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Tag Archives: Labyrinth

Fantasy Trip Colour Playmats

I finally got the opportunity to open up the massive Fantasy Trip box from Steve Jackson Games and pull out the playmats I drew for them. I’ve seen a bunch of shots of them in play with minis on them but it is hard to get the scale across.

The one on the left is 2 feet by 2 feet, and the blue one is two feet by 18 inches.

They are huge, floppy, colourful toys. Having them in hand now is incredibly cool.

But don’t despair if you didn’t get them in the Kickstarter last year, they are BACK!
The Fantasy Trip playmatsThe Fantasy Trip playmats

They’ve been brought back as add-ons in the Decks of Destiny Kickstarter going on now.

But there’s more. They’ve been joined by another original map design by Steve Jackson that I had the pleasure of drawing before handing the colouring off to Phil Reed.

Another 24″ x 24″ mat, this one is a hexagonal labyrinthine arena available in two different colour palettes.

Labyrinth PlaymatsLabyrinth Playmats

At first I preferred the “B” colour job, but honestly, A is incredibly weird and vibrant and just excellent – and it stands out from the existing playmats (and just about anything else you could put on the table with it).

Want cool Dyson mats with 1.5″ hexes? Head over to the Decks of Destiny Kickstarter to get them!

(Source: Dyson’s Dodecahedron)
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The Citadel at Sabre Lake

From 2008 through to 2013, Sabre Lake was the centre of a number of campaigns that I ran – using B/X D&D, Advanced Labyrinth Lord, and D&D3e. Each campaign focused on different elements of the region – although two of them shared the same intro arc starting with Goblin Gully and then dealing with the horrible thing that was inadvertently released while exploring that site.

The Citadel at Sabre LakeThe Citadel at Sabre Lake

The namesake city of this map is a cheap crib of Sanctuary from the Thieves’ World novels – down to it being on a contested border and fairly recently having changed hands from independent to the Satrapy and then to the Allied Empires. It is the last northern city in the civilized lands. Beyond Sabre Lake there are other cities but they are weeks of travel away and remain independent of the various political factions that rule this portion of the land.

The people of Sabre Lake do their best to continue going on as if things hadn’t changed, but the lawless ways of an independent border town don’t mesh that well with the views and laws of the new management. And thus there is strife and friction between the various cults, the Imperial garrisons, the puppet government, and the few remaining citizens with money and clout from the old regime. Throw in the classic feeling of Thieves World to make it a wonderfully crapsack city that you would only love if you were stuck here.

The Citadel at Sabre Lake (no tags)The Citadel at Sabre Lake (no tags)

The only element that recurs in every campaign I’ve run here is the Seer. I’ve even had two other campaigns come to Sabre lake over the years to find the Seer of Sabre Lake. To visit the seer, one first visits her shrine in the Citadel, where her acolytes will fill you in on what is needed for you to be granted an audience. Generally it involves renting a nice boat (often from a friend or family member of one of the acolytes), getting it loaded up with expensive or weird things that are useless to you (a samite sail, really? let me guess, your sister weaves samite?) (thirty four feathers from seventeen different swans?), and sailing across the lake to visit.

Those who do not complete the tasks assigned find only a rocky shore and a shallow stony valley. Guests however will find a stony trail at the shore that leads to a much larger valley surrounded by ancient marble ruins. Sometimes there is a test at this point (beat the Seer’s mighty centaur champion at chess!). And then the Seer grants you the assistance of her knowledge and visions.

Or just tells you useless riddles.

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)
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Hebdo du 31 décembre 2018

— Alors, petit Grognaute, tu as été sage cette année ?
— Oh oui, père Noël !
— Et tu as bien travaillé ?
— Oui, oui, père Noël ! Plus de soixante nouvelles gammes, plus de six-cent nouvelles fiches d’ouvrage, plus de deux-cent critiques, un peu moins d’une centaine de biographies … Il sort tellement de jeux qu’on ne sait plus où donner de la tête.
— J’ai vu tout ce dont tu parles, petit Grognaute. C’est pour ça que mes lutins t’ont préparé un beau paquet. Regarde…
—Waaaah !  Du Lex Occultum, ils sont fort ces Suédois ! Et du Cthulhu Hack, il tombe à point nommé ! Et du Champions, vous croyez qu’ils y ont ajouté les bleus ? Et du Pathfinder – Golarion, et du Delta Green, et du Loup-Garou : l’Apocalypse, et une aventure de Labyrinth Lord , et une autre de Conan ! Et du Star Wars, Et ça, c’est du Dr Who ET du Primeval ? Ils font quand même de chouettes jeux avec leurs licences des séries de la BBC. Et la 4ème édition limitée de Kult ! Et même un fac-simile de luxe des premiers Dungeons & Dragons ! ... Tu me gâtes trop père Noël ! Je n’aurai jamais le temps de ficher tout ça !
— La magie de Noël et mes lutins s’en sont déjà occupé mon petit Grognaute. En espérant que tu sois encore aussi sage en 2019 !
— Promis, et même plus !
 
