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Baraloba: The Eagle Hills Mines

This post is one of a series presenting the hexmaps of Baraloba and the areas around it. You can see the rest of the set here: [Baraloba and Environs].


To the south of Baraloba are the Eagle Hills and the imaginatively named Eagle Hills River that runs through it from south to north before joining the Hewbank. The Eagle Hills have a mix of chalk and coal deposits that were attractive to miners. Most of the deposits have now been worked, leaving a collection of open mines and shaft mines in the area. The central point of interest in this hex is the old open chalk mine that takes up 11 of the subhexes right in the middle of the map. The hills here are bright white and are a mix of natural hills and tailings from the mining operations.

Baraloba - The Eagle Hills MinesBaraloba – The Eagle Hills Mines

On the opposite side of the river and small lake from the mines is a boggy marshland slowly being reclaimed by the forest. If one were to dig beneath the immediate mud and water, it would be noted that the reason this area is low and doesn’t drain properly is that it too was an open mine at some point.

Further south along the river is a small drift mine that has become home to a modest group of humanoids. They keep a low profile and farm the area around the minehead, using grain stolen from caravan a decade ago as their original seed stock. There are less than a score of them living here and they take significant pains to not be noticed by the residents of Baraloba only seven miles away.

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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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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!

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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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Return to Quasqueton – Map 3 of 3

This is the third map in the Return to Quasqueton series where I re-imagine and remap the dungeon maps of the classic 1979 D&D adventure “In Search of the Unknown”. The three maps in the series are:

The Caverns of QuasquetonThe Caverns of Quasqueton

The fortress/dungeon of Quasqueton was not completed before the residents marched off to war against the northern barbarians. While the main floors of the structure are almost finished, the in-progress nature of the structure becomes apparent when descending into the lower level which is still mostly natural caves that remain unworked for the most part.

Access to this level is either via the stairs into the finished structures roughly in the middle of the map, or via the hole that runs down from the smithy on the upper level, through a room on the main level, and down to the small cave with the pool of water roughly 100 feet south of the finished rooms.

Caverns of Quasqueton (numbered)Caverns of Quasqueton (numbered)

I’ve also included this numbered version of the map that links up with the upper level maps. The removal of the pit trap from the main level of the original map meant that I moved the icy-cold pool of water (room 50) from underneath it to being underneath the shaft leading down from the smithy area – they probably used it to get cold water for the smithing process using a now long-missing bucket and rope.

The original cavern level included several caverns that were completely unkeyed – I’ve included roughly as many, but added optional lettered keys to these caverns to make stocking it easier. I’ve also purposefully skipped the letter I to avoid confusion with the number 1 – so the lettering goes from A to H on the upper two levels and from J to L on the lower level.

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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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Sugar Shack Slaughter – Blood Maple Hollow

As Canadian as Maple Syrup!

This is the setting for the Sugar Shack Slaughter, one of the two adventures in “The Scenario from Ontario“. Written by the remarkably Kiel Chenier, the “dungeon” of the adventure is a massive hollow maple tree and tunnels among its roots.

Blood Maple HollowBlood Maple Hollow

Hollow trees are a favourite “dungeon” environment of mine, so I not only enjoyed working on these, but have a number of alternate uses planned for them for my own campaigns. The main level can work as an elven temple of some kind, with the central pool working as a scrying device or where the priests stand in order to be closer to avalon or the equivalent during their ceremonies. Or in a D&D5e campaign it can be the secret gathering places of the blights who are much more communal creatures than people think them to be…

These maps of the Blood Maple Hollow are redraws based on Kiel’s original maps. I made an effort to make it look as “tree-like” as I could manage for the level on the left, with the lower level on the right still having roots and tendrils to define the grid but being a bit more traditionally cave-like in textures as is my style.

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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Lockhart’s Delve

Once the basement of a small fortified temple, Lockhart’s Delve has been home to a variety of creatures and groups since the destruction of the temple proper. Some maps of the old temple of the moon god show two entrances into the lower levels – one into the basements and another into the connected crypts. But some fifty years ago the crypt entrance was completely filled with stone and earth under the orders of Short Terog, an ogre adventurer who made this her home for a time.

