Home » Posts tagged 'chambers'

Tag Archives: chambers

Well of the Wyrm

The lair of Qiroi, scaled wyrm of the Red Fjords, is far from secret. The rocks for a mile around are burned free of all plantlife, the waters tainted, the skies quiet. The entrance to the old dungeons beneath the ruins of Caenleigh Hold are clearly marked with his spoor and shed scales. And within the dungeons you can hear the serpentine slithering of the long monstrous dragon.

Well of the Wyrm

But Qiroi is no fool or beastial dragon. The sounds and movement within the dungeons east of the entrance cave are those of illusions planted to lure the unwary. For Quiroi lives beneath the dungeon, in a set of chambers reached through the river that feeds the ancient Caenleigh well.

Well of the Wyrm (B&W)Well of the Wyrm (B&W)

But he is still a dragon, and has little patience for interlopers and would-be dragon hunters. He uses the illusions and distractions to help him get the jump on intruders, to strike them from behind with his corrosive breath and potent magics.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Catacombs beneath the Holy City

The Holy City has a slight necropolis issue. For most of the history of the city, old mines and caverns beneath the hills of the city have been used as crypts and tombs. Some areas were expanded by churches specifically to inter the deceased, others just adapted as the small silver mines that helped found the city were worn out.

Catacombs Beneath the Holy CityCatacombs Beneath the Holy City

The reason it has become a problem is there can be no proper sewer system built beneath the city as long as the churches and temples regard the catacombs as sacred reliquaries. Further, the thieves that used the massive interconnected structures of tunnels and chambers to get around the city have been known to bury their own (and possibly their victims) down here without proper rites and rituals – leading to a small but steady growth of undead prowling the catacombs. The upside of this is few thieves use the catacombs anymore, but the churches have had to start setting guards to watch over their sacred tombs and crypts to keep prowling ghouls away…

Like the Dark Caverns of Turr that I posted last month, this map is one from my history books. I drew this map in December of 2014 while researching the catacombs under Paris and Rome. I really got into it and crammed all this material onto a single letter-sized page. And then never posted it. I did, however, send a scan of it to Mike Monaco and Paolo Greco for use in Burgs & Bailiffs: Trinity. So here we are, 4 years later, and I finally dug the original out of my old folders while organizing my office and have scanned it for your own games and mine.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Circle Crypts of the Ophidian Emperor

Somewhere in these crypts, there is still the undead remnants an adventurer-archaeologist searching for the obvious secret door into the central circle.

Circle Crypts of the Ophidian EmperorCircle Crypts of the Ophidian Emperor

The crypts of the Ophidian Emperor were built around a double-circle motif, designed to feel like a snake curling around the tombs and crypts. To further accent the motif, the circular halls are set about three feet lower than the other chambers and crypts. The various chambers are tombs, crypts, and “treasure rooms” stacked with fake grave goods to accompany the Ophidian Emperor into the afterlife.

All doors within the crypts are fairly thin single-piece stone blocks mounted on metal hinges. All doors and most walls are decorated with frescoes and bas-relief carvings of idealized images of the reign of the Ophidian Emperor, often showing off his mighty golden snake staff and the black Orb of Empire.

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

The Dark Caverns of Turr

A warren of small chambers, passages, and natural caves, the Dark Caverns of Turr were once a set of dwarven mines of the famously unstable Darkshoe clan. But then one day the Darkshoe dwarves picked up and left, locking most of the doors behind them. In the years since, creatures have crawled up from the darker caves below and others have moved in from the surface, and the caverns now contain a veritable Gygaxian collection of creatures that try to live together.

The Dark Caverns of TurrThe Dark Caverns of Turr

There are three entrances into the warrens.

  • The “front door” over to the far right of the map that leads into the original Darkshoe clan hall.
  • The “back door” over to the left that leads into the deeper caves.
  • The “stone stairs” very near the back door that lead down into the “glittering gallery” that come down from a secret cleft in the back of a small cave overhead.