(1334 jeux, 13500 ouvrages, 31 systèmes, 15869 critiques, 504 jeux amateurs, 1183 éditeurs, 2341 bios, 5260 utilisateurs)
 

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Quête des Gemmes – Guide du Joueur (La)

Scriptorium (Le)Labyrinth Lord. Joueurs, vous sentez-vous aptes à partir en quête des gemmes ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Quête des Gemmes – Guide du Maître (La) (Labyrinth Lord)

La Quête des Gemmes est une aventure, prévue pour deux joueurs, pour Portes Monstres & Trésors,  mettant en scène une Faction de Sentinelles, des individus décidés à suivre les exploits des héros d’antan, au service du marquis de Roderick, seigneur de la Marche du Septentrion. Les Sentinelles disposent d’une autorisation d’être armés, renouvelée chaque année tant qu’ils peuvent prouver avoir rendu service aux autorités. Ils viennent d’arriver dans le village de Parfondeval, menacé par des bandes humanoïdes. Lors des jeux, comme il s’en tient chaque année, est organisée une épreuve spéciale pour les Factions, appelée la Quête des Gemmes. Les artisans et magiciens locaux ont construit un labyrinthe dans une pyramide et en ont cachées à l’intérieur et deux Factions vont pouvoir se mesurer pour en récupérer le plus.

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Wyvernseeker Rock

Above the waterfall on the Azer river is an outcropping of pink granite with a small flat plateau atop it. J’cob Wyvernseeker earned his title here as his travelling companions from Elk Harbor watched him climb the rock and be picked up by a wyvern that he then flew across the sea to the west.

Some say he was just killed up there by a passing wyvern, and the stories of his travelling companions were just fanciful tales to get them an extra drink or two at the tavern.

Wyvernseeker RockWyvernseeker Rock

Regardless, the landmark also marks the location of a small “dungeon” – a set of passages and stairs that are used to cross both the Azer river and avoid the waterfall in the process. The passages of Wyvernseeker Rock are damp and foul – the stonework probably dwarven, but never completed.

This map was inspired by the module “Eye of the Serpent”, an AD&D1e adventure published in 1984 that I recently played through with the Monday Night Labyrinth Lord group. The maps in that adventure were drawn by Geoff Wingate / Paul Ruiz and it is specifically his style of rock face that I’m trying to emulate in this map.

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)
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Of Dysons and Doodles

A few years ago I tried to take on #Inktober (or was it #Drawlloween?) with sharpies and pens and managed to get partway through the month before other things interfered. Last year I decided to map my way through Inktober & Mapvember (61 maps in 61 days – that’s a hefty chunk of the 150-170 maps I draw every year!).

So I bought some new sharpie markers (because I really like the freedom that comes with a fat black free-flowing marker) and decided I’d try drawing something, ANYTHING, every day. It started simple, with elements from the various games I was playing in (my cleric in the Monday Labyrinth Lord game I’m in runs an undead horse driven coach line, and my priest in the Tuesday NeoClassical Geek Revival game was talking about the might and majesty of Crom).

It didn’t take long (four days?) before I was adding detail work with my usual felt-tipped technical pens and exploring elements from a variety of games I am or have been involved in. And from that it wasn’t much of a leap into drawing stuff meant to go INTO those games and books. To try to work on a style that could be used for illustrations for games. Hell, to establish a “style” at all instead of a continued series of doodles and drawings.

So now I look back and I’ve got 113 days of these daily drawings. The images in this post are the first 13 of these daily drawings in chronological order. I post them as I draw them to my various social media streams (Google+, Twitter, Facebook), and will collect them into posts of a dozen or so that I’ll put up on the blog every few days until I’m caught up, then I’ll probably do a collected drawings post for each week going forward – until I burn out on the Daily Drawing grind and move on to something else.

