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Adventures in Cromspoint

I’m playing in an awesome Neoclassical Geek Revival RPG campaign right now called “Age of Myth” where we are one of two PC groups competing to achieve the “victory conditions” of the game setting – in this case to form a kingdom by first uniting three iron age clans into a tribe, and then uniting three of these tribes into a kingdom. (The last campaign we played was also competitive, and while our group was the first to discover the location of the end-point of the campaign, we were beat to actually recovering the Eye of Set by the other group.)

Adventures in CromspointAdventures in Cromspoint

The game takes place in Cromspoint, pictured here. I BELIEVE that Zzarchov is creating the hexmaps for these campaigns using a random map generator, and adjusting it to his taste. This is my interpretation of the campaign map as it stood in year 11 of the campaign (we are just starting year 13 next session – we have one session per season, 4 sessions per year).

I won’t add much more detail about the campaign, and what we are doing in it, as at least one member of the other group will be reading this.

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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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Temple of the Mad Titan

I’m often asked about the scale of the maps I post. In truth, I don’t include a scale on my maps because either it is pretty obvious (when drawing houses and similar structures – where a square is 3 to 5 feet), or more likely because I want the end user to pick a scale that works best for them. In the inner workings of my head, you can assume that I’m thinking at a scale of 10′ per square when drawing most of my maps as that is the traditional scale for D&D maps which is where I cut my teeth.

Temple of the Mad TitanTemple of the Mad Titan

But for the Temple of the Mad Titan, 10 feet per square just isn’t going to cut it. Let’s crank this one up to 20 or maybe even 50 feet. A structure of Brobdingnagian proportions, the temple is made of almost inconceivably large blocks of stone and rests atop a massive cloud. At the heart of this immense structure is the throne of the mad titan.

But he is rarely found there – but always nearby. He is bound to the throne by magical chains that give him some freedom of movement within the structure, but not quite enough to get to the massive entrance and thus he is trapped here with freedom always just in sight. Some days he stands in the great hall in front of the heart chamber and raves against his captors and the world. On bad days he will hide behind the throne or in one of the nearby alcoves, hiding from the light of day and the fresh air.

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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Rose Point Manor

At the end of Rose Lane is Rose Point Manor – home of the last of the elven line of Heare and their three servants. Keeping with the name, the manor house has a number of rose bushes around it and the window shutters are painted in a rose motif.

The original manor was a much grander affair, but burned down nearly 200 years ago. The new manor was built over the same foundations, and if you were to find your way into the basement, the stairs down are still cracked and charred from that night when most of the line of Heare was lost.

Rose Point ManorRose Point Manor

The new manor is almost entirely made of stone – even the elegantly painted window shutters are made of thin slate, and much of the furniture is made of iron and steel. The elven lord of the house, Krennheon Heare, is somber and keeps much to themself, spending most of their time in study and contemplation of the arcane and the past greatness of their lineage. Occasionally guests are admitted to the manor to discuss matters of history or arcane legend – usually in the sitting room with the bay windows at the front of the structure, and occasionally back to the dining room where ancient brandies are shared over even more ancient tales.

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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2018 Commercial Map Pack

In 2018 we released a total of 71 maps under the royalty-free commercial use license.

Based on the regular requests for updates to last year’s collection of all the commercial releases to the end of 2017, I’ve collected these 71 maps (along with a few alternate versions of some of them) and made them available as a zipped collection via DriveThruRPG.

Note that there is NOTHING in this package that you can’t get by surfing through the site and grabbing the commercial-licensed maps. It exists for those people who want (a) a collection of all these commercial maps and/or (b) to feel better when they pay for these maps.

Dyson Logos 2018 Commercial Map Pack on DriveThruRPG

(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.

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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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More Caves! More Chaos!

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

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

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

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

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

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

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

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

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

patreon-supported-banner

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

(Source: Dyson’s Dodecahedron)
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Ssa-Tun’s Lake of Milk

When activated through specific rituals “when the stars are right”, the three pillars of Ssa-Tun act as portals to anchor points in the Alabaster Hells. One of the three pillar-gates leads here, to a small cavern containing a lake of milky-white fluid. As with most things in the Alabaster Hells, everything here is not-quite-white in colour – from the pale grey walls to the heavy quartz pillars that seem to hold up the ceiling of the cave, to the milky-white liquid that seems to be slowly filling the cave.

Ssa-Tun's Lake of MilkSsa-Tun’s Lake of Milk

Guests here quickly discover that the pillar in the centre of the alabaster node doesn’t act as a return gate – and instead they must return through one of the four other gates that can be summoned. At the end of each row of quartz pillars a gate can be called with a quick ritual and splashing the milky waters on the inward faces of the two pillars in question. The ritual, fortunately, is inscribed on the walls of the hall to the “west”. The waters, unfortunately, are both toxic and strongly alkali.

