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Arcane Waters

This small “dungeon” is home to a circle of elementalists who focus on water magics (who call themselves the Blue Warlocks). Excavated and expanded upon from a small cave that linked to an underground river, it now serves as workshops, training and teaching space, and as the repository of a small library of elemental lore.

The Arcane WatersThe Arcane Waters

As the name suggests, the waters here are magical in their own right – the Blue Warlocks use these waters to both enhance their magics and potions, as well as in the research into new spells and items. One of the original Blue Warlocks linked the source of the river to the elemental plane of water as well as a trickle of energy from the positive energy plane.

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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9 years of maps!

In May the Dodecahedron will be a decade old… and that has me in “holy crap, flashbacks!” mode. So I thought I should pull up a self-indulgent look-and-see of how my cartography has changed over the last nine years.

I’m posting two maps from each year, one in June and one in December of that year, and focusing on dungeon maps primarily to keep the comparisons “fair”. That map at the top of 2009 was one of the very first I ever posted to the blog. It is painfully low-resolution and it turns out I can’t find the original anywhere, and don’t have any higher resolution scans of it around. I might even redraw it at some point.

Much of the end of 2009 and 2010 was spent on my “Geomorph Mapping Project” to draw at least 100 interlocking geomorphs. We closed out 2010 with Dyson’s Delve, my mini-mega-dungeon. In 2009 and 2010 I still use “pencil thin” walls – as you can see in the geomorphs and the Dyson’s Delve map. This is something I moved rapidly away from as I developed my style, and have only started sort of coming back to (using thick sharpie markers for walls) in the last year.

These two maps from 2011 showcase my work as it locks into a definite style – avoiding single-stroke walls, adding more detail, and obviously a lot more comfortable with my work. The thick black walls and heavy hatching have become very clear by this point and many of the maps from this year are among my favourites of my older work.

2012 was a bit of a rough spell for me. When I started posting to the blog I was off work on disability for nerve damage. When my workplace disability ran out and I was transferring over to the provincial disability program, I went through several months on the lowest tier of social support, and this kept me from both the internet and from doing much drawing. The maps in 2012 are much sparser and less defined than in 2011, and are a lot less frequent on the blog. But that all changed in December of 2012 with the release of Dyson’s Delves…

2013 sees my maps pick up in quality and quantity again. The feel of the 2011 maps returns, with more time spent per map and a lot of effort put into presentation and structure. This is the year where I start transitioning away from generic black gel pens for my maps and towards using archival felt-tipped pens (Mistubishi Uni Pins and Sakura Microns mostly). More and more of my maps are now being drawn with a grid base – not usually shown on the map proper, but most of the maps in this era through to the end of 2015 are drawn on graph paper, making them easier to use with traditional VTTs and similar.

2014 and 2015 exemplify the style I had developed up to this point. I stabilize to a regular release schedule of maps twice a week. The style is consistent and easy to read. The winter of 2014 includes the release of the Dyson Megadelve, a massive megadungeon project that spans over 30 maps of caverns, dungeons, mines, and the ruins of a dwarven city.

2015 sees the lines for walls gradually getting darker and heavier, making the maps that little bit easier to read.

2015 sees another big stylistic transition in my maps. First I move away from drawing on graph paper, instead drawing on white paper with a sheet of graph paper behind it as a guide.  The black lines of my walls thicken yet again, and for a large number of maps I move away from a photoshopped grid to a hand-drawn one.

The hand-drawn grid goes through several styles and iterations over the next few years. Some are better than others, and quite frankly some are disappointing when I look back on them now. Towards the end of the year I also transition from releasing maps as grayscale 300dpi JPG files to black and white 1200 dpi PNGs.

My work this year included a lot of larger commercial projects in addition to my blog maps – and again my style grows and changes. I get into more fine details and in the fall of 2018 I started doing more work digitally after drawing the map in my traditional manner – I often add a bit of shade to the crosshatched areas now, and a fine shadow to help make the walls feel a bit more raised.

 

(Source: Dyson’s Dodecahedron)
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Release the Kraken on White Crag Fortress

Release-The-Kraken

As our “release the Kraken” map this month, I’ve combined two linked releases from 2015 and put them together into a single map. Welcome back to White Crag Fortress.


No more than a generation ago did Hender, Warlord of the Two Realms, build the white fortress at the end of Merman’s Bluff. A small and fiercely held chunk of white granite looking over the dark and choppy seas where once the local fisherfolk made deals with the merpeople of the Octopus Kingdom.