Lockhart's DelveLockhart’s Delve

Most recently, the Blackguard Lockhart has used the structure as barracks while assembling their forces to cross the dark barrens and assault Oceansong Harbor. Since the fall and subsequent recapture of Oceansong Harbor, the dungeons have seen little use except by the shadows of the kobolds who came here looking for their clanmates.

The blame for this dungeon falls squarely on the shoulders of Evey Lockhart. Four years ago she challenged a few of us over on Google+ to try doing our art in a medium we normally didn’t use. As I was poor at the time, instead of buying other art supplies, I tried drawing a dungeon map using software instead of my usual penwork.

I hated it.

But finally, four years later, I’ve gone back and redrawn the original design in my current style.

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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Tertiary Passages into the Depths of the Earth

When travelling the depths of the underdark, there are passages and caves that most “civilized” denizens ignore because they are small, narrow, and fraught with obstacles. These “tertiary” passages sometimes make for useful escape or access tunnels and these have their connections to the primary and secondary passages concealed behind secret doors or other hidden access points.

Tertiary Passages into the Depths of the EarthTertiary Passages into the Depths of the Earth

Tertiary tunnels are usually about ten feet wide with ceilings between 8 to 25 feet with an average of 15 feet or so. While drow still patrol these passages, encounters are more frequently with monsters such as xorn, lurkers above, trappers, mind flayers, and various underdark vermin.

This set of tertiary passage geomorphs includes a redraw of the original from Descent into the Depths of the Earth (on the far left), along with four new example passages for use when handling encounters along these nearly abandoned and secret byways.

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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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Darkrunes : le retour

Yggdrasil avait déjà tenté au début du mois de mars de financer la publication de Darkrunes. Cependant, les éditeurs avaient entre temps réussi à obtenir un prêt auprès de leur banque pour pouvoir eux-même injecter une bonne partie des fonds nécessaires à l’édition de leur jeu. Mais les contraintes techniques de la plate-forme ne leur permettaient pas de changer les paramètres du financement à l’aune de cette nouvelle donne.
Qu’à cela ne tienne, la première souscription a dès lors été abandonnée pour redémarrer sur des bases plus saines, un objectif financier réduit de moitié et des contreparties plus variées.
Pour rappel, le monde de Darkrunes, c’est une Europe uchronique anachronique où les mythologies des divers peuples sorties de leur trame historique sont authentiques. Les personnages y incarnent les archétypes d’une antiquité mythique, par le sang divin qu’ils portent et qui leur confère des pouvoirs. Les campagnes de Darkrunes sont l’occasion de découvrir ce pouvoir qui émerge en eux et en fait des demi dieux, à l’instar d’un Hercule, mais en version druide ou guerrier nordique.
Trois périodes de jeu sont possibles, l’une qui correspond à l’antiquité, la seconde qui correspond à des bouleversements dus au crépuscule des dieux, le Ragnarok, La troisième est une période de reconstruction.
Vingt-trois classes de personnages allant du druide à la sorcière en passant par des assassins sacrés, ou des vikings permettent de mélanger les mythologies pour créer un univers original bien que marqué de références connues.
Le tout sera motorisé par un système propre, baptisé SIMU, qui devrait servir pour les autres production d’Yggdrasil. Il est basés sur une liste de 8 Attributs, ainsi que sur une douzaine de compétences auxquelles se rajoutent 2d10 pour les tests de résolution.
La campagne Ulule dure jusqu’au 14 mai et offre les contributions suivantes : 

  • 25€ : Le livre de base en pdf ;
  • 49 € : Le livre de base imprimé et le kit du meneur en pdf ;
  • 69 € : Le livre de bas et le kit du meneur imprimés ;
  • 90/98 € : Le livre de base et le kit du meneur imprimé, les bonus débloqués et 2 scénarios en pdf ;
  • 149 € : Le livre de base et le kit du meneur imprimé, les bonus débloqués et 2 scénarios en pdf et un exemplaire de Ji-Herp v2.

Des packs sont aussi disponibles pour les boutiques.
pour plus de renseignements et participer à la souscription : la page du financement round 2.

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

Secondary Passages into the Depths of the Earth

While most traffic into the depths of the earth tries to stick to the primary passages, there are those who wish to travel either to less-ventured places off the main passages, or those who wish to avoid running into major patrols of the various races down below.

