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[Friday Map] Hamel’s Well

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Many parts of the city are built up over the ruins of civilizations that claimed these lands in ages past. While some forget the roots of the city, others are forced to confront them on a daily basis.

Hamel's Well

Hamel’s Well

Forty feet below street level in one of the poorer districts of the city, the stairs to Hamel’s Well open up to an underground stream and pool bordered by ancient rooms made of fine stonework. Both doors out of the well room are locked at almost all times, but the southern door shows signs of frequent usage.

Hamel's Well (no grid)

Hamel’s Well (no grid)

A gang of thieves (Toren’s Crew) operates out of the deeper ruins on the south side, but avoiding the natural caves down below. Both the members of Toren’s Crew and some of the townfolk who are down at the well most often have seen movement and the glitter of light from the north side structures. Most picture the northern area to be home to a lone hermit or perhaps a few shuffling undead – remnants of those who built these chambers in the shadowy past.

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This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Awesome folks like Andy Action, Joe, Matt Maranda, Joe Johnston, and over 300 other patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.



[Tuesday Map] The Dellorfano Protocols Map 1

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About a month ago, Stacy Dellorfano of ConTessa (who also happens to be one of my very generous Patreon supporters) posted a set of random dungeon generation procedures that I went on to dub “The Dellorfano Protocols”.

1. Start somewhere on the page. 
2. Roll two dice (d6 & d8 in this case)
3. Whichever die lands above is the vertical line length. 
4. Whichever die lands below is the horizontal line length. 
(Or figure out your own way of picking which is which). 
5. Roll a die for each wall to see if there’s a door. 
     5a. If there’s no space for a door, don’t roll that wall. 
     5b. Create connections to other rooms when it makes sense. 
     5c. Always have a ‘no door on this wall’ option. 

In my case for this one, I rolled a d6 & d8, took which ever die landed on the table above the other as the vertical, and the remaining die as the horizontal. 

To prevent long, narrow rooms I doubled or rerolled 1s, 2s, and 3s unless it was towards the end of the page or somewhere where that made sense. 

Then, I chose each wall of the room and rolled a d6. If the number was a 5 or a 6 there was no door. Any of the other numbers indicated the number of tiles the hallway should be. 

I chose the width of the hallways and their placement on the walls on my own whim or if it made sense to connect to another room, I ignored the die roll and did that. 

Where rooms overlapped, I made one room be ‘under’ the other and added appropriate stairs down. 

Dellorfano-Protocols-WIP

For my first run with the Dellorfano ProtocolsI used a d6 and a d10, rerolling 1s and most 2s. The initial result is shown above, sketched out in pencil on an A5 pad of 7mm graph paper as I rolled the bones.

I’m going to try a few other dice sets, but I think the optimal method would instead be to use a smaller die with a bonus (so a d4+1 instead of a d6), or something similar to prevent having to reroll.

I then went through and redrew the whole thing in pen, changing the shapes of some rooms, adding details, doors, stairs and so on.

Dellorfano Protocols Dungeon 1

Dellorfano Protocols Dungeon 1

Now we have a dungeon that appears to be natural caves and galleries at first that progresses into worked stone structures and then back into natural and flooded) structures down below. I also included a well in one of the upper chambers that reaches down into the flooded cave below.

Dellorfano Protocols Dungeon 1 (no grid)

Dellorfano Protocols Dungeon 1 (no grid)

There has been a great rush of other maps designed using the Dellorfano Protocols since she released them in June – and she’s linked to all of them that I’m aware of in her Swords & Wizardry collection on Google+

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This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Awesome folks like Leonard Pierce, James Maliszewski (of Grognardia and the Excellent Travelling Volume), Riley Vann, Kyle Maxwell, and over 300 other patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.


[Friday Map] Mapper’s Challenge II – The Deep Halls

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Built by priests of Amon-Gorloth, this dungeon was constructed and adapted from existing caverns following their dreams channeled from Amon-Gorloth itself – making them a twisted and nightmarish version of the convoluted mausoleums under the desert sands where Amon-Gorloth sleeps and dreams.