The fortress has never fallen, but has changed hands with the winds of politics and the changing fortunes of those who have tried to hold it. The current “castellan” of the fortress is a netherman (half-goblin) who uses it as part of his claim upon the title of Warlord – although none (even those who traded him the fortress) will acknowledge it. From White Crag Fortress he taxes the local farmers and fishermen lightly, but maintains an army of half-breed mercenaries that earns everyone’s distrust.

White Crag FortressWhite Crag Fortress

White Crag Fortress is two discrete constructions – the Bailey Fort and the Spire. The Bailey Fort is separated from the mainland by a ditch dug into the spur of stone it is built into, with a permanent wooden bridge across leading into the main gatehouses. The Bailey Fort is a fairly large multi-story affair with a fairly large central courtyard. Should the fortress ever be owned by someone of wealth and means, this courtyard would likely be covered with a wooden structure turning it into another great hall with additional stories above it.

The Spire looks out over the sea from the tip of Merman’s Bluff. Still made of the same white granite, it is a cramped and construction, restrained by the limited amount of land to work from. It is connected to the Bailey Fort via a stone bridge as well as a small tongue of rocky land that keeps the last part of the bluff from being a complete island.

keep-on-keeping-on

If one were to look directly down from the watch tower on the north side of the Bailey Fort, there is a cave leading into Merman’s Bluff with a small stone wharf connected to it. This postern gate to White Crag Fortress is intended to be well guarded, although the original door has been removed after it got stuck too often from rusting hinges and lock as well as swollen oak from the constant battering from the sea. In time it should be replaced by a properly oiled and tarred door, but for the time being the gateway remains open.

The main level of the structures wind up under the structures of the Bailey Fort leading eventually to a trap door opening into the fort proper. These structures are used as storage, guard rooms, and an escape route in case of emergency.

under-the-fortress

There is also a passage that leads up under the Spire, however it lacks an accessway into that structure (at one point there was such an access point, but a team of mechanical assassins used it to gain access to the spire and it was blocked off afterwards). This section contains a secret chamber that in turn has a trap door down to the lower chambers which are used as a secret dungeon for prisoners as well as an underwater escape route for those with the access and the means to travel underwater.

The tunnel leading underwater from these lowest passages proceeds 130 feet further from Merman’s Bluff and into a small cave 20 feet under water.

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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Eff Your Dungeon

Sometimes you just need a dungeon that tells every other dungeon how you feel about them. Or a substitute level in a larger adventure when the original level was just a massive pain in the ass (I’m looking RIGHT AT YOU, “the Nightmare Maze of Jigresh”).

Fuck Your DungeonFuck Your Dungeon

Or perhaps you have learned that your DM is about to run you through the Tomb of Horrors, again, with extra horrors and less treasure.

In that case, I would probably wear the T-Shirt to the session, or perhaps drink from the mug. I’ve stuck this design on a variety of products through Redbubble. (Note that because of RedBubble’s rules regarding the F-word, there’s an adult filter to get through to see the products on the site.)

While you are there, there are also a bunch of other designs I’ve posted to the site over the last year to check out.

This dungeon design was triggered by a recent Twitter thread where Gil Ramirez was reminiscing on the classic “Dungeon of FU” I posted almost three years ago.

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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Flipping through the Art & Arcana book

Want my copy of this book mailed to you for free? Scroll down to the bottom of the post and find out how!

I’m not usually the kind of gamer who buys art books and history books for our hobby. But this Art & Arcana book showed up in the mail and… gosh… it is pretty.

And when I opened the book at random, it thudded open straight to the Caves of Chaos. It is almost like the book KNEW what would hook me in.

If you are into the old school parts of D&D, this book is full of great bits and pieces of lore and history. Hand drawn maps from the old-timers in the hobby…

The cover studies for the original Chainmail rules…

And multiple comparative studies of monsters through the ages and editions like the beholder here (titled, horribly, “Evilutions”).

It even has the classic OD&D character sheet – in case you really needed a copy. 😉

But it is just crammed with amazing art. So many nostalgic feelings well up as I flip through this book. I still am not a fan of AD&D1e rules wise… but 1e books are just so tied up in youthful memories of delving through the arcane rules and material…

And weirdness. There’s a whole section for Erol Otus.

And this lovely spread of international old school.

A chapter touches on the classic video game translations of D&D…

More evilutions

More beholders

And I’m going to close out this quick flip-through with this very recent and freaking awesome two-page illustration of the lovely and deadly Zuggtmoy.


Want me to send you my copy of this heavy tome of cool stuff? It can be yours! Just head over to Twitter and retweet this tweet, along with a link to your favourite map from this blog. One retweeter will be chosen at random on Tuesday and I’ll wrap this sucker up and mail it to them!