And most importantly, it would be foolish to thing that nothing resides under those waters…

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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Heart of Darkling – DiTullio Islands

Several rivers run into the Darkling Lake – the vast underground “sea” at the end of the Darkling River. The Ditullio Islands are a small fishing community of mad derro tucked against the shore of the Darkling Lake where two smaller rivers enter it.

DiTullio IslandsDiTullio Islands

The DiTullio derro are paranoid and hostile to everyone, and often to each other. But they truly fear the aboleth lords who lurk in the darkest depths of the Darkling Lake. They have erected a number of small stone houses on their islands, and laid claim to a heavy stone tower that predates their settlement (likely crafted by magic as the stone is nearly perfectly smooth).

They fish on their boats when they seek solitude, but most of their food comes from the fishing nets set to capture fish that come from the smaller river outlet which pours into the Darkling down a twelve foot waterfall. The constant sound of the waterfall only serves to heighten the paranoia of the Derro, but they dare not move away from it as it is their best food source.

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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Four Against Darkness – Proving Grounds of the Mad Ogre Lord

One more game of Four Against Darkness and it proved (finally) that with familiarity I can actually get a game played in the time suggested (45 minutes). Again, this was played using the suggested half-sheet page size (it is actually on the same page as the Crypt of the Queen of Bones), so it is somewhat more dense than the first dungeon I explored.

Proving Grounds of the Mad Ogre LordProving Grounds of the Mad Ogre Lord

This game included the first time I’ve ever actually worried about the fates of my characters in combat (as opposed to worrying about the medusa’s gaze). My dice were against me and The Mad Ogre Lord was nigh unassailable, and if the Priest of Marduk hadn’t intervened with two healing spells during the battle, Red Dougal the rogue would have been reduced to an ugly red smear on the floor.

But in the end the Ogre fell, Red Dougal picked up our first magic weapon (a small magical club), and we proved ourselves in the Proving Grounds of the Mad Ogre Lord. The party is now levels 2, 3, 4, and 3. The plan is to get this crew to level 5 and then try out the Four Against the Abyss rules… Then later I’ll start a new party and try the various adventures I’ve bought for the game.

(Source: Dyson’s Dodecahedron)
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Wharton Mine

Old Wharton Mine was a small local source of onyx in its prime, but its location deep in the jungle made it nigh impossible to maintain supply lines or defenses. In the end the mine was abandoned because of prowling beasts and the difficulty in maintaining a workforce out here.

Wharton MineWharton Mine

But onyx is a troubling stone. It is the standard material component for animating the dead, and it seems some dark magic is present in the old mine as well as many chips and bits of black and white banded onyx. Now the dead crawl the mine, waiting for prey to kill and try to consume. Animals that came here to get out of the heat were the first victims, but the other beasts of the area have learned to avoid it.

Now the dead wait for those foolhardy enough to try to reopen the mine, or to claim the onyx that remains.

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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Four Against Darkness – Crypt of the Queen of Bones

Back for another game of Four Against Darkness!

One of the things I noted after last game is that they recommend what is effectively a half-page of graph paper as the maximum size for a dungeon (whereas the Temple of the Jade Gorgon took up most of a full page). The reduced page size makes for a more dense feeling dungeon, and also means you run out of room faster thus precipitating the battle with the final boss monster.

Crypt of the Queen of BonesCrypt of the Queen of Bones

This session involved fighting a LOT of undead – skeletons, zombies, skeletal rats, more skeletons… and the final encounter was once again the terrifying Medusa. This time she only managed to petrify two party members, and I’ve armed myself with insurance against future medusa encounters as I’ve found two blessing scrolls throughout the dungeon – so the elf and the rogue both carry one in case the cleric gets petrified.

The crypts also included my first run with a secret door and a puzzle/trap that we easily defeated. I used my methodology from running many games using the AD&D random dungeon generation tables to mash areas together when they collide, so the dungeon layout has more loops in the overall design – if a room comes really close to another doorway, just link them together and make it easy on yourself.

At the end of this session, the party was a mix of levels 2 & 3, so we’ll need to head down again and try to even things out. Or I could just keep emphasis on the Jale Man Barbarian to make him a slaughtering machine – his rage attack killed the Medusa in this dungeon in a single round of mashing and smashing.

(Source: Dyson’s Dodecahedron)
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Barrow Mounds of the Lich and Famous

Burial mounds are a staple of fantasy games and stories. Today’s offering is a collection of nine different burial mounds for those occasions when you really need to loot a a small tomb right now.

Barrow Mounds of the Lich and FamousBarrow Mounds of the Lich and Famous

The four lower tombs have Greek “Dromos” entrances – an “avenue” cut into the barrow hill leading to the door to the tomb itself. These avenues would be built up in stone to hold back the earth of the mound and to provide a clear route to the door. Often the end of the dromos furthest from the door would be decorated with columns or other decorations, often long gone by the time would-be tomb robbers arrive on site.

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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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).

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 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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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)
Logo

Release the Kraken on Tever’s Fort

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 Tever’s Fort – an urban map I originally released in October of last year.

