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Well of the Wyrm

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

Well of the Wyrm

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

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

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

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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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Redrock Cays

A set of small stony islands jut out of the waters near the the northern reach of Alders Bay. They contain a number of small ruins, likely linked to the ruins of the castles and forts that have slowly been overwhelmed by the encroaching swamps on the northwest shore of the bay.

Redrock CaysRedrock Cays

Difficult to land on, the islands are surrounded by ship-killing shoals and much of the land is atop tall red cliffs. Most make landfall on the sandy extension that nearly forms an isthmus between the two eastern islands – although the Oni pirate Vurd Skullbow has been known to bring his vessel in through the southern access and anchor it between the three islands.

Each island has its own point of interest. The large island has a ruined watchtower on its peak, but also has a cave system beneath it that was expanded at some point, likely by the builders of the tower. Those caves are used by Vurd to stash treasure and hostages on occasion.

The northeastern island bears the marks of many landfalls and small campfires. The long beach is littered with detritus – much of it charred firewood and empty bottles and casks. On the rise of the island is a set of fairly recent standing stones – no more than a hundred or so years old – the stones all appear to have been scavenged from the other ruins on the islands.

The small island to the southeast still sports a standing watchtower, although the wooden roof has long rotted away. The island however offers no means to get to it – the top of the island is a solid fifty feet above the waters below, with treacherous cliffs on all sides.

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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 Bronze Vault

The Bronze Vault is a small, multi-level complex cut into the Jappa Slopes and connected to one of the small cavers that dot the hillsides. Once connected to a small watchtower that was built too close to the edge, getting into the complex typically means climbing to the ruins as the door between the cave and the complex is locked, barred, and now rusted shut.

The Bronze Vault The Bronze Vault

In-game, the complex fills the role of any classic “dungeon in the wilderness” setting – a place where civilization once held sway but is now home to monsters hiding in the roots of our achievements. In the grand tradition of the Moldvay Basic D&D set, this is where hobgoblins would hide their prisoners captured from the nearby town; perhaps home to a small cult that cannot worship publicly in civilized areas; or the destination for a treasure map that the party found in a previous adventure.

The Bronze Vault (no grid)The Bronze Vault (no grid)

Personally, I like the treasure map angle – making the secret chamber in section B right by the entrance the treasure room, but with the map showing how to get there from the cave entrance instead of the upper entrance.

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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 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.

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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 Wreck at Banana Bay

Word came back from some fishermen that there was a cog beached at Banana Bay – one of the few decent approaches to Esborough Island. So we loaded up a small expedition to check it out – it is usually pretty hard to get any of the locals to head to Esborough because of all the “haunted” ruins about the place, but their willingness to loot / rescue the ship was enough to motivate them and thus finally gave us the chance to explore the place a bit also.

Wreck at Banana BayWreck at Banana Bay

But the boat was in even worse shape when we arrived – the port side burned through roughly midship, with the ruined interior of the ship laid bare to the elements. As the locals started digging through the wreckage, we climbed up the low cliff face and up to the ruined tower that looks down on the bay. Within we found the burned bodies of a half dozen sailors, and the first of the cinder wraiths. They look like smoke with embers floating within them, vaguely humanoid in form. They travel on the wind, they strike with fierce anger and a fiery hatred for the living.

We left several of our people behind as we abandoned the island again to the burning dead. They can keep the cog, and whatever was in that locked chest in the tower…

MissGladiator’s mother gave me this leather-bound “banana paper” notebook that she picked up in Cuba. I wanted to try it out – but the paper is so coarse that it actually shattered the felt nib on a micron, so I’ll have to try using it exclusively with my gel pens and see how that works. I love the paper thickness (about 3-4 times as thick as 100 pound cardstock), but it is hard to work with.

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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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Isle of Clover

Near the centre of Whispering Turtles Lake are a number of small rocky islands capped with trees. The second largest of these has been home to the small settlement of Clover since the lakeside community of Burhuie was sacked during the great war and most of the survivors escaped into the lake in a mix of rowboats and fishing craft.

The Isle of Clover

Until then, the fisher folk of Burhuie avoided the Isle of Clover because of the accursed elven ruins there. Today those ruins have been repaired and massive runes of defense and strength carved into the fortifications by the dwarves who helped settle here (although there are no longer any dwarves on the island, as they were just a single family at the time). No one lives within the fortifications proper, but they are maintained for emergencies and used for storage.

The Isle of CloverThe Isle of Clover

The people of Clover are fishers and farmers, mostly human with a bit of elven blood in the mix. The town has no actual “government”, but a significant voice is given to Acdad Yim, a resident who left the island in his youth and returned with a not insignificant sum of gold, some interesting treasures, and a potent grasp of sorcery.