(Source: Dyson’s Dodecahedron)
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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)
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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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The Bottomless Tombs

While a number of the old shaft tombs of the Etturan Dynasty have been found and explored, there is one that remains a well-kept secret amongst sages, masters of dark arts, and the few adventurers who have been there. Possibly the original shaft tomb of the dynasty, or perhaps a strange discovery that became the inspiration for the ones to come – the Bottomless Tombs seem to have earned their name.

The central part of these tombs is a 30 foot x 30 foot shaft that seems to go down forever. Determining the actual depth has proven to be beyond the abilities of scrying and simple engineering, and areas of both permanent magical darkness as well as areas of anti-magic (as well as a host of hostile inhabitants) make exploring the depths of the shaft an unwelcoming idea.

But this map concentrates on the tombs around the upper portion of the shaft. A total of seven tomb structures have been cut into the shaft at this area, including the Vault of Kezamdomnus which is accessed via the basement of the long-ruined Temple of Shol-Gath. These tombs and crypts are in turn protected by the inherent danger of the central shaft, as well as their own traps, magical guardians, and sometimes even the undead remnants of their inhabitants.

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 Caves of Chaos – Dyson Logos Edition!

I’ve been posting the individual Caves of Chaos redrawn in my style (Caves A-F) (Caves G-K) – so this was pretty much inevitable. Here they are all collected into a single massive map. This was done at 1200 dpi at ledger size (11 x 17 inches) so you can print it out, fold it in half, and slip it into your module (probably between the cover and the module proper).

Each of these files is roughly 6 megs, far larger than most of the maps posted to the blog. Click on them to get to the full-sized 1200 dpi version.

The Caves of Chaos - AssembledThe Caves of Chaos – Assembled

Originally I made this just as an accessory to go with the original map and adventure. Something a little more clear to my eyes without the contour lines, trees, numbers, and in black instead of blue because I’m an old man and my eyes just don’t like the low-contrast blue. I also didn’t include pit traps, so the maps could be used by those who want them on the table.

The Caves of Chaos - NumberedThe Caves of Chaos – Numbered

But for ease of use, I realized that the room numbers could come in handy. So I made a numbered version to help those DMs who want it. And then, because I know I’m in the minority in my hatred of the blue maps… I finally broke down and made a blue one for y’all.

The Caves of Chaos - BlueThe Caves of Chaos – Blue

So enjoy your adventures through the Caves of Chaos. I’ve been going there regularly since 1979.

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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Pride Dice!

For the last two months I’ve been drawing something every day to learn how to draw more than just maps. Today’s piece started as the five platonic solids, and I threw in the d10 in a separate illustration to bring it up to six (even though the d10 isn’t a platonic solid).

When I combined them together, I decided to colour the set in the traditional pride colours, but I would much rather go with the 8 colours of the original pride flag (the missing colours are pink at the top for sexuality and turquoise after green for magic / art).

So the question is, which dice do I add? I love the d5, but from most angles it isn’t really immediately apparent as to what it is. The other odd-sized dice (7, 9, 11, 13, 15) are all very awkward looking. So I guess either a d16 between the 12 and 20, or a 24 or 30 at the bottom.

Which dice would you use?

(Source: Dyson’s Dodecahedron)
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Selling Out! First Wave of Merch!

Wave 1 Shirts at RedbubbleWave 1 Shirts at Redbubble

I keep getting comments on my recent drawings of “I’d buy that on a t-shirt!”, so I thought it was time to put everyone to the test again.

So here we go, the first wave of Dyson Logos merch has arrived. I don’t QUITE have the whole ego thing down yet, so none of them have my name on them, but expect some actual Dyson Logos branded merch to be added to the selection soon.

We have – from left to right, top row first:

  1. I Just Need To Axe You a Question (this one is hidden behind the “mature content” filter on the site because of the blood).
  2. Critical Strike!
  3. 3d6 in Order – D&D’s Original Hardcore Mode
  4. 3d6 in Order – As Gary Intended
  5. Have Dice, Will Game!
  6. The Magic 20
Most of these are available in your choice of colours (except the Magic 20 which needs to be on a black shirt), and also have things like notepads, phone cases, and similar.

And they are all available through my Redbubble storefront.

 

(Source: Dyson’s Dodecahedron)
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3/5 – Shade (Shade)

Au moment d’écrire cette critique, je suis très partagé, car j’ai passé de très bons moments avec ce jeu. L’univers est relativement original, les personnages sont haut en couleurs, le système de jeu n’est probablement pas le pire qui soit.

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

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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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.

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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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.

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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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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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