This map is actually one I drew back in 2010 when running either my Labyrinth Lord or B/X D&D campaign that year. This photo doesn’t do it justice, but it is drawn in VERY light pencil on thin typewriter paper, and was nearly impossible to scan and keep the details looking at all good. But now that I’ve figured out how to get these old maps scanned, I’ll see if I can get the last of the old “Lost Maps” finally scanned and on the blog.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

The Archmage’s Chambers

Once you are past the wards and sigils that guard the entranceway and have triggered the teleporter, you finally are brought to the archmage’s private sanctum.

The Archmage's ChambersThe Archmage’s Chambers

The Archmage’s Chambers are hidden away deep underground, below the “comfortable” levels of the underdark to an area where the stone walls seem to press in with relentless gravity and heat. Once a small node broken open by opposing forces of elemental earth and air, the cracked tunnels were then shaped, smoothed and reinforced magically to withstand the incredible pressures down here.

The chambers are hot and oppressive, and without the small nexus of elemental air present, there wouldn’t be a cool breeze to make it survivable (and there would be no fresh air to breathe either).

And down here, the archmage keeps their secrets, their spells cut into crystal decanters instead of spellbooks, their twisted homonculi that carry wisps of ancient knowledge, and the six pillars where they store their favourite emotions and moments, safe for all time from the whimsy of human memory.

Originally drawn by David Brawley who runs Tower of the Archmage, I couldn’t resist sticking the design through the custom “Dysonizer” I have sitting at my desk.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

The Travellers Caves

“Caves in the hills? Ach, there may be a place – we call em the travellers caves. Twisty, up and down, easy to get confused in. An’ they go deep, way deeper then any sensible person would go. So yeah, if you really think there’s beasties in caves ’round here, that’s where I reckon they’d be hiding.”

The Traveller's CavesThe Travellers Caves

The Travellers Caves are a small complex of winding multi-tiered caves and chambers which bear the evidence of several previous tenants over the years – from animal scat and hair to old broken boxes and cold, quiet campsites.

One narrow passage leads down from the complex into deeper caverns…

This map was drawn on fairly dark paper in a lovely little travel notebook using black gel pens. The dark colour of the paper made scanning a little rough and a bit uneven in places.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Dosetlar Cliffs

Tarnos Venn had a team of dwarves cut defensive structures into the Dosetlar Cliffs during the great war. The guard tower cut into the jutting edge of the cliff still looks nearly new, but the main entrance shows the damage of war and years – there are no longer any signs of where the great door once stood, instead there is just a rough and shattered-looking entryway into the stone face itself.

The Dosetlar CliffsThe Dosetlar Cliffs

Tarnos of course had the dwarves build a secret exit to get out in case the front door was held or the complex was invaded and fell, but that exit has been lost. The exit leads to a few secret chambers (once home to Tarnos’ fiancee and most trusted assassin), and then to the caves behind the fortress. Those caves are most often used by those in the fortress to store items that are of low value and high “stinkiness” – particularly pickled fish and such.

Semi-ironically, the most resent residents of the fortress has been considering building their own secret exit between the fortress and the caves, either right near the cave entrance or deeper into the back gallery, where it comes within 30-35 feet of the fortress structures.

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

Vault of the Lapis Monk

Cut into the cliffs near Terrek’s Wall is a solitary sealed doorway. Beyond it is the vault of the famed Lapis Monk, entombed for long centuries. The vault has lain undisturbed for ages – the doorway secured both in construction and by magic.

Vault of the Lapis MonkVault of the Lapis Monk

But time has her way. A portion of the cliff face has fallen, exposing an internal passage within the vault. Trapped chambers lay in both directions to those who would explore via this new entrance – but since when did common sense and traps prevent a little bit of dungeoneering?

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

My Private Jakalla – Map 1U

Well folks, this might well be the final map in the main level of the Undercity map. We’ve finally arrived at the basement of the Palace of the Realm where it sits on massive stone foundations jutting out into the river that defines the northern edge of the city. There are a few extensions that can be added onto the sewers around the edges of the map, but we’ll probably leave those so the map can be expanded upon for specific campaigns in the future.

