Home » Posts tagged 'tower'

Tag Archives: tower

Return to Dyson’s Delve – From top to bottom!

We return to the maps of Dyson’s Delve with maps of the very top and bottom of the mini mega dungeon.

Dyson's Delve 2019 - The SurfaceDyson’s Delve 2019 – The Surface

The upper ruins are only hinted at in the original Dyson’s Delve – the assumption in the adventure is that the party sneaks in using the hillside cave, dodging the goblin-infested tower on the hill. Here we finally have a map of this area. The ground level is all that remains of an old watch tower. The upper levels have fallen away and most of the stone was carted away by farmers ages past for use in fences and foundations.

A number of stone pillars remain to the south of the tower – the origins of these are unknown but all but one of them are single piece blocks of stone. The centremost of these is made of three pieces of stone precision cut so they rest together without even a hairline gap between them.

Dyson's Delve 2019 - Level 11Dyson’s Delve 2019 – Level 11

At the very deepest depths of the Delve, level 11 brings back the troglodytes we met back on the temple level – the same troglodytes who serve the dragon living on level 10, and guarding the way to his lair. There are a few other creatures on the level as well, and of course the mandatory tentacular beasts living within the lake, ready to eat unwary adventurers.

The lake itself is probably part of the Darkling Depths – linking in turn to the Heart of Darkling series of maps.

For the entire set of Dyson’s Delve 2019 maps:

I’m still in the process of compiling the new version of Dyson’s Delve in a digest-format PDF using all the new maps. It should be released next week to all patrons of my Patreon Campaign.

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)
Logo

Slaughter in the Halfling Village [NGR Play Report]

In our weekly Neoclassical Geek Revival game I had to make a new character because last session ended in what I think was the most perfect TPK I’ve had in ages. We actually almost succeeded at our mission (we run about a 25% success rate currently), got home, and then succumbed to our wounds – dying from disease and mutation and injury in the end-of-session “downtime”.

So I made a new character to join our brave guild of adventurers – Gerold Taskooveras (Jerry). Jerry’s background had him start as a beggar, become a pickpocket, and then spend a few years locked away for his crimes. He’s just been released from jail and has travelled into the hinterlands to make an “honest” living. He’s two parts rogue, one part fool.

Instead of going back (once again) into Elfbreaker Mountain to try to reclaim the dwarven ancestor’s corpse for her clan, we chased after a halfling who had been through town a couple of hours before trying to post a notice on the town notice board, but who left when he couldn’t reach it and no one in town would stop laughing at him long enough to help.

Next thing we know (after a quick NPC death at a “one of us lies, one of us tells the truth” riddle at a pair of bridges), we are setting up the defenses for a small halfling village (think Willow) against barbarian raiders. Thirty barbarian raiders. My foolish thief and a moderately high level elven warrior (who was not at the last session, so he didn’t die). Guerrilla defenses, tower defenses, and a lot of fighting later and we manage to hold off the raiders for two nights… but on the third night we end up in a duel between the elf and their leader. Except they also brought their three wise women to banish the foul elf from the land.

So… we can assume that the halfling village doesn’t exist anymore. We kind of hope the raiders wiped it out completely because otherwise stories might come back of how I picked up the elf and ran for the hills instead of standing to fight.

Remember that 25% mission success rate up there? Yeah, this was another one in the 75%.

(Source: Dyson’s Dodecahedron)
Logo

Ashryn Spire

Potent wizards locked away in their towers working on mighty magics… This is the way it has been in tales, and thus this is the way many wizards operate to this day. Ashryn Spire is such a wizard’s tower, erected to provide a safe space for wizardly work far enough from civilization that no one should take too much interest, and defensible enough that if they do take interest there’s very little they can do.

Ashryn SpireAshryn Spire

Fingers of otherworldly minerals reach up from the roof of the tower, drawing energies down from the ether into this world – charging strange magics and empowering spells beyond their normal boundaries.

“The wizard of Ashryn Spire” seems to be a child – maybe in their early teens. Some say the wizard does not age, but those who remember the construction of the tower suggest that the wizard seems to be aging very slowly… and in reverse of the common methodology of growing older.

