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

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Sugar Dates & Figs! Sugar Dates & Pistachios!

Back to the shops along the intersection of Market & Random. Based on a Patreon request from Mark Clover, I’m drawing up individual floor plans for a number of shops, stores, vendors, and businesses along a single market block. As I draw these, I also have the overhead views drawn out on a map of the city block as I go, so when the series is complete you can use them on their own, or as a fully mapped out block of shops.

This is our fourth shop on the street, sitting on the east side of Market Street (so the street is on the left on these maps, and the storage yard is behind the building on the right) – our local fruit vendor who of course has a barker working out in the open air portion under the pergola shouting the above mentioned advertisements for sugar dates, figs, and pistachios.

This is a very small shop, combining living quarters and storefront on the ground floor, with a low-ceilinged attic above used for storage (mostly of shelf-stable products like nuts). The owner brings in fruit from several farms in the area, as well as regularly importing goods via local ship and caravan traffic.

The ground floor is effectively divided into four sections from left to right.

First we have the open air shop space under a pergola roof to provide some shade (although no protection from rain). This is where the “Sugar Dates and Figs! Sugar Dates and Pistachios!” barker operates, and where most sales take place from wooden baskets of fruits and nuts.

Next is the indoor shop where fruit that is to be protected from the elements is kept, as well as where most business is handled during inclement weather.

In the back half of the building, we have a bit of storage for excess stock to be moved up front during the day, the small apartment of the owner, and a tiny garderobe with a chamber pot that gets emptied in the street every morning before business starts.

Finally, in the back of the shop, we have a storage yard that often reeks of rotten fruit, where local urchins know they can pinch a few bites when needed and won’t get chased off as long as they don’t overdo it.

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 3,600 pixels (32 x 12 squares). To use this with a VTT you would need to resize the squares to 70 pixels (for 5′ squares) – so resizing the image to 2,240 x 840 pixels.

 

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Hammerhead Loans

Back to the shops along the intersection of Market & Random. Based on a Patreon request from Mark Clover, I’m drawing up individual floor plans for a number of shops, stores, vendors, and businesses along a single market block. As I draw these, I also have the overhead views drawn out on a map of the city block as I go, so when the series is complete you can use them on their own, or as a fully mapped out block of shops.

This is our fifth shop on the street, sitting on the west side of Market Street just south of the Golden Fish Market. Hammerhead Loans is a stout, flat-roofed, stone structure with heavy security features and a basement vault for storing valuables.

While the name of the establishment focuses on loans, the primary business here is money changing – converting gems to cash and dealing with converting coins from one denomination to another (at a 7% fee, of course). Hammerhead Loans will also keep a person’s wealth stored safely (no guarantees explicit or implied) at no charge if left for at least two months, otherwise at a 10% fee. Of course, this is to fund their loans business (at a 10% monthly interest rate) – loans of up to 10gp can be obtained without a security deposit (if the clerk feels the client is up for it), and larger loans require collateral valued at twice the loan amount.

There are two entrances into the building. The back door is barred and locked at all times and is used exclusively by staff – and even then it is preferred that they use the front door. All doors within the structure’s ground and basement levels are locked at all times. The front door leads to a security vestibule where a cleric is on guard behind a window who can unlock the door into the main antechamber. The main room is where clients interact with the obese and ancient clerk (a retired wizard with some reasonably useful magics for dealing with frauds and fakers).

The basement contains the vaults – a few larger vaults as well as a number of smaller locked coffers containing coins, gems, and other valuables. There may or may not be a few skeletons buried in the walls here…

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 6,600 x 7,800 pixels (22 x 26 squares). To use this with a VTT you would need to resize the squares to 70 pixels (for 5′ squares) – so resizing the image to 1,540 x 1,820 pixels.

 

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Iseldec’s Drop – Levels 13-16

We are beyond the halfway point in Iseldec’s drop – several hundreds of feet below the ruins above – the sun doesn’t ever reach down this far and is never directly overhead of the shaft – on the brightest days the only sign that there is an end to the shaft is the small circle of light far above.

These levels have stairs up to level 12, and thus are accessible to those creatures that come in via the doorway on that level. The four levels here are connected by stairs and caves as well as the central shaft, but there are no connectors except for the shaft from level 16 to level 17.

The stream of water that entered the dungeon on level 8 continues to pour down the shaft through these levels until it is caught on a lower level coming next month.

Level 15 on this map is the first level that exceeds the 160 foot x 160 foot area of the other levels, with a cave reaching east past those arbitrary limits. These levels are a mix of partially ruined and collapsed dungeons of otherwise remarkable stone work, and natural caves that have evidently had their floors smoothed to make them more traversable (much like classic TV show caves with their smooth sandy floors with the occasional “natural” steps up and down between sections).

Many of the “dungeon” sections here are badly damaged, with collapsed walls and ceilings, including the central shaft itself on levels 13-14-15.

Of particular note on these levels we have a collapsed section of level 13 that is only accessible from level 14; a shattered pool that still has a trickle of liquid in it on that same level; a collapsed semi-circular hallway on level 14 that is overlooked by a row of statues of forgotten persons all dressed in near-identical uniforms of unknown origin; and on level 16 there is a very heavy hemp rope attached to a ring in the wall that then descends into the shaft to unknown depths. This rope feels extremely heavy if pulled upon (as it descends all the way down to the bottom of the shaft on level 23).

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 9,600 pixels (32 x 32 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 make sense with the design) – so resizing the image to 2,240 x 2,240 pixels or 4,480 x 4,480 pixels, respectively.

 

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