My Private Jakalla - Map 1UMy Private Jakalla – Map 1U

The main element of this map is the basement of the Palace of the Realm – one of the few structures with a fully planned basement and sub-basement. The only access from the basement to the rest of the undercity is a guarded and locked doorway into older ruins to the south that is also defended by a double portcullis.

Undercity OverviewUndercity Overview

The main section of the basement is a “small” temple dedicated to Thúmis (the patron of the governor’s clan), surrounded by chambers for staff and scribes as well as a moderate contingent of guards who keep track of the rare comings and goings into the ruins of the undercity.

My Private Jakalla - Map 1U - no gridMy Private Jakalla – Map 1U – no grid

This map only links via those same ruins to the south to map 1T. Multiple staircases lead up to the Palace of the Realm above as well as down to the lower levels of the palace (and potentially to more links to the lower levels of the undercity) below.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Giant Hole in the Ground

“No, seriously folks, wasn’t there a giant emerald castle RIGHT HERE last time we were out this way?”

Big Damned HoleBig Damned Hole

A sure sign that player characters have been somewhere is the smoke, bodies, and sheer scale of destruction left behind.

In this case, we once had a massive fortress on the edge of a ravine. Now we have a big damned (smoking) hole with a few bits of the fortress dungeons and research chambers left and one set of cracks leading all the way out to the floor of the ravine (left) and a set of ruined “steps” that lead up to the edge of the crater above (bottom right). The floor of the space is home to debris from the ruins above, huge boulders, and structural debris from the massive machinery that was once housed down here.

This map was used when we played “The Emerald Enchanter Strikes Back” in a Dungeon Crawl Classics campaign. We played through the original Emerald Enchanter adventure in a previous campaign, so it was a great flashback to the prior campaign without any spoilers.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Christmas Kraken 3 – Queen Hazren’s Shrine

With all the weirdness and rushing around this month between Patreon and Christmas, I didn’t put up the usual poll to decide on what old maps would be re-released under the Release the Kraken process this month.

So instead I’m releasing one every day (except the days I normally release maps) for this week (Monday, Wednesday, Thursday and Saturday). These have all been drawn from amongst the oldest maps on the blog – chosen both for style and for those that I am able to clean up into usable releases.

Queen Hazren's ShrineQueen Hazren’s Shrine

For some reason, this map has never been accompanied by any description beyond the name which I made up the day I drew it and then promptly forgot the map, location and name for a year or so before I found it again, scanned and released it.

The main shrine cave has a massive raised statue on the west wall and various caves and chambers that proceed beyond. The keeper of the shrine lives in a smaller cave above the shrine cave, with a secret door connecting the two caves.

Beyond the shrine and associated chambers are stairs that lead deeper…

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 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 $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release 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.

(Source: Dyson’s Dodecahedron)
Logo

Hebdo du 13 Novembre 2017

  • Lui faut un œuf de ver pourpre et un œil central de tyrannoeil, rien que ça, pour son fichu rituel. Mais où trouver un œuf de ver, et comment le repérer ? C’est minuscule un ver, alors un œuf de ver…
  • Ces vers là sont assez grands pour dévorer une maison en trois bouchées. Nous n’aurons pas de mal à voir les œufs. Si leur maman ne nous gobe pas avant.
  • Bon alors, on peut peut-être commencer par l’œil de truc, non ? Ce serait comme qui dirait moins dangereux !
  • Les vers, tu peux toujours courir plus vite qu’eux. Mais personne ne court plus vite qu’un rayon de pétrification. Tu peux me croire, le tyrannoeil, ce sera long et compliqué.
  • Et tu as vu la suite de cette liste de courses ? Il y a des plumes d’ange ! Pitié, dit-moi qu’il existe un oiseau appelé ange…
  • Oh non, c’est bien des plumes de serviteurs célestes qu’il nous faut.
  • On est mal, on est mal, on est mal….
  • Dis-toi que le pire reste à venir : pénétrer les chambres fortes du GRoG et voler les derniers ouvrages entrés dans leur index : il y a du Livre des Cinq Anneaux, du FATE, du Demon : the Descent, du G-Core, du Hârn, du Vs. Stranger Stuff, du Antychrist, du Chroniques Oubliées, du D&D 5, du Savage Worlds et du Chronicles of Darkness.
  • Mais on n’a aucune chance 
  • Tu as signé, avec ton sang.