(Source: Dyson’s Dodecahedron)
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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)
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More Caves! More Chaos!

Last post I put up six of the various caves of the legendary Caves of Chaos, a cavern-infested box canyon overrun by vile humanoids northeast of the Keep on the Borderlands. But Five is the true number of chaos (ignore the fools who claim it is 8), so here are five more caves of chaos, including the dread Shrine of Evil Chaos!

Bugbears and the Shunned Cave (Caves G & H)Bugbears and the Shunned Cave (Caves G & H)

The residents of these caves are significantly stronger individually than those of the earlier caves in the set. This set includes the lair of the foul bugbears who are fortunately few in number, as well as the wet “shunned cave” which is home to an owlbear and a foul ooze.

Minotaur's Labyrinth (Cave I)Minotaur’s Labyrinth (Cave I)

As if to drive the point home that the end of the box canyon is dangerous, it also includes the labyrinth of a mighty minotaur – enchanted of course so that the intersections are always in the wrong directions and it becomes ridiculously easy to become lost and confused.

Gnoll Lair (Cave J)Gnoll Lair (Cave J)

South of the final Shrine of Evil Chaos (and connected via secret passage) is the lair of a small number of the fierce hyena-warriors that some call beastmen and others call gnolls.

Shrine of Evil Chaos (Cave K)Shrine of Evil Chaos (Cave K)

And finally, the Shrine of Evil Chaos itself – the centrepiece of this collection of caves, ominously looking down over the box canyon from the back. This extensive set of caves has been finished and cut and most of it bears little resemblance to the natural caves that were once here. This is the home of the evil that is bringing the many humanoids of the caves together in one place and keeping them from each others’ throats.

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)
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Return to the Circle of Doom!

Release-The-Kraken

When I put the maps up for voting in May for the “Release the Kraken” project, I included an old favourite of mine, the Circle of Doom. But as I was getting it ready to post today, I gave it a good hard look and just didn’t feel comfortable releasing it. I drew the Circle of Doom in 2010 (maybe even late 2009) for a Labyrinth Lord campaign I was running at the time. I drew it in pencil.

Pencil doesn’t scan well. It comes out very light or very jaggy if I enhance the contrast enough to make it dark. Also, I’ve gotten a bit better at the craft since 2009.

So I redrew it.

The 2018 Circle of DoomThe 2018 Circle of Doom

I’ve USED it three times now in my games, but always stocking it “on the fly” using random stocking from the various rules we were playing with at the time. The dungeon “level” itself is centred around a massive shaft some 70 feet across spanned by four bridges on four different levels. I’ve run it as a rapid delve through four dungeon levels using level-appropriate encounters at each level (appropriate to the dungeon level, not the character level). In other words, it quickly goes from a team of halflings at the beginning to 8 hungry trolls guarding the exit.

However, since the voting was for the original Circle of Doom to be released instead of a full redraw, I also did a bit of cleaning up on the original and am re-releasing it also under the free personal and commercial use license.

The Original Circle of DoomThe Original Circle of Doom

So enjoy, and please – give your players the shaft!

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)
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Maze of the Storm Witch

Maze of the Storm WitchMaze of the Storm Witch

Cut into the foggy clefts of the Steaming Mountains, the Maze of the Storm Witch must be navigated (or the whole mountain climbed over) in order to reach the Pale Divide. Unnatural mists fill these passages, obscuring the already confusing twists and turns.

The maze is also specifically designed to prevent the most common method of exploring such a space – if an adventurer uses the “left hand rule” (or even the “right hand rule”) they will not find the way through, but will instead eventually find themselves back at the entrance instead.

That is, if the storm witch’s blindsighted grimlocks don’t get you first.


This map was specifically drawn to show how a 3D structure can easily break the “left hand rule” for navigating a maze. It was also originally called the Labyrinth of the Storm Witch, but regardless of every dictionary disagreeing with them, there are those who feel it is important to point out that labyrinths are ONLY unicursal in design.

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)
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Christmas Kraken 1 – Perrol on the Mount

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.

Perrol on the MountPerrol on the Mount

Perrol on the Mount was a small walled city in one of my Labyrinth Lord campaigns right after the Advanced Edition Companion was released (2009-2010?). The original fortress is on the Eastern side of the mount, and the walls have expanded to include a large number of homes and shops that have built up here over the years.