Sample Secondary PassagesSample Secondary Passages

Secondary passages are generally 20 feet wide and have fewer worked areas than the primary passages. The roof varies from 15 to 40 feet above the floor, with 25 feet being usual.

In addition to being smaller and less worked, secondary passages often have more obstacles than the primaries, as the “civilized” denizens of the underdark have had less reasons to build over or around them, or have stopped using the tunnel completely because of the obstacles.

The original sample secondary passage from Descent into the Depths of the Earth has been redrawn on the far left, and is now joined by 4 additional sample passages.

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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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Primary Passages into the Depths of the Earth

There are tunnels and passages that lead deep under the land to the ever-dark homes of the various so-called “deep races”. These descents are typically marked on the rare maps of these underlands as either primary, secondary or tertiary passages.

These passages lead on for miles and thus only their general routing is typically mapped, but of course, the underdark is not a place you wander expecting to never encounter anything or anyone. Thus we have sample sections of these passages mapped out to provide more detail when running into drow or sverfneblin patrols

Sample Primary PassagesSample Primary Passages

Here are five sample stretches of Primary Passages – these passages generally have fairly even flooring, with ceiling heights of 20 to 50 feet (averaging at around 35 feet) and widths generally of 30 to 40 feet. Some portions of these passages are worked to make travel easier, but they are mostly natural and generally fairly straight.

The original Descent into the Depths of the Earth was published 40 years ago and included one sample stretch of each of the three sizes of passages. The original primary passage example has been reproduced here (the second from the right), with four more drawn to add variety to the encounter options.

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 Quasqueton – Map 2 of 3

My revised map of the main level of Quasqueton (from the classic B1 module “In Search of the Unknown) just didn’t have enough space for all the rooms on that level even after reducing the amount of hallway space, and I wanted to keep it so you could access most rooms via multiple routes, avoiding other sections of the dungeon level if you need to.

Return to Quasqueton - Upper LevelReturn to Quasqueton – Upper Level

So here’s the upstairs, containing two of the best-known rooms of the dungeon – the strange magical pools and the overgrown fungal garden. I purposefully placed the gardens right against the rock face. In my mind, there are metal shutters along the top of the west wall that are well concealed from the outside. These shutters have rusted shut – allowing rain water into the room without allowing sunlight.

Return to Quasqueton – Upper Level – NumberedReturn to Quasqueton – Upper Level – Numbered

I’ve also made a version of the map with the rooms numbered for use with the classic adventure module. The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.

Both maps are 1200 dpi images with the squares being roughly 7mm per side. To make the squares 2 inches per side (appropriate size for miniatures, since the adventure uses 10 foot squares instead of 5 foot squares), you would have to blow it up about 7.25 times (which still has a resolution over 150 dpi, so it should look fine printed, although incredibly big).

I haven’t had a chance to get to the basement caves of Quasqueton yet, but I expect I’ll have them done by the end of the month so they will show up next month 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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Return to Quasqueton – Map 1 of 3

In Search of the Unknown is one of my favourite modules of all time. But there are times that the map annoys me as the main level is more hallway than rooms (and that’s with 38 rooms on that level). So today we get to explore an alternate version of that venerable dungeon.

Return to Quasqueton - Main LevelReturn to Quasqueton – Main Level

I ended up splitting the main level of Quasqueton over two levels (the second will appear later this week). In the process I added a few new rooms to the dungeon layout and removed one or two.

I’ve also made a version of the map with the rooms numbered for use with the classic adventure module. The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.

Return to Quasqueton - Main Level - NumberedReturn to Quasqueton – Main Level – Numbered

Both maps are 1200 dpi images with the squares being roughly 7mm per side. To make the squares 2 inches per side (appropriate size for miniatures, since the adventure uses 10 foot squares instead of 5 foot squares), you would have to blow it up about 7.25 times (which still has a resolution over 150 dpi, so it should look fine printed, although incredibly big).

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 Quasqueton – Map 1 of 3

In Search of the Unknown is one of my favourite modules of all time. But there are times that the map annoys me as the main level is more hallway than rooms (and that’s with 38 rooms on that level). So today we get to explore an alternate version of that venerable dungeon.

Return to Quasqueton - Main LevelReturn to Quasqueton – Main Level

I ended up splitting the main level of Quasqueton over two levels (the second will appear later this week). In the process I added a few new rooms to the dungeon layout and removed one or two.