Only other wizards and their ilk have ever been seen visiting the tower – usually arriving via magic or unusual conveyances such as lightning-strike chariots, standing on the backs of a flock of miniature pegasi, and so on. The general assumption is that the wizard of the spire’s primary guests are from other worlds – places known by nicknames such as the Yellow Hells, the Land of Ink, and the Infinite Violet Sea.

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 Banshee’s Tower!

Release-The-Kraken

A second tower has been selected for re-release under our free commercial-use license this month!


The wail of the banshee can be heard through the fens for miles around. In the nearest village they pretend it is the call of a very persistent screech owl, but few actually believe it.

The Banshee's Tower

The Banshee’s Tower

On a low rocky hill near the middle of the fens is the old tower, scorched and partially collapsed. The banshee’s home is in the second floor of the tower in the room open to the sky because of the partial collapse of the third floor. However, this is not where she died. The red-haired elven daughter of the lord of this tower was imprisoned in the dungeons below when the tower fell. The same dungeons where she was forgotten and died of deprivation pining for her father, her home, and her people.

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 Tower-Faced Demon!

Release-The-Kraken

In a fun twist, this month’s Release the Kraken voting has brought back a classic “joke” map from 2016 – the Tower-Faced Demon!


There are a number of dead gods, demons and other creatures long forgotten who’s planes of existence have ceased to exist and who now float around the astral, petrified with old age and lack of followers.

While most are just ignored, or used as the occasional stopping place or landmark in the infinite phlogiston, the Githyanki are famous for using them as bases of operations, cities, fortresses and so on.

The Tower-Faced DemonThe Tower-Faced Demon

At some point this structure was the head of something large and unpleasant. And at some later time, that head was broken off from the rest of the body and then slowly retrofitted into a small fortress.

Or, if you really want to go weird, get rid of the whole astral plane stuff, and this head fortress floats timelessly 333 feet above the surface of the world, travelling where it is commanded from the spires level of the uppermost tower. It transports a team of violent warlocks and their gnomish strike force, raiding the countryside and seeking untold sources of arcane power that they have become aware of through their dark patrons.

Either way, there are numerous entry points into the head. The mouth is a huge open-air gallery (although the teeth make it difficult to land most flying creatures and craft here), and there are entrances in the right nostril and right cheek, as well as at the tops of the two towers. Thus the inhabitants are always somewhat on edge, expecting attack to come from any side at any time.

They’ve been known to “accidentally” kill each other when surprised.


Tower McDemonFace here was started as a joke really… I posted my demon-faced tower and someone said that they wanted a tower faced demon instead. And one of my patrons (Unseelie23) asked for “A ‘dungeon’ that’s inside the body of a dead creature, god, etc.”

And here’s where all that wound up… Tower McDemonFace. Who has already become a demon lord worshiped in the Yellow City in a friend’s campaign.

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

Lorean’s Manor

Part of a much larger estate that has fallen to advanced decrepitude, Lorean’s Manor sits on a hillside rank with overgrown weeds and brush. Somewhere in the untended brush are a number of collapsed and half-collapsed outbuildings including the kitchens and staff buildings, coach house, and so on.

Standing before these overgrown gardens and ruins is the Lorean’s Manor. The lowest parts of the structure are hidden by errant trees and heavy ground cover, but the high arched roofs and tower make it impossible to miss for now. It is to this decrepit estate that Rosalinde Lorean returned from her studies among the mages of the Hill Islands. With the death of her great aunt, she is now head of the estate and tries to keep things in order while entertaining her great uncle’s delusions that the estate and family are still as important as they were in his youth.

Lorean's ManorLorean’s Manor

As the estate has almost no money, Rosalinde has replaced the staff with faerie folk that she rescued from a collapsing faerie circle during her time on the Hill Islands. These fae provide the family with food as well as cobbler and seamstress work (although they certainly don’t do any yard work). They flit in and about the old structures where fanciful mushrooms now sprout.

Of course, once the players have met Rosalinde and her fae companions (probably to get some minor MacGuffin), it is time to change things up at the manor. The new circles the fae have been building are invaded by the same dark goblins that overran their previous circle on the Hill Islands, and they establish an unseelie beachhead in our world at the old Lorean estate. Rosalinde and her uncle are locked away in the tower as the goblin king takes up residence in the manor house and his minions spread around the estate and begin to check out the nearby town…

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

Quellport and the Isle of Seven Bees

A small settlement in the Thendrake Archipelago, Quellport sits on an unusual lagoon in a cluster of islands. Except for the Isle of Seven Bees (the elongated forested island to the upper left of the map), all the smaller islands are generally just referred to as Quellport or the Quell Islands.