Mapper's Challenge II - Deep Halls

Mapper’s Challenge II – Deep Halls

This is a monster of a map – a full ledger-sized page of fairly fine graph paper (5 per inch, I think) was used to put together this map based on the look and feel of my much older Mapper’s Challenge map from 2009. At 300dpi, these images are 5 megabytes in size.

Spread out over seven different depths, these caves, chambers and twisting passages provide an immense dungeon for exploration. So immense that I haven’t even considered how I would stock it.

Mapper's Challenge II - The Deep Halls (no grid)

Mapper’s Challenge II – The Deep Halls (no grid)

Which is why I’m giving it to you.

This massive dungeon level is yours – released under a free commercial use or personal use license. Fill it up, stock it, throw adventurers at it until the floors are littered with their dead. Then do it again.

Colour-By-Depth (with grid)

Colour-By-Depth (with grid)

To make it a bit easier to navigate, I’ve also provided a pair of colour-coded versions of the maps indicating the depth of each individual level. This is based on the excellent work of Michael Prescott who colourized a photograph of the original map before I had scanned it.

Colour-By-Depth (no grid)

Colour-By-Depth (no grid)

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This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Awesome folks like David Turner, Jesse Butler, Wayne’s Books, Judd Karlman, and over 300 other patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

 


Hamel’s Well Revisited

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Something was really off about the elevations of Hamel’s Well – the map I posted on July 3rd. I had intended to add stairs in a few specifics, but forgot to put them in before I scanned the map and didn’t notice the mess-up until it was pointed out to me later.

So here are the revised versions of the two maps in question.

Hamel's Well Revised

Hamel’s Well Revised

Hamel's Well Revised (no grid)

Hamel’s Well Revised (no grid)

Again, these are commercial-licensed maps as per the original post. These are just updated versions of those maps for your use.


[Tuesday Map] Lady White’s Ruins

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I often feel that dungeons should be damp, deserted, half-collapsed things. Thus we have Lady White’s Ruins – an old hillside structure, long ago razed by the marching forest army, and the structures that had been cut into the stone behind the ruins.

Lady White's Ruins (with grid)

Lady White’s Ruins (with grid)

Known as Lady White’s Ruins, the old structure and dug-in passages in the hillside have been home to several sightings of a supernatural ghostly woman nicknamed “Lady White”.

There is still a “solid enough” base of a tower standing in the old ruins, although the upper levels are long fallen and the remaining rooms (except for the entrance passage) are open to the elements.

Beyond are two entrances cut into the hillside. Both lead to half-collapsed chambers full of natural debris and ruined stonework. Warded portals lead further into the ruins from the larger of these two chambers, to a long passage where water flows from the old well down to a massive crack in the floor where the marching forest cracked the very ground of the ruins with their roots and entish might.

Lady White's Ruins (no grid)

Lady White’s Ruins (no grid)

“Lady White” herself is rumoured to be the half-elven lady of the manor when it was crushed by the marching forest, seeking revenge against all who would defile her home. But she is actually the spectre of another woman – a foul-mouthed and unpleasant adventurer who was pushed into the massive crack where the stream now flows by her adventuring companions when they decided they didn’t want to split their treasure with her any more. If somehow pacified, she knows the locations of several other treasure troves in the region where her companions hid their loot or were unable to defeat the local guardians.


[Tuesday Map] The Ledge Tower

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When it was built, it probably bore some fancy elven name that translated into “Spire that reaches from the soil to the stars” or similar nonsense, today this tower on a hard stone escarpment is merely known as the Ledge Tower.

Ledge Tower

Ledge Tower

Not a strongly defensible position, the tower has three distinct entrances as well as those created by siege and nature in the centuries since its construction. At one point the tower was probably at least sixty feet taller than it is now, but all that remains is a small ruin that sticks out above the mesa into which it is built.