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)
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Hebdo du 4 Décembre 2017

Z39 ne savait plus où donner de la tête. La semaine avait été difficile sur lap asserelle avec un flot de messages en continu entre les requêtes des ambassades diverses àadressées au GRoG depuis les quatre coins de la galaxie, les mises au point pour l’affinage des informations sur les précieux incunables répertoriés dans la Grande Bibliothèque, les dossiers consacrés aux nouveaux entrants dans la Base du GRoG, les informations transmises par les RH sur les nombreux intervenants rolistiques….
Z39 ne savait donc plus où donner de la tête. Il n’y avait qu’un seul point noir à l’horizon des événements. La disparition du Pacha, parti subrepticement, sans laisser de consignes et en “oubliant” son com pour ne pas être dérangé… Et sur qui retombait alors la responsabilité de lapasserelle ? Toujours sur lui, Z39 ! Au moins, pensa-t-il, ce serait une bonne raison pour demander une augmentatin lors des prochains entretiens de fin d’année.
Et cette pensée le réconfortait un peu tandis qu’il signait les papiers d’enreistrements de fiches pour Into the Odd, Harn, RuneQuest, Mythras, Sherwood, Labyrinth Lord, Mutant Chronicles, D20 system et les nouveaux D(Start et Destin des Nornes.
 
(1268 jeux, 12807 ouvrages, 28 systèmes, 15637 critiques, 498 jeux amateurs, 1140 éditeurs, 2254 bios, 5035 utilisateurs)

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

Scriptorium (Le)Labyrinth Lord. Prêts pour aller affronter le Seigneur du Labyrinthe dans la langue de Guiserix ?

(Source: Guide du Rôliste Galactique : les dernières news du jeu de rôles)
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Livre du Joueur (Labyrinth Lord)

Le Livre du Joueur est le premier volume des Règles Avancées de Portes, Monstres & Trésors. Il reprend du contenu OGL de Labyrinth Lord, de son supplément Advanced Edition Companion et d’OSRIC, avec des règles optionnelles, une classe supplémentaire (le barbare) et des options supplémentaires pour les classes et la gestion des combats. Le Livre du Joueur contient les règles pour la création de personnages, la magie, l’aventure et les combats. Il est disponible en version physique payante ougratuitement en version électronique. Il s’ouvre sur le titre, les crédits, un avant-propos et le sommaire (9 pages dont deux illustrations pleines pages de Gustave Doré et JohnTenniel (son fameux Jabberwocky).

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Tower of the Blind Seer

Along the surface run of the Darkling River (where some still call it the Sunset River) a blind seer is known to live and occasionally listen to guests and give them advice, inklings from the future, and occasionally send them into extreme peril.

Tower of the Blind SeerTower of the Blind Seer

The blind seer is an ancient medusa who wears a blindfold of fine decorated silk to hide the horrible injury to her face that has taken her eyes. Now she sees through the eyes of her snakes, and through her magical powers that often fail to keep her visions in the present. She is helped around her small tower by a pair of identical twin fair elves who keep their heads bowed and move with unearthly silence through the area.

And some say there is another medusa, who still has her eyes, who trains with the seer and lives either in the unlit grotto basement of the tower where she sees nothing, or on the rooftop where she stares at the sun all day.

Seriously, 50% of the time when I sit down to draw a map and don’t know what I’m going to draw, my pens yell “TOWER!!!” at me, and next thing we know, there’s another tower map to go on the blog.

At this point, I think I have enough towers to run a campaign of JUST tower-crawling.

The blind seer (and her tower) appeared in a Labyrinth Lord campaign I ran in 2010. I’m glad to bring her back.

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)
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Cycles d’Aïag

Les Cycles d’Aïag est un jeu de rôle de fantasy steampunk développé par Guillaume Herlin et Tony Godin (déjà auteurs de Labyrinth). L’humanité y est divisée entre 3 grands peuples : L’Empire de Poussière hyperdéveloppé et protecteur, le Royaume des Cendres propices aux individus voulant faire montre de leur valeur et les Maîtres des Sables nomades aux traditions séculaires.
L’univers se développera au sein de 5 tomes, chacun permettant de l’approcher sous un angle ou une région différente en plus de développer une campagne.
La campagne vise un objectif de 4500€ et court jusqu’au 02 novembre. Elle propose avant tout le lancement de la gamme et le financement du tome 1, La Vallée Irisée. Chaque palier débloqué par la suite devra permettre l’impression d’un des 4 tomes restants.