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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Ruins at the Three Pillars of Ssa-Tun

Along the blighted coast, beyond the lands of snow and ice and the adventurers’ boom-town of Gravelthorpe there is an old white stone pier on a quiet lonely shore. In the right seasons you can sometimes find the ruined road that leads into the hills from there and eventually to the valley of the Three Pillars of Ssa-Tun.

Ruins at the Three Pillars of Ssa-TunRuins at the Three Pillars of Ssa-Tun

The three pillars of Ssa-Tun are massive spires of marbled white and purple stone that reach up over a hundred feet from the ground and descend to unknown depths. Leading to these pillars are a few old ruins reduced to small mounds of rubble, and a much more intact set of ruins built up around the pillars themselves.

And of course, these ruins are inhabited by something unpleasant, alien, and milky white in colour. For the pillars of Ssa-Tun are used, when the stars are right and the proper incantations made, to travel to three specific sites in the Alabaster Hells…

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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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The Savage Caves

The ruins of Saurguard Haunt are but burned stones and bits of rain-cleaned charcoal. But it is a harder task to burn down the small dungeon that sat beneath it.

The Savage CavesThe Savage Caves

Used as a traditional dungeon to hold prisoners under Saurguard – the dungeon was being expanded to include a temple to the proscribed lords of damnation when construction breached into a a cave slightly beneath the level of the temple and proceeded down through the limestone to the hillside beneath the Haunt.

Of course, you can’t just leave places like this open and unguarded and not expect foul things to move in… The lower entrance to the savage caves has been claimed by giant spiders who have killed off the entire bat population that once lived here, and who knows what foulness has taken over the ancient dungeons?

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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Deal of the Day: Shadows of Forgotten Kings

For the next 24 hours only, our first 5e adventure is the Deal of the Day on RPGnow / DriveThruRPG. Normally $7.50, for today only it is on sale for $3.75.

Shadows of Forgotten Kings is a level 3 adventure that brings the party to a village at the edge of the jungle that was home to an ancient empire.

“…an old school dungeon crawl that will function under the mechanics and typical playstyle/conceits of 5th edition D&D, while inspiring players who are comfortable with this game style to think about and hopefully embrace some of the classic dungeon crawl/location based adventure ethos.”

The villages on the edge of the jungle used to be wealthy: they gathered fruits and exotic hardwoods from within the jungle and sold them as wines and furniture to regular merchant caravans in exchange for grains and other staples.

But caravans do not make it through anymore. A handful of tattered survivors have made it back to the city and reported being assaulted by wave after wave of panthers that would attack, retreat, and attack again in replenished numbers. The merchant houses want their lucrative route back. The villages need grain and supplies; their people cannot live forever scavenging fruit and huddling by their hearths in fear every night.

“Shadows of Forgotten Kings has a consistent feel, creating a lost city jungle adventure that emphasizes both the tragedy of the city’s ancient fate and firmly roots the adventure in a swords & sorcery setting that is refreshingly mysterious and dangerous”

Tales lead deeper into the jungle – to the ruins of an ancient empire fallen to a terrible curse.

Get Shadows of Forgotten Kings by the renowned
Zzarchov Kowolski
for merely $3.75 today only!

 

(Source: Dyson’s Dodecahedron)
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Baraloba: Forest Paths

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].


Southwest of Baraloba, the Eagle Hills continue into heavy forests. The closest thing here to Baraloba itself is yet another of the old giant’s watchtowers – although this one is not as decrepit as most of the other ruined towers in the region. A druid and their apprentice maintain the tower and keep a small herd of goats that keep the grass in the hills and vales of the area nicely clipped. A trail leads from the tower into the woods and to a massive tree in the middle of a clearing where the druids perform their rites and occasionally just engage in silent contemplation.

Baraloba: Forest PathsBaraloba: Forest Paths

A little further to the west another trail leads through the woods to a very large farm / small farming community. A couple of large multigenerational families run these farms and generally try to be self-sufficient, only walking to Baraloba when they require supplies they cannot find or make on their own or with the help of the druids in the tower. The rest of the hex is unpopulated wilderness – rolling hills and a few jutting chunks of stone, expanses of dark and heavy forest teeming with wildlife, small bubbling brooks, and a lazy river looping gently through the hills.

Baraloba Assembled - 7 HexesBaraloba Assembled – 7 Hexes

And here we see how the set of seven Baraloba hexmaps fit together. On a normal 6-mile-hex map these would be a village hex in the middle with (clockwise from the top) badlands & ruins hex, hills hex, forest hex, hills hex with mine, forest hex, forest hex.

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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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Shadows of Forgotten Kings

A Fifth Edition adventure for level 3 characters.

The villages on the edge of the jungle used to be wealthy: they gathered fruits and exotic hardwoods from within the jungle and sold them as wines and furniture to regular merchant caravans in exchange for grains and other staples.