 

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This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Awesome folks like Lucas, Sean Holland, Chris Sheppard, Alan Jones, and over 300 other patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(And of course, I would love to see what you use it in!)


[Friday Map] The Dawnflow Bridges (with time lapse video)

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Small and simple maps can often produce about one evening of play when you incorporate travel times, investigation and research and a few good twists and encounters once at the location in question. This particular map was designed for exactly that – being a small temple setup that exists along an underground stream that in turn is part of the ancient sewers beneath The Forbidden City (from the classic Dwellers in the Forbidden City module).

The Dawnflow Bridges (with grid)

The Dawnflow Bridges (with grid)

A mix of caves that have been smoothed out by years of bullywug infestation and old masonry maintained by priests and worshipers at the temples and shrines within – this little dungeon environment has everything but ruined areas to make it a complete dungeon experience – a river, high humidity, dank darkness (or is that dark dankness?), strange temples, weird frog-like creatures and even a pair of bridges to fight across.

The Dawnflow Bridges (no grid)

The Dawnflow Bridges (no grid)

This particular mini map was drawn in an A5 mapping book with 7mm grid from Squarehex.co.uk that I received for Christmas. I decided to do something unusual with this map though – I filmed the entire process of drawing it from the first rough ideas in pencil to the final bit of crosshatching.

You can watch the whole thing here in a 2-minute time lapse video:

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Awesome folks like Carlos de la Cruz Morales, Herbert Nowell, Lex Larson, Levent Kemal Sadikoglu, and over 300 other patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(And of course, I would love to see what you use it in!)

 


[Tuesday Map] Floridungeon

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A while back someone commented on how many of my recent dungeon maps were distinctly bound by the limits of the page (that is to say, they were quite square or rectangular in overall design). So I figured I would make sure to do one that was bound by something other than the shape of the paper…

Floridungeon (with grid)

Floridungeon (with grid)

It happened to coincide exactly with someone else asking for a dungeon in the shape of a particular U.S. State.

The end result is the Floridungeon.

In play no one will notice that it vaguely emulates the shape of Florida, but the presence of the limiting outer zone certainly shaped the way I drew it and the rooms and passages within – much like how veins of softer stone and the presence of harder granite would probably impact a lot of dungeon digging if people really made insane dungeons like this in medieval times.

Floridungeon (no grid)

Floridungeon (no grid)



[Tuesday Map] Scart’s Hall

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In a departure from the norms of dungeon development (where foul goblinoids and monsters invade the subterranean works of other races), Lord Scart of the Hemron Coalition took over a series of crudely-cut but extensive goblin warrens and spent twelve years with a large team of engineers and sappers to establish Scart’s Hall.

Scart's Hall (with grid)

Scart’s Hall (with grid)

A combination of masonry and finished raw stone gives Scart’s Hall a finish similar to most surface castles, except (as most guards would point out) that it is even darker, colder and damper.

And far more confusing.

Being derived from a goblin warren, the structure twists and loops around itself and is split into multiple elevations, with a further winding stair leading down to a lower level of warrens and chambers.

Scart's Hall (no grid)

Scart’s Hall (no grid)

Thanks to the awesome support of the patrons of my Patreon campaign, this map is available for you for free for non-commercial use.


[Friday Map] Scart’s Descent

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Introduced earlier this week, Lord Scart of the Hemron Coalition was a name-level fighter who took over a series of insanely meandering and twisting goblin warrens and converted them into his base of operations known as Scart’s Hall.

A hundred and fifty feet beneath the meandering tunnels and chambers of the Hall are more warrens that were also converted into storage and barracks… and a descent into even deeper recesses under the earth.

Scart's Descent (with grid)

Scart’s Descent (with grid)

Like Scart’s Hall, the tunnels and chambers of the Descent are damp and confusing, but the temperature here is stable – unchanging from summer to winter. A stream of warm air constantly flows up from the lowest parts of the Descent, and while the door to the final section of the descent is always guarded against encroachment from below, it is made of a stout iron grating instead of being a solid door in order to keep the air flowing.

