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


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The Serpent Lands – Map 3

The Serpent Lands are immediately south of the Autumn Lands. There’s no set scale for these maps, and the items on the maps are not to scale with each other so we can see points of interest like towers, cities, and caves. If you really need a scale for this and don’t want to pick one yourself, go with six miles to the hex.

As hinted at in the Autumn Lands, this region was once the heart of a lizard-folk empire lost to antiquity. Many strange ruins can be found around these regions, some long abandoned, others taken over by new residents. While the Autumn and Midsummer Lands are home to many oddities, the sheer number of ruins and strange prehuman constructions in the Serpent Lands make them stand out as a frontier to be explored.

This is the third map of the Serpent Lands, sitting just to the west of Map 2 (and south of the Autumn Lands). We are in the interior for this map, in an area dominated by a large lake that divides the map into four quadrants.

To the northeast we have the continuation of the forests from the coast. The forests here are thick and dark and the hills beneath them gradually subside until the forest gives way to swamp land on the shore of the lake. Just south of the swamp we have a strange magical confluence that, when the ley lines are right, tears open into a portal that leads to another forest, a forest that appears upside down from this side of the portal. A hex away from the portal is a wizard’s tower with a large telescope that watches the forest on the other side, the wizard within collecting notes on what has been observed on the other side.

The southeast quadrant is mostly hills that break down into badlands as we approach the lake outlet to the west, and into strange curving rock formations here and there among them. A ruined city sits beneath a large unnatural curve of stone, and overlooking that is an ancient stone structure built around the top of a massive stone spire that remains uninhabited except for a few flying beasts now.

In the southwest we have a smaller lake that feeds into the great lake, with a city under a bubble dome beneath the lake. A row of massive stone columns leads from the shore of the bubble city towards the plateau to the south which in turn is home to a small forest and some ancient ruins. A fair-sized farming settlement of humans and halflings is nestled into the hills nearby.

The northwest quadrant is home to another forest that seems to press up against the mountains here. At the south end of the mountains there is a massive statue of a lizard-priest in heavy robes pointing in two directions. Following either of those directions leads to other massive statues that sit on other maps – some sort of strange and cyclopean waymarkers. On the shore of the lake here is a massive blackened stone tower wreathed in flames, visible at night from anywhere on the lake. Evidently the flames here sometimes grow more intense, as the whole hex is just ashes and burned tree trunks.

The lake itself has an island on it with the prow of a mighty vessel broken upon it, surrounded by large stone formations that jut out of the water.

 

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Blackglass Vein – North

This is the first of two linked maps exploring a small abandoned mine. Known as the Blackglass Vein, this was a prosperous obsidian mine abandoned after it was mostly mined out.

The northern map details the entrance to the mine and goes as deep as the “rift”, an underground ravine that only opens to a six-inch wide gap at the top. The gap allows water to enter the rift when it rains, and this eventually rotted away the wooden bridges built to span the rift for the blackglass vein.

The first stretch of the mine includes several side rooms that were dug out to access the first vein of obsidian and then turned into rooms for the miners breaks and for equipment storage. The side door into these rooms has also long rotted away, but the other doors are not exposed to the elements and have survived mostly intact.

While tracks remain from the original mine carts, all the carts were taken when the mine was abandoned. The tracks lead down to the initial areas of the southern portion of the mines (detailed in our next map), but are interrupted on the other side of the rift where the main mine tunnel collapsed, leaving only a small gap that someone could crawl through if they were determined enough (or quite small).

Many of the passages are supported by heavy timber supports that are also showing their age and threaten to collapse at any moment.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 4,800 x 14,400 pixels (16 x 48 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 1,120 x 3,360 or 2,240 x 6,720, respectively.

 

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