 
(1265 jeux, 12744 ouvrages, 28 systèmes, 15625 critiques, 496 jeux amateurs, 1138 éditeurs, 2247 bios, 5016 utilisateurs)
 

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
Logo

Beneath the Dungeon!

Exploring the dungeons beneath the ruins of the Vampire King’s palace is fraught with dangers. Monsters seem to come out of nowhere and foul terrors stalk us as we seek the king’s treasure rooms.

Under the Dungeon!Under the Dungeon!

Beneath the dungeon itself (which I posted last Friday) is another selection of sprawling corridors, storage rooms, and the drainage system that keeps the dungeon from flooding. They are connected to the dungeon above by locked iron grates in several of the major chambers and a small ghoul’s passage into the crypts.

Dungeon Levels OverlaidDungeon Levels Overlaid

The grates marked on the map of this level show where the grates in the level above are (since I didn’t want to add them to the original map after the fact). Starting at the upper right, and going around clockwise, we have three grates in the wizard’s laboratory for draining away strange magical debris, a massive grate in the Queen’s Treasure Room Annex (inspired by a more recent version of the game board), two more to wash away debris from the torture chamber, one beneath the kitchens, one under the guard room, and the grate in the middle in the main gallery that shunts away any rainwater that comes down the stairs into the gallery. Finally there is an unmarked ghoul tunnel in the upper middle chamber that connects to the crypts above.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Into the Dungeon!

Only recently have we rediscovered the location of the palace of the Vampire King. As the old stories and sages described, the palace had not only been besieged, but torn down stone-by-stone and scattered down the hillside into the Valley of Blood. Beneath the ancient and battered obsidian throne a well-worn secret passage was found, leading to a gallery under the castle which then leads to the various understructures of the palace – torture chambers, crypts, armories, libraries and even treasuries…

Dungeon!Dungeon!

Back in 1982, I ran one of my first D&D campaigns that actually maintained some amount of decent continuity. The campaign included a quick “dungeons of Castle Greyhawk” type dungeon where I cribbed the map and the theme of the dungeon from the Dungeon! board game that I had played to death in 79 to 81. I’ve thought back on this campaign several times since, and finally took a the dive to redraw the map on a letter-sized page instead of a large boardgame board.

The original dungeon layout that this map is drawn from was by the original author of the game, David R. Megarry – although the specific incarnation that this map was drawn from is the version from the old printings of the board game from the 1970s.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Heart of Darkling – The Swiftwater Monastery

A couple of months ago I introduced the Heart of Darkling series of maps. Unlike my other ongoing megadungeon (the Tekumel Undercity maps), the Heart of Darkling series is being released for commercial use as the maps are drawn. The goal of the project is to produce 20 maps that are all tied together by a single underground river and lake.

Heart of Darkling - Swiftwater MonasteryHeart of Darkling – Swiftwater Monastery

Swiftwater Monastery is cut into the caves where a smaller and faster tributary of the Darkling River joins it.  The monastery has a number of cells for monks in the central section, the main entry in the left section, and library, master’s chambers, and meditation room in the lower right. Each section is built around a “courtyard” with a high ceiling for training, practice and meditations. The sections are connected by bridges which pass above the two rivers – ten feet above for the one on the left over the Darkling itself, and about three feet above the Swiftwater on the right.

Swiftwater Monastery was an experiment with changing the orientation of the grid and thus the orientation of the dungeon from section to section. I do like how it turned out.

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

My Private Jakalla – Map 1O

Beneath the city streets are the sewers, of course, and the basements and lower levels of important temples and clanhouses. But also the ruins of parts of the city that were here before the last ditlana (the ritual destruction of the old city to build anew) – some parts kept because it was just easier to build over them, others because of the political clout of the organizations using them.

This is the fifteenth map in the “My Private Jakalla” project to make a set of maps that interconnect to produce something thematically similar to the original Jakallan Underworld map that M.A.R. Barker used in his Empire of the Petal Throne games.