Scart's Descent (no grid)

Scart’s Descent (no grid)

Beneath the Descent there are unknown caverns and extended passages that the goblins who were here before would not enter. Scart and his companions explored the first few miles of these over the years as the hall was completed, but their experience only indicates that the depths continue on for untold miles and contain strange creatures and unexplained magical phenomenon.


[Tuesday Map] ReQuasqueton

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Sometimes you find inspiration in another map. Initially I started drawing this map based only on three corridors, and somewhere along the way I realized that it was starting to feel like Quasqueton – the dungeon from the classic module “B1 In Search of the Unknown”.

ReQuasqueton (with grid)

ReQuasqueton (with grid)

So I went with it and stole a few elements from the classic map, and tried to compress the whole In Search of the Unknown experience into a single small dungeon map instead of a massive sprawling complex – complete with one-way secret doors, alcoves along the entry corridor, the kitchen and dining rooms, throne room, garden, storage space, pools, and a lower level of natural caverns.

ReQuasqueton (no grid)

ReQuasqueton (no grid)

Originally I drew the core of this map for the Exquisite Corpse Dungeon 2 project, and then added the additional material to make it into a fully self-contained map once I scanned the section being used for the Exquisite Corpse.  I’ll post the exquisite corpse slice when the Exquisite Corpse Dungeon 2 is finished and on display.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 300 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(And of course, I would love to see what you use it in!)


[Friday Map] The Lost Base

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Sir James sought out an underground military headquarters from which he could command troops and maintain an eye on logistics but also be out of sight when needed. In the end he commissioned a pair of underground headquarters, neither of which was really completed before his death.

Sir James' Decoy Headquarters

Sir James’ Decoy Headquarters

This particular structure was not only incomplete, but Sir James never used it as its designer intended, instead using it as a decoy base. Construction was never completed and the front entrance to the structure (at the lower middle of the page) was collapsed to prevent it falling into enemy hands.

To enter the structure now, one has to come in through the ceiling of a chamber that was undermined during construction and subsequently collapsed (drawn as the hole in the upper-right quadrant of the map). The hole is a fairly recent entryway, and little of the underlying structure has been looted or explored.

Sir James' Decoy Headquarters (no grid)

Sir James’ Decoy Headquarters (no grid)

The structure was evidently meant to be significantly larger when completed, but the vagaries of war and the the role it got pushed into as a decoy kept it from being properly expanded before it was buried.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 300 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(And of course, I would love to see what you use it in!)


[Tuesday Map] The Architect’s Dungeon (working with the Dungeon Architect Cards)

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In March of this year I backed a Kickstarter for “Dungeon Architect Cards” because I was in the consideration phase for the Dyson’s Deck of Delves project. The cards arrived in the mail in the beginning of July and sat in the console of the truck for a few months before I finally brought them inside and started messing around with them.

Dungeon Architect at Work

Dungeon Architect at Work

Each card is two sided and each side has a discrete dungeon section (a room or corridor) linked by doors to other sections, and a list of 12 “trappings” for the section. Like any other random dungeon generator, it requires a bit of twisting, bending and personal adjudication (and just removing a number of the exits from many of the sections) to transition from a set of cards to a final dungeon. It does provide a fairly quick system to put together a dungeon on the fly when lacking for inspiration, and the fact that you can customize your deck ahead of time (flipping cards in the deck so specific room shapes are up, removing others completely, etc) means you have some control over the final design…

Anyways, here’s how the first dungeon drawn using these cards came out:

The Architect's Dungeon

The Architect’s Dungeon

The end result is a very solid, grid-based dungeon full of little loops and interconnections and only a single actual chokepoint where you could cut the dungeon in half by securing a single door.

I’ll be honest, it FEELS like what I expect from a Dungeons & Dragons dungeon.

The Architect's Dungeon (no grid)

The Architect’s Dungeon (no grid)

On the other hand, it is a little big for a random dungeon. Generally speaking when I want a big dungeon, I’ll pull out one of my collection of big dungeons (I have a folder full of them… which should come as no surprise to anyone). So my next attempt with the Dungeon Architect Cards will be a smaller structure to see how it turns out with less room for all these interconnections to manifest.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 300 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.