I’ve also made a version of the map with the rooms numbered for use with the classic adventure module. The numbered rooms correspond with the original rooms in the adventure, and the lettered rooms are new to this map.

Return to Quasqueton - Main Level - NumberedReturn to Quasqueton – Main Level – Numbered

Both maps are 1200 dpi images with the squares being roughly 7mm per side. To make the squares 2 inches per side (appropriate size for miniatures, since the adventure uses 10 foot squares instead of 5 foot squares), you would have to blow it up about 7.25 times (which still has a resolution over 150 dpi, so it should look fine printed, although incredibly big).

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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Three Years in the House of Worms

Friday marked the third anniversary of the House of Worms Empire of the Petal Throne campaign I’ve been playing in – GMd by James Malizewski (author / publisher of the Excellent Travelling Volume EPT zine amongst other things).

Empire of the Petal Throne

We play once a week via Hangouts, with a player base scattered around the world (Canada, Texas, England, France). We’ve had a bit of turnover during the three years of play – with two of the original players moving on, and one later player also departing (and all are missed), and we have two players in the group now that weren’t there when we started.

Several of us are playing multiple characters, choosing which goes on an expedition based on politics and work. Our original character group are all members of the House of Worms, a Sarku worshiping lower-status clan from Sokátis. Now we are joined by a few outsiders, including an agent of the Omnipotent Azure Legion, a shen who has taken up the worship of Sarku (but who remains a warrior – just a very devout one), an albino slave pit-fighter and more.

The campaign started in Sokátis, and has travelled extensively, including a stint with us teleported to northern Yán Kór and having to work our way back home over almost a year on the road (with a major battle against the enemies of man in the Dry Bay of Ssu’úm and some hijinks with a sorceress from the distant past who continues to communicate with us in the strangest times and places), interfere with the upcoming war between Yán Kór and Tsolyanu, and then get messed up in actions between Prince Dhich’uné and Prince Mridóbu.

Now we have moved our entire group, as well as a fair number of our clanfolk of the House of Worms to the colony of Linyaró on the Southern Continent. We were “promoted” to take care of the colony by Prince Mridóbu himself and are chasing down hints of a dire cult of the Pariah Gods that we first picked up near Sokátis and have followed here.

Most of the party is level 5 now, and a few of us are getting close to level 6 (particularly my main character Grujung, the head of the House of Worms clan in Linyaro, and Aithfo, my character’s nephew who is the Governor of the colony).

We’ve gone from nobodies in the clan to the head of a new branch of the clan, the Governor of a colony city, a feared sorcerer with his undead wife (they were engaged for years after she died, finally animated her and got married recently), a potent priest of Sarku who is famous among the secret societies for having summoned an actual aspect of Sarku to battle…

It’s been a hell of a run. So far.

This last image is a photograph of my player map of our latest Empire of the Petal Throne adventure locale from Friday’s game session.

Who knows how accurate it is – the DM says it is “perfect” which generally means “close enough to make no major difference”, but for all we know we missed other secrets along the way here.

But now that we’ve probably doomed the whole world to war and destruction, we have to get out, so we’d better hope it is accurate enough that we don’t screw anything up on the attempted escape. There’s at least one tunnel on the map that was drawn based on looking into it from both ends, but that we haven’t really fully explored the full length.

(Source: Dyson’s Dodecahedron)
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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.

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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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Funky Potions from the Slime Pits

To throw in a bit of weird when the our D&D5e crew found themselves transported to a small pocket dimension, I used a modified version of the Molds & Slimes of Vilnid adventure. One of the elements of that adventure are little pod-potions that you can harvest from the slime pits, many of which are actually potions of delusion.

But I wanted a bit more… variety.

So I updated the potions list a bit from the original I wrote. Essentially the potions are 50% likely to be potions of delusion, but in addition, there’s a 25% chance that they also have another effect (including for the non-delusional potions).

Funky Potions - click for PDFFunky Potions – click for PDF

As they consumed the pods, the potion effects were rolled on the spot. When they had enough time to go through and identify their potions, we rolled them together and I kept a set of notes indicating which potions were actually delusional without indicating anything to the players.