My Private Jakalla Map 1OMy Private Jakalla Map 1O

This section of the undercity is getting closer to the river (where the sewer outlets are) and beyond this point there are fewer underground structures and more of them are flooded or severely water damaged. But one large substructure dominates this section with fine strong masonry that keeps the area dry and stable. This temple structure has a secured accessway to the “highway” sections in maps 1C and 1D and is linked by recent digging in the lower-left portion of the map to some decrepit areas that eventually lead to map 1B.

Disconnected from all this is the ruins of the previous understructure of the same temple slightly to the south of the current location which is only accessible from map 1N.

The majority of this region is a fairly active part of the undercity. The 20′ wide passage that links down to 1C and 1D is used as a thoroughfare for the temples along it when trading with each other as well as when just wanting to communicate during the day in order to avoid walking through the city streets in the heat. Only the older structures in the lower left area are not in active use by any of the temples and are kept locked off from the main chambers and passages with barred and locked doors.

My Private Jakalla Map 1OMy Private Jakalla Map 1O

Surface access to this map is via the temple above the circular structure and there are no accesses to the lower levels of the undercity from this area.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

We’ll Take the Baby to the Goblin City!

What kind of magic spell to use?

Between here and the goblin city is a great underground maze. Well, maybe that’s a bit of an exaggeration. But there’s a maze. And it is underground. And while most people entering it will be looking to get out the other end as soon as possible, there are chambers within the maze with their own hidden tricks, symbols, and messages.

The Goblin's MazeThe Goblin’s Maze

And of course… the goblins. Not regular goblins, of course not. That would be convenient. Instead we are dealing once again with the infamous shroom-goblins. For those unfamiliar with these strange fungal humanoids, we have a lovely table explaining what’s special about them:

Shroom Goblin Species & Powers (roll 1d12)

  1. Violet Goblin – has scary-looking antlers.
  2. White Goblin – typical goblin but very, very pale.
  3. Lumpy Goblin – goblin is misshapen with massive nose, ears or other body parts.
  4. Explosive Goblin – this goblin explodes in a pressurized blast of harmless spores when slain. Frightening but harmless.
  5. Shrieking Goblin – screams very loudly when alarmed. Attracts other goblins to the scene of the action.
  6. Ascomoid Goblin – tucks himself into his heavy armour (+2 AC) and rolls down the caves, charging into his opponents at double normal speed. However, he must make a save versus paralysis after charging an opponent or spend the next round stunned.
  7. Basidirond Goblin – when killed, this goblin erupts into a 15′ radius cloud of spores that last for 1 round and cause confusion (DC 10 Con save to resist) for 1d6+1 rounds for anyone who contacts or breathes them during that round.
  8. Contagious Goblin – anyone wounded by this goblin must make a DC 10 Con save or become infected with a horrible fungal infection that deals 1d30 damage per day that cannot be healed until the infection is removed (via restoration). If the disease kills the victim, 1d4 shroom-goblins erupt from the corpse.
  9. Spotted Goblin – massive warts cover the goblin. Anyone touching the goblin (such as attacking with natural weapons) must make a DC 8 Con save or grow similar nasty warts.
  10. Cubic Goblin – roll 1d6 twice on this table.
  11. Absurd Goblin – roll 1d8 twice on this table.
  12. The Nuclear Option – treat as a cubic goblin, but explodes as contagious, spotted basidirond goblin.

I have some pretty strong opinions about mazes and labyrinths in RPGs. (Hint: it involves not using a map – navigating a labyrinth is a mix of luck and skill, not cartography. Make appropriate skill checks, play it “theatre of the mind”, and include a few random locations to run into).

HOWEVER, Since I drew one as an illustration before GenCon, I’ve had the bloody things running through my head lately, so I tried to exorcise it here.

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

The Poisoned Chambers

Somewhere beneath the old ruins is the space where the angel Araqiel fell in combat with the feathered serpent demon Quxaccoaw. The dungeons here are scattered with the deadly toxic feathers of the demon and the mixed blood of the two combatants, making the very environment hostile to explorers.