But caravans do not make it through anymore. A handful of tattered survivors have made it back to the city and reported being assaulted by wave after wave of panthers that would attack, retreat, and attack again in replenished numbers. The merchant houses want their lucrative route back. The villages need grain and supplies; their people cannot live forever scavenging fruit and huddling by their hearths in fear every night.

Tales lead deeper into the jungle – to the ruins of an ancient empire fallen to a terrible curse.


This Fifth Edition adventure is written by Zzarchov Kowolski (Thulian Echoes, Scenic Dunnsmouth, A Thousand Dead Babies, The Gnomes of Levnec, etc), illustrated by Chris Huth (Ashen Stars, Call of Cthulhu Investigator Handbook, Night’s Black Agents, 13th Age Glorantha, etc), and mapped by Dyson Logos (Waterdeep – Dragon Heist, Circle of Hands, Dyson’s Delves, this whole blog, etc). It will work with most campaign settings as long as the adventurers are near (or can be brought near) a large mostly uncharted forest or jungle.

Available in PDF exclusively through OneBookShelf (RPGNow, DriveThruRPG, etc)

(Source: Dyson’s Dodecahedron)
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Shadows of Forgotten Kings on the way!

Shadows & OrcsShadows & Orcs

The 5th edition adventures you didn’t know you were waiting for are on their way!

This week we’ll be releasing Shadows of Forgotten Kings, a level 3 adventure written by Zzarchov Kowolski who has written some of my favourite adventures of all time – from his self-published Gnomes of Levnec and A Thousand Dead Babies, the recent DCC Ghoul Prince adventure, and Thulian Echoes, Lamentations of the Gingerbread Princess, and Scenic Dunnsmouth for Lamentations of the Flame Pricness.

This adventure pits characters against strange ghost panthers striking from the jungle ruins of an ancient empire. Something dark awaits in the old ruins, and unless the adventurers get to the root of things, the attacks seem to be unending and will wear down any defenses in time.

And while Shadows is on the way, we’ve got Kiel Chenier’s Orcs in Tarodun’s Tomb in layout as our next release in the line.

To adventure!

(Source: Dyson’s Dodecahedron)
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Baraloba: Along the Hewbank

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].


After cutting through the Badlands of Slate, the Hewbank meanders through the slate hills to the east of Baraloba. This stony environment has the Hewbank meander significantly and form into small lakes where small valleys present themselves between the hills.

Baraloba - Along the HewbankBaraloba – Along the Hewbank

Another of the old giant watchtowers sits overlooking farmer’s fields on the east side of this area, and another smaller druidic farming community is nestled between forest and lake in the middle of the hex, only a few hundred yards from a massive set of standing stones that acts as the “anchor” to their community. The druids and the farmers both make use of the trading opportunities in Baraloba and generally don’t see much in the way of visitors to their own properties.

At the south edge of the map is Small Cheese Lake which was once good for fishing in, but in the last thirty years the fishing has died out here – forcing the two trolls who live in the secret cave nearby to head southeast to find more food (as they avoid both the Druids and Baraloba because they know they don’t have the trollpower to take on either settlement).

Five Hexes of BaralobaFive Hexes of Baraloba

And here we see how the current five Baraloba hexmaps fit together. On a normal 6-mile-hex map these would be a village hex in the middle with a forest hex, badlands & ruins hex above, hills hex, and another forest hex.

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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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Release the Kraken on the Ruins under Axehead Mound

Release-The-Kraken

It is the end of the month and time to head back into the older maps and dig up a few to re-release under the free commercial license, all thanks to the awesome patrons who support my cartographic wanderings via Patreon. Today we are bringing back “the Ruins under Axehead Mound” from four years ago. The versions below have been upgraded to 1200 dpi and an optional grid has been added.

The Ruins under Axehead Mound (with grid)The Ruins under Axehead Mound (with grid)

My default assumption for old school dungeons is that you’ve come across the ruins of something huge and underground – something like the ruined cities of the Elderlings buried in the swamps in the Rain Wilds stories by Robin Hobb. It’s the basis I use for all my “random dungeon” rolling.

Here is a small dungeon level set up exactly along those premises – the ruins under Axehead Mound have two entrances – one a collapsed wall section that leads into a chamber, the other a pair of ruin-cluttered stairs that lead into the ruins from a ruined above-ground building.

The Ruins under Axehead Mound (no grid)The Ruins under Axehead Mound (no grid)

This map was originally drawn almost exactly four years ago in a single draft using Sakura Microns (a 03 for the walls, and a 01 for the hatching).