The potion effects included are mostly a mix of potions from the 5e rules and potions based on those in Forged in Magic from Paradigm Concepts.

(Source: Dyson’s Dodecahedron)
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Third-Story Run

“We saw the thief grab the map but he was away and out the window before anyone had a moment to react. The chase after him went from rooftop to rooftop and even across Thunder Lane before we forced him down into a courtyard where Ehrik repeatedly dunked his head into a small fountain to try to find out where along the way he had managed to ditch the map.”

Third Story RunThird Story Run

After a few too many games of Assassin’s Creed, or just lovely flashbacks to the starter adventure scene in the original Warhammer Fantasy RPG chasing Bertoldo Vasari across the rooftops of Nuln, sooner or later you are going to want to run a rooftop chase scene.

This map assumes a society and climate where moderately pitched roofing is the norm – with an average of about a 30 degree slope. Dashing on a 30 degree slope can be difficult, might take a few rolls. And the general rule of thumb for a snowy climate is that roofs slope up six to nine inches for every foot they cover, so assume that the peak of a roof is 1/4 to 1/3 the total width of the building above the level of the edge of the roof. So on a 20 foot wide building, the roof slopes up to 5-7 feet in the centre. This allows for easy transfer from a 3 story building to a 4 story building as long as the peak of the lower building approaches the side of the taller.

The buildings have numbers on them to indicate how many stories above street level they reach so you can figure out where jumping and climbing will come into play, and below is a sample routing along the rooftops for a would-be thief to attempt an escape before the party almost inevitably runs them down.

Third Story Run RouteThird Story Run Route

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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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.

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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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Fury of the Emerald Hawk

Someone summoned something furious and powerful within the “secret” headquarters of the Emerald Hawk Society. The building is now scorched ruins, the roof blown off the secret library, the grand hall torn open, and the front entrance reduced to rubble.

Fury of the Emerald HawkFury of the Emerald Hawk

The least clandestine of the secret societies in town, the Emerald Hawk Society’s headquarters and library was a heavy stone building that was once a “small” guard post for a much larger estate within the city walls. The society had converted it into an exclusive clubhouse with dark wood furnishings, displays of minor artifacts and other goods they have acquired over the years, and of course their “secret” library.

Last night though… something erupted out of that covert collection. Brilliant lights illuminated the neighbourhood as the arched stone roof of the library exploded into the night and something huge and powerful flew through the great hall and sat still for some minutes in the ruins of the entranceway to the structure before disappearing in a flue swirl of smoke and arcane energies.

When I post maps of ruins, I often get requests to post a non-ruined version of the same location (which I don’t really get – exploring ruins is just so… D&D!). So instead, this time I’ve taken a map I drew last Mapvember and redrew it in ruins during Inktober. The original map of the covert library of the Emerald Hawk Society is also available as a commercially-licensed map posted much earlier this year. [Secret Codices of the Emerald Hawk Society].

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 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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My Private Jakalla – Map 1P

Down below the streets are not only the basements and crypts of temples and clanhouses, but also the ruins that remind us of the many ditlana the city has been through to become the wonder it is today (A ditlana is the ritual destruction of the old city or part of the old city to build anew – a time of major change, but one that allows the city to grow and adapt to the times.)

This is the sixteenth 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 1PMy Private Jakalla – Map 1P

The focus on this map section is an old hall that mostly survived at least one ditlana. The hall itself is a massive arched affair with massive columns and galleries overlooking it. The floor is flooded with foul waters or perhaps stuff more sinister. The undercity is divided by this hall, with the section on the north side of the map inaccessible from the south without finding some way to cross the sixty feet of the grand hall between the two galleries. The southern portions of this area are mostly old ruins, much like the areas further south in map 1D. The northern portions are in much better shape – partly because it is effectively a separate undercity from the rest, generally only reachable through surface accesses in the next map section to the north of here.

My Private Jakalla CollectionMy Private Jakalla Collection

The map itself is connected to Map 1O to the west, with further accesses to the ruins to the southeast and the small undercity section to the north (both not yet mapped). The only surface access to this map is via a basement stairwell in the lower left, which then joins to some old ruins via a secret passage, but none of this actually connects to the undercity proper.

My Private Jakalla - Map 1P (no grid)My Private Jakalla – Map 1P (no grid)

 

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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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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)
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