[Friday Map] The Architect’s Isometric Delve

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This is another map drawn using the Dungeon Architect Cards as the baseline for the design and structure.

Isometric DAC Dungeon

But I wanted it smaller than the last map, and since I had a new pad of isometric paper that I haven’t tried yet (from squarehex), I combined the two ideas together into one great tasting dungeon. Less than a dozen rooms make this a perfectly sized dungeon level for an evening of play (or two if you use a system with particularly long combats and decide to sprinkle multiple groups of enemies through the level).

DAC Isometric Dungeon

DAC Isometric Dungeon

The isometric design really POPS in this one – a combination of the hand-drawn grid and the lightly drawn and non-overlapping walls. I’m quite proud of the whole thing. It also manages to have a bit more character than the larger Dungeon Architect Card map – a combination of the ability to draw in more character at this scale and the limited size of the structure.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 300 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.


[Tuesday Map] Crypt of the Child Kings

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This is the real meat and potatoes of my fantasy games – small underground maps of caves that have been modified for human or subhuman occupation or use.

In this case, the cave has been converted into a set of crypts with a pair of preparatory rooms above and a small shrine in the largest cave, with several more crypts along the walls of the shrine (where the bodies of the high priests are said to be laid).

Crypt of the Child-Kings (with grid)

Crypt of the Child-Kings (with grid)

The crypts have lain quiet and abandoned for years. As Jens Larsen posits:

Were the child kings really… children…? Human children? Of was that just the closest, non-disturbing epithet that their subjects could think of? And why so many tombs? How many were there of these child kings? Was it a long line of rulers that were buried as they passed away? Or do the signs that they all died at the same time speak the truth? Were they in fact an eternal group of rulers that met with a sudden challenge they could not overcome?

Sickness.

A curse.

Invasion.

Retribution.

Maybe the answer lies within.

Maybe it should just stay that way.

Crypt of the Child-Kings (no grid)

Crypt of the Child-Kings (no grid)

An old man still watches over the lower caves from the preparatory chambers near the entrance, but everyone knows he is too frightened to descend any further than those two chambers. According to his tales (all second-hand from people at the tavern) no one ever descends the ancient stairs into the cavern, and yet he hears noises from below on a regular basis.



[Friday Map] The Giants’ Halls (part 1)

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I don’t normally spread a big map release over several months, but this one I seem to be taking my damned sweet time at. The goal is to draw up a dungeon based upon unreasonably large hallways. The kind of thing that makes little sense from a construction point of view, but produces epic vistas for running battles and exploration.

The Giants' Halls (map 1)

The Giants’ Halls (map 1)

In all there will be four maps in this set. I just finished the second one a few days ago and it will go live in November, probably along with the third. When all four are done and posted I’ll probably retroactively go in and make them all commercially licensed maps.

Years of playing “old school” means that I think in 10′ squares, making the major halls 30 and 40 feet wide, but they can also still be used with a 5′ grid, still making them quite large for halls and bringing the size of the rooms and side passages down. But that would also conflict with the idea of this being a massive underground structure of giants.

The Giants' Halls (no grid)

The Giants’ Halls (no grid)

I’m particularly enamoured with the secret passages on this map that go around the edges and underneath various areas.


[Tuesday Map] The Coot’s Egg

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Obviously the name of this is a bit of a joke referencing the “Egg of Coot” from Arneson’s “The First Fantasy Campaign” (which some people take to be an attack on Mr Gygax, but was in fact aimed at Gregg Scott, head of Microarmor at the time).

The Coot's Egg (with grid)

The Coot’s Egg (with grid)

An insanely large egg lies underground here, partially exposed by a small underground river and further excavations by parties unknown.

Some like to think it was a dragon’s egg. But the scale makes that unlikely at best – what dragon could lay a 140 foot long egg? Even guesses about the tarrasque’s reproductive cycle get caught up by the size of this shell.