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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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My Private Jakalla – Map 1U

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

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

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

Undercity OverviewUndercity Overview

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

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

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

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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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Release the Kraken on the Sunken Maw

Release-The-Kraken

It is the end of the month and time to head back into the older maps and dig up a few to re-release under the free commercial license, all thanks to the awesome patrons who support my cartographic wanderings via Patreon. Here we are bringing back “The Sunken Maw” – a vertically-challenging dungeon drawn back in 2014. The versions below have been upgraded to 1200 dpi and an optional grid has been added.

The Sunken Maw (with grid)The Sunken Maw (with grid)

Far too many of my dungeons are easy to access. So why have they lain unplundered all these ages? The Sunken Maw is a bit trickier to get into than most. A nearly straight vertical drop leads to underground stone construction just above the water table. Rope and climbing gear will be the order of the day for lower-level groups, whereas the entry will be a lot easier (and thus less frightening) to those who come equipped with the magic of levitation or means of flight.

To complicate the matter, of course, we have nearby ruins which may contain untold horrors (who may be waiting when you come up from the maw) and a harpy nest has been established just inside the entrance of the maw, with a narrow path along the edge of the maw to allow pedestrian access to the stinking nest of foul birds.

The Sunken Maw (no grid)The Sunken Maw (no grid)

But it’s the structures below that will of course draw the attention of adventurers in the first place. Originally built by elven sorcerers with imprisoned demons to transport them up and down the maw itself, the structure’s name has been lost to the ages, but it still contains eldritch magics that were once common to the Kale empire thousands of years ago.

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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Wyvern Temple

We trekked through the Swamp of Forgotten Dreams and into The Jungle Beyond to find the old temple ruins. It turns out there’s a good reason to stay clear of that whole part of the Jungle Beyond. Wyverns. A whole damned family of them roosting on the temple ruins. They claw marks cover the whole structure, the stones scratched, gouged and torn down not by the erosion of weather, but of generations of these foul dragon-like beasts.

Wyvern TempleWyvern Temple

The Wyvern Temple is a multi-tiered structure, each tier about 7 feet above the one below. The “main” tier of the structure is thus about 21 feet above the level of the jungle, with additional structure reaching up another 30 feet into the low jungle canopy.

The whole structure is in ruins, built centuries ago and left for the jungle and the wyverns to destroy.

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 Toronin Ruins

With the town of Toronin razed to the ground, the ruins of the small fortress are all that remain to indicate where the town was these days.

Toronin Ruins - SurfaceToronin Ruins – Surface

The mossy ruins have a few streams that wander through them to a small pond in front of what was some sort of memorial wall. The massive 30-foot block of stone is badly damaged, but it is clear that it once had carvings on it, including what appears to be the back end of a lionine beast and a helmeted form bearing a great spear.

While most of the structure is in ruins and the roofs fallen in – there remains two access points to a small dungeon beneath the ruins that remains in somewhat better shape despite the years.

Toronin Ruins - UndergroundToronin Ruins – Underground

The dungeons in turn are made up of two levels – the worked dungeons and a smaller cave beneath. Some stone work is evident in the smaller cave, but the area was never completed because it often floods when water levels are high, and there is no easy way to remove the water that accumulates down below. One room on the eastern edge of the dungeon is also cut down further into the rock (and was used as an actual dungeon) and suffers from this same wetness resulting in it being almost completely covered in a thick slime mold.

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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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My Private Jakalla – Map 1T

Another month of exploring the undercity along the riverbank, just south of the Palace of the Realm, and we again find ourselves in basement ruins that were not entirely filled in during the Ditlana but were sealed off and built over as sewers were built to take their place.

My Private Jakalla - Map 1TMy Private Jakalla – Map 1T

The most remarkable element of this part of the map is a great hall that is now cut into three parts that is in turn connected to what appears to be a partial duplicate of a temple understructure just south of here (in map 1O). Most of the hall is in quiet rotting ruins, connected to the old passages along the sewers in 1R. All of these sections were parts of the temple 400-500 years ago.

Connection Map & Overview

The westernmost section of the old great hall has been stripped of all religious iconography and some of the walls have even been replastered to keep the moisture out. A secret door connects to the sewers here and the hall is used as the meeting place for a secret society who’s members enjoy the irony of operating out of the hall that was once part of the temple that seeks their destruction.

My Private Jakalla Map 1T (no grid)My Private Jakalla Map 1T (no grid)

Accessing this map requires either coming down the stairs to the sewer access and maintenance chamber on the north side of the map (the chlen hide bars here are locked to keep out intruders, but many copies of the key are now in circulation), following the same sewers from their source in map 1N, or coming in through the sewer tunnels in 1R.

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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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Giant Hole in the Ground

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

Big Damned HoleBig Damned Hole

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

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

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

patreon-supported-banner

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

(Source: Dyson’s Dodecahedron)
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