silk and then cut.

The Nest was once the court of the dreamweavers; seers and artists who traded in visions for coin and influence. Their craft grew arrogant, and in their hubris they sought to bind the act of dreaming itself and somehow their magics did so; but of course not as they intended. A thing of hunger and pattern was born in the dark, a weaver that fed on the raw thread of thought. The court fell silent. The surviving dreamers sealed the doors with velvet and oath.

The Velvet Entry still tempts the unwary. Curtains stir though no wind moves, and the scent of opium and rose oil lures the tired to recline. Two passages lead inward. The Dream Galleries are long halls hung with living tapestries and painted memories. Here, a childhood laughter may be replayed with a knife in the hand, or a lover’s face may melt into a stranger. The Threadbare Passages are corridors that fray into endless repetition, where footsteps return you to the same painted arch until the mind gives up and the body follows.

At the heart lies the Nightmare’s Den, a vaulted chamber where the psychic weaver shapes fear into flesh. It is a place of curtained thresholds and shifting geometry. The weaver is not wholly visible. It is felt as a pressure behind the eyes, a presence that composes terror like music. When pressed, it retreats to the Awakening Chamber, a vast womb of eggsacs that pulse with stolen dreams. Destroy the weaver and the exits do not open. Instead the halls become threadbare, and the only escape is to surrender to sleep and let the Nest unmake you gently, or not at all.

Story Ideas:

A noble’s heir is trapped in a looping memory. Someone must enter the Galleries and cut the thread that binds the child to a false past.

A cult seeks to harvest an intact eggsac to bind a tyrant’s will. Steal it and the Nest will hunt you with stitched nightmares.

A scholar offers coin for the weaver’s pattern, believing it can cure madness. The pattern is a contagion. Study it and the mind unravels.

A rival adventurer returns changed, hollowed of shadow. Follow them back into the Threadbare Passages and learn what the Nest eats when it is hungry.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 10,200 x 13,200 pixels (34 x 44 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 2,380 x 3,080 or 4,760 x 6,160, respectively.

Love those story ideas, great stuff. Also like how it's sort of shaped like a spider... Dreamweaver, Orbweaver, whose counting...
 

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Hey @Dyson Logos I am looking to use one of your outdoor maps for a convention hexcrawl. Autumnlands is too big for my purposes. Do you have a smaller region or even island that you would recommend?
Autumnlands is made of nine smaller hex maps, maybe one of them would work? I'm also releasing a set of new ones (slightly smaller this time) called the Serpent Lands.

Or maybe...

 


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The Prism Burrow

Down deep where the miners refuse to return, light seems to take on different forms; to puddle, to glimmer in mid-air, to be colourless, and yet to shine too brightly.

These mines have long been abandoned, and they grow stranger with every passing year. The few miners who worked here in their childhood won’t remember these chambers beyond the old shrine. The rest has warped and changed. Wooden supports have fossilized, reflective salt crystals forming on them to glitter in the dark. Even the water has stopped acting as water should, flowing up walls or crystallizing without freezing.

This warped place is a classic “funhouse” dungeon – little makes sense, but it is all tied together into glittering forms in the dark, odd lights, and twisted physics.

A place like this rarely needs much in the way of a hook to be explored. As things get weirder, most adventurers find themselves unable to NOT continue exploring and seeing how deep the weirdness gets. But there are ways out of here that one might seek out in later adventures. The Aperture Chamber as well as the cave of melted light provide passages to other worlds, other planes, or just slightly twisted alternate realities. And you never know when you will need to go to the city of Charn at the end and beginning of the world…

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 12,000 pixels (32 x 40 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 2,240 x 2,800 or 4,480 x 5,600, respectively.

 


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