Tever's FortTever’s Fort

The fortifications of Tever’s Fort were erected quite recently along the Dragonfly Channel and local farmers and tradesmen quickly moved into and around the fort. The region south of the Dragonfly are wild and dangerous lands officially under the massive land claims of the Satrapy, but uncontested, unmonitored, and unprotected.

Erozel Tever built the fortification as she retired from adventuring. A woman of late middle age, she’s still skilled with the blade, but spends more of her time maintaining the household than adventuring. Her goal was to pacify the lands south of the Dragonfly, but underestimated the amount of time required to build and maintain the fort that bears her name. Now she only sends out teams to deal with incursions and immediate threats instead of proactively working to pacify the region.

The main fortress on the north side of the enclave houses Tever, her family, and her military forces. Opposite the fortress is the church of the Binder who “help” maintain order within the town, providing help to worshipers and keeping an eye on everyone else.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
Logo

The Catacombs of Olik Gullar

Since the Day of the Green Sun three weeks ago, the catacombs of Olik Gullar have been teeming with the undead. A sanctified necropolis, Olik Gullar contains untold numbers of the dead from the city above. The catacombs have been locked down now, but some worry that it is only a matter of time before the restless dead claw their way through to the cobbled streets of the city proper…

The Catacombs of Olik GullarThe Catacombs of Olik Gullar

This map is a “proof of concept” of what I wanted a few earlier catacomb & sewer maps to look like. I just didn’t have the skill at the time to pull it off. I drew this on a single page, with the two different scales for the overview and callouts – although I ended up moving the callouts a bit in photoshop afterwards because they were a bit cramped in some places and sparse in others.

In the end I’m very happy with the resulting mix of scales, and am proud to release the Catacombs of Olik Gullar to you.

patreon-supported-banner

This map is made available to you under a free license for personal or commercial use thanks to the awesome supporters of my Patreon Campaign. Over 400 amazingly generous people have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make these maps free for commercial use also. Each month while funding is over the $300 mark, each map that achieves the $300+ funding level will be released under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under this commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
Logo

Release the Kraken upon the Great Hall of Gruthren the Excessive

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 Great Hall of Gruthren the Excessive, a map I originally posted back in 2014.

The Great Hall of Gruthren the ExcessiveThe Great Hall of Gruthren the Excessive

Gruthren the Excessive (also known as Gruthren Lord of All That Shines and is Buried, Gruthren the Obsessed, Gruthren Master of All Things Great and Small, Gruthren The Builder, Gruthren the Immense and Gruthren Of Too Many Titles) had this great hall constructed on level 3 of a local dungeon that he had cleared out by a team of mercenary adventurers. Purely so he would have something this insanely big for others to discover. Once the reconstruction of the level was complete, he abandoned the site and encouraged its repopulation with various foul beasts by leaving behind a significant quantity of gold, gems, foodstuffs, and even some mighty magical treasures he had accumulated.

The Great Hall (no grid)The Great Hall (no grid)

Sure enough, his plan worked, and foul beasts moved in from below and above, warring over control of the hall in the centre of the dungeon. Finally a potent mind controlling beast took residence here and used one of the magic statues left behind by Gruthren the Foolishly Brave as a magical link back to him, and drew him here to meet his doom.

Well, that’s the story at least. Others say that Gruthren died choking on a chunk of overcooked mutton at the local whorehouse, and the stories of his luring back to the Great Hall was just to conceal how much treasure his advisers and staff took with them when they vacated his palace.

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
Logo

Release the Kraken on The Ten Crown River Caves!

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.

Ten Crown River CavesTen Crown River Caves

The mysterious Ten Crown River Caves are a set of five entrances cut into the limestone walls of the Ten Crown River by another watercourse that no longer travels this way. Four of the openings are into a single cavern that runs adjacent to the river (typically referred to as a “gallery” cave). Somewhere deep inside is an old hole where the prior river ran into the caves, but it has been filled in with dirt and rubble for untold years now, leaving the caves dry and almost hospitable.

Ten Crown River Caves (clean)Ten Crown River Caves (no overlays)

kraken-patreon-supported-banner

This map is made available to you under a free license for personal or commercial use under the “RELEASE THE KRAKEN” initiative thanks to the awesome supporters of my Patreon Campaign. Over 400 awesome patrons have come together to fund the site and these maps, making them free for your use.

Because of the incredible generosity of my patrons, I’m able to make this map free for commercial use also. Each month while funding is over the $400 mark, we choose a map from the blog’s extensive back catalog to retroactively release under this free commercial license. You can use, reuse, remix and/or modify the maps that are being published under the commercial license on a royalty-free basis as long as they include attribution (“Cartography by Dyson Logos” or “Maps by Dyson Logos”). For those that want/need a Creative Commons license, it would look something like this:

Creative Commons LicenseCartography by Dyson Logos is licensed
under a Creative Commons Attribution 4.0 International License.

(Source: Dyson’s Dodecahedron)
Logo

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