  • 6 € : pdf du Cycle d’Aïag tome 1 ;
  • 10 € : version imprimée du Cyle d’Aïag tome 1 ;
  • 14 € : pdf et version imprimée du Cycle d’Aïag tome 1 ;
  • 25 € : L’intégrale des 5 tomes des Cycles d’Aïag en pdf ;
  • 30 € : L’intégrale des 5 tomes des Cylces d’Aïag en pdf + version imprimée du tome 1.

La page de la campagne de souscription.

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

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.

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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. 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)
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The Heart of Darkling – Map 1A

There is a river that dips underground through a low-ceilinged cave before descending fairly gently under the grey hills to depths unknown. However, all it takes is a magic spell to lower the water level at the cave entrance to make this easily navigable by boat, as the river cave has a fairly high ceiling after the entrance… and at least one local merchant has been acquiring goods from someone along the underground river in this manner.

Heart of Darkling 1AHeart of Darkling 1A

The very first structures along the river are attached to a small tower on the hills above and were once used by bandits but have been abandoned in recent years. The connection between the bandit dungeons and the demon’s bridge further down has been locked, barred, and sealed by the residents of the southern portion.

A few hundred feet from the river entrance is a stone bridge that spans the water with a good 12 feet of clearance between the bottom of the span and the river itself. This is “the Demon’s Bridge” and is generally occupied by a few kobold scouts working for the bitter cold demon that is their lord. This is where trades are generally made for ice-iron weapons and arrowheads – the kobolds and their liege will not harass (except verbally) those who pass below along or against the river’s flow. From the demon’s bridge there is a long hall that eventually leads to hand-smoothed natural steps leading down to further kobold lairs.

On the right side of the river (the left side of the map, as the river flows from the top of the page to the bottom) are a number of smaller dungeons, crypts and other constructions, some linked to the demon’s bridge, others fully independent. The crypts were used by an order of druids who only preserved their highest of archdruids here, awaiting the day that the natural cycle is broken and they all awaken as one to set things right again. The other structures have seen a variety of uses by merchants, bandits, kobolds and others over the years.

Heart of Darkling 1A (flat)Heart of Darkling 1A (flat)

Heart of Darkling started as an attempt to redraw / recreate a map from a Labyrinth Lord adventure I ran in 2009. “The Great Underground” was drawn in pencil and the original disappeared in a move – and I wanted to make a version that is a little more navigable from a DM perspective.  So I simplified it, fiddled with it, and then fell in love with it.

Now the urge is to built it into a series of maps along the underground river, a sort of “Heart of Darkness” vibe set in the underdark. Since I’m already working on one multi-month megadungeon project right now, I figured I’ll aim to make this one smaller and also distinguish it by releasing all the components under the free commercial license as I draw it.

While the original map was drawn at an angle, I know that this can be a pain in the ass for those trying to use the map with a VTT, so I’ve also included a version where the grid is set to cardinal directions instead of at an angle.

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)
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The Crowspine Labyrinth

Cut into the cliffs under and around Cliffstable on Kerstal are a number of old dig sites where miners extracted emeralds for several years from twisting and confusing mines. When the mines were played out some sections were converted into crypts, others into storage areas… and the Crowspine Mine was “upgraded” into the Crowspine Labyrinth by a clan of homesick dwarves who have not been seen in generations. No one even remembers the dwarves finishing the job or leaving the town; they just seem to have fallen off the historical record completely.

The Crowspine Labyrinth is one of the now fabled portions of the Cliffstable Undercity, linking together the crypts under the north side of town with the mines converted into storage underneath Tower Hill.

Crowspine LabyrinthCrowspine Labyrinth

Normally when I draw an isometric map I include some hinting of the walls to show which way is up and which is down. Because the Crowspine Labyrinth is so convoluted, I didn’t have the room for them without making the whole thing even less readable.

The downside of not having the walls is that I initially scanned this map (and released it to my patrons) upside down. And it still seemed to make SOME sense, except areas that should be over other areas were drawn under them, and so on. It took me 20 minutes to figure out that I didn’t make layer errors, but just had the whole map upside down.

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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)
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