The Poisoned ChambersThe Poisoned Chambers

Even with only a half-dozen chambers in the dungeons, only one expedition to find the remnants of either of the combatants has returned. The dungeon walls and floor seem malevolent now with the ichor of the two foes upon them, and even brushing against one of Quxaccoaw’s feathers generally spells inevitable demise from one virulent toxin or another.

But of course, that is like candy to a master assassin and poisoner like Bourvek of Three Hills… and the added bonus of hopefully finding the actual body (or bodies) of the angel or demon with the artifacts that would entail?

So pack lots of antitoxins, resistance spells and restorations, for the MacGuffin requires us to travel to these Poisoned Chambers.

This is one of two smaller maps I drew last month while waiting with my girlfriend for her mother in various waiting rooms. Thankfully I have these lovely A6 booklets from Squarehex that are easy to carry around just about anywhere and that have a nice hard cover making them easy to draw on even in cramped waiting room chairs.

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 400 amazingly generous people 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 these maps 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 this 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.

(Source: Dyson’s Dodecahedron)
Logo

Four Pagodas of Kwantoom

My love of Kabuki Kaiser’s solo D&D masterpiece “Mad Monks of Kwantoom” isn’t much of a secret. So when I saw Tim Hartin of Paratime Design playing a game of Ruins of the Undercity and posting his results to Google+, I just needed to pull out Mad Monks again and play through a few more of the 1001 Pagodas of Doom.

And the real secret of the Mad Monks of Kwantoom is that the stuff you do between expeditions to the 1001 Pagodas is usually even cooler (discovering cool stores, dealing with strange random events in town, and acquiring new missions).

Four Pagodas of KwantoomFour Pagodas of Kwantoom

The basic conceit of the adventuring locations is there is an island covered in a massive collection of multi-level pagodas in varying shape and condition that you explore. These four pagodas were rolled up (and stocked) purely using random tables in the book with a little twisting and bending for “best effect” based on my rolls.

Unlike my previous play through of the Pagodas of Doom, I didn’t log my adventures through these ones. I found that last time I played the game I spent more time writing logs than actually playing – so this time the only artifact left over from the play is this map of the pagodas that were explored.

Four Pagodas of Kwantoom (no grid)Four Pagodas of Kwantoom (no grid)

The pagodas in this map are tightly linked, seeming to be one massive structure made up of a collection of smaller turrets, chambers, and grand halls – in one case two structures are linked externally but not internally, and the second floor of one is actually reached through the other.

It is an architectural mess – the kind of thing demons and mad-men would build.

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Infested Hall (with video)

In the lowest chambers of the ancient complex is a great hall now known as “the infested hall”. A two-level chamber cut into the depths. The original chamber had a small reflecting pool at one end that was used primarily for religious and ceremonial purposes but that was also a backup water supply for the complex. When the complex was sacked and destroyed, the hall was used as a latrine by invading forces and the reflecting pool broken allowing water to seep into the rest of the chamber.

In the years since, the floor of the chamber has become overrun with fungi of all scales, with some mushroom caps being nearly 10 feet across. A few violet fungi slowly shift through the area, seeming to herd themselves and the other fungi closer and further from the water as needed.

The Infested HallThe Infested Hall

However, like any other good dungeon location, a magical MacGuffin is believed to be down here still – and based on the geography of the structure, it is most likely in the chamber on the middle of the western wall of the upper level of the hall – requiring some amount of exploration or climbing to get to…

patreon-supported-banner

The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!

(Source: Dyson’s Dodecahedron)
Logo

Abonnez-vous au blog !

Saisissez votre adresse e-mail pour vous abonner à ce blog et recevoir une notification de chaque nouvel article par email.

Rejoignez les 7 autres abonnés

Calendrier des articles

octobre 2018
L M M J V S D
« Sep    
1234567
891011121314
15161718192021
22232425262728
293031  


(A)D&D Covers

D&D3 Forgotten Realms - Cormyr

Catégories

Archives

Qui est en ligne ?

Illustration du profil de seb
Aller à la barre d’outils