The Coot's Egg (no grid)

The Coot’s Egg (no grid)

Of course, the point is pretty much moot now, because unknown forces have cracked the egg and consumed whatever was within.

But there are strange things afoot in the nearest village, and the six-eyed sage of the Amber Hills claims that the egg was the embryo of a god. And whoever ate it might have left enough yolk behind for some of the children to have found it and played with it or even eaten it…


[Friday Map] Rhinoceros Containment Caves of the Iron Overlord

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In late September, Billy Longino asked for some mapping ideas over on google+, so I threw him a title I was working on at the time – Rhinoceros Containment Caves of the Iron Overlord. He thought it was me trying to throw him off his game, but he worked through it and produced a really cool little map.

But it wasn’t really a joke, as I was in the middle of my own version of said map and was curious how he would interpret the name compared to my version (because his mapping style is quite similar to mine and I really do like it).

Rhinoceros Containment Caves of the Iron Overlord

Rhinoceros Containment Caves of the Iron Overlord

The Iron Overlord (a sorcerer of some power who is never seen outside of his full plate armour) maintains this hillside structure where the rhinoceroses are experimented upon with the goal of producing a breed of brutal war rhinos. Most of the time the place is fairly quiet, observing the four rhinos in their two enclosures. But sometimes the rhinos are magically tranquilized and carried up the sloping corridor to the lab. The room adjoining the lab to the east is also twelve feet above the lab, allowing the Iron Overlord and any guests to oversee the work being done to the rhinos without getting their hands bloody.

Rhinoceros Containment Caves of the Iron Overlord (no grid)

Rhinoceros Containment Caves of the Iron Overlord (no grid)

The whole facility lies just outside of whatever city the Iron Overlord is based out of. Most of those who work here live on the outskirts of town and walk here to work (cleaning and feeding staff) while the surgeon who does the major work lives in the offices behind the viewing room.


[Tuesday Map] Scart’s Hall

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In a departure from the norms of dungeon development (where foul goblinoids and monsters invade the subterranean works of other races), Lord Scart of the Hemron Coalition took over a series of crudely-cut but extensive goblin warrens and spent twelve years with a large team of engineers and sappers to establish Scart’s Hall.

Scart's Hall (with grid)

Scart’s Hall (with grid)

A combination of masonry and finished raw stone gives Scart’s Hall a finish similar to most surface castles, except (as most guards would point out) that it is even darker, colder and damper.

And far more confusing.

Being derived from a goblin warren, the structure twists and loops around itself and is split into multiple elevations, with a further winding stair leading down to a lower level of warrens and chambers.

Scart's Hall (no grid)

Scart’s Hall (no grid)

Thanks to the awesome support of the patrons of my Patreon campaign, this map is available for you for free for non-commercial use.


[Friday Map] Scart’s Descent

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Introduced earlier this week, Lord Scart of the Hemron Coalition was a name-level fighter who took over a series of insanely meandering and twisting goblin warrens and converted them into his base of operations known as Scart’s Hall.

A hundred and fifty feet beneath the meandering tunnels and chambers of the Hall are more warrens that were also converted into storage and barracks… and a descent into even deeper recesses under the earth.

Scart's Descent (with grid)

Scart’s Descent (with grid)

Like Scart’s Hall, the tunnels and chambers of the Descent are damp and confusing, but the temperature here is stable – unchanging from summer to winter. A stream of warm air constantly flows up from the lowest parts of the Descent, and while the door to the final section of the descent is always guarded against encroachment from below, it is made of a stout iron grating instead of being a solid door in order to keep the air flowing.

Scart's Descent (no grid)

Scart’s Descent (no grid)

Beneath the Descent there are unknown caverns and extended passages that the goblins who were here before would not enter. Scart and his companions explored the first few miles of these over the years as the hall was completed, but their experience only indicates that the depths continue on for untold miles and contain strange creatures and unexplained magical phenomenon.


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