Quellport & the Isle of Seven BeesQuellport & the Isle of Seven Bees

There are a total of four settlements on the Quell Islands as well as a number of towers and smaller edifices –

  • Quellport itself is essentially in the centre of the map sitting on the gentle waters of the lagoon. With a population of about 1,400, Quellport has grown beyond being a fishing and farming community and supports several churches, guilds, and a “tower of arcane knowledge” where a number of wizards and a few clerics who make excursions out to the cube for research or spiritual reasons.
  • Quiet Cove on the north side of the same island as Quellport. A small fishing community built up around a couple of large manors established by well-off ex-adventurer types.
  • Sheep’s Cay on an eastern Quell island specializes in deep sea fishing and also maintains a friendly relationship with the cyclops living in the caves a few islands north of them. They deliver the occasional sheep and large fish to the cyclops, and the cyclops remains generally peaceful in return.
  • Greenshore is south of Quellport and is known for the excellent shipbuilders who set up their business here. They collect wood from the island across from them and build some of the hardiest fishing and merchant vessels in the region.

The Isle of Seven Bees is home to a strange and massive hive that sits atop a 300 foot amber tower. A number of giant bees (about 20 feet long) live within the hive and occasionally fly over nearby islands. At random intervals every few years or so, they collect upon the cube in the Quellport lagoon – and a local adventurer has regaled visitors and locals alike with tales of liquid gold and other treasures he found within the hive when all the bees were at the cube a few years back.

And finally the cube… In the middle of the Quellport lagoon is a massive cube, sitting at a slight angle in the waters. A deep blue in colour, it seems potentially related to the massive pillars of the “City of Blue”. Small bits of it have been mined and broken off, but those who work the cube itself for more than a few hours find themselves sickening and often dying within a week or two. It is said that whatever god who dropped their die here doesn’t like it when the locals try to break it apart.

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)
Logo

Release the Kraken on the Portal Nexus!

Release-The-Kraken

The votes for February’s “Release the Kraken” have dug up a wonderful piece from 2015 – The Portal Nexus!


The Portal Nexus (with grid)The Portal Nexus (with grid)

The Portal Nexus is a set of odd interlinked towers with no ground floor entry (but a few upper level doors that lead into the towers from walkways and balconies). Enterprising thieves and those with means of flight can access the nexus via these upper level entries, but the design of the structure assumed that all persons entering and leaving the nexus would be doing so via portals.

The top level (level 4) is two towers connected by a covered bridge. I picture a single portal right in the middle of the bridge, so you can’t actually use the bridge to get from tower to tower without crossing through the portal.

The next level down (level 3) is three towers, two of which are connected by an open-air bridge. The tower on the left I picture as having two portals, at the two dead-end regions of the c-shaped room.

The level just above the ground floor (level 2) is comprised of multiple towers, and also is home to the only open-air portal of the structure. There is a large pillar made of green stone sitting on the roof of one of the smaller towers and reached by a bridge – when activated it calls down a bolt of green lighting from the skies and is open for travel for ten minutes. The spike-sided tower to the left is also home to three more portals (and a balcony overlooking the stone circle on the main level), each embedded in the wall of it’s own chamber, framed in heavy obsidian blocks.

Finally, the ground floor is home to two portals and access to the upper levels.

The Portal Nexus (no grid)The Portal Nexus (no grid)

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

Strange Ruins at Karst Ford

As you head north along the Brown Goblin river it cuts deeply into the badlands, making it very difficult to cross. Boat traffic becomes prohibitive also because of the speed and roughness of the river up north. Karst Ford marks the last point where a boat can travel upriver – a ford where the river has cut through the local dolomitic stone leaving a path of hard stone that pedestrians and careful horse riders can cross while the river runs swiftly through runnels underfoot.

Overlooking Karst Ford is an unusual ruined “palace”. One side has raised open stone structures that appear to be meant to serve as decorative “gardens” or similar, with the structure itself being some nonsensical series of halls and small rooms centred around a circular chamber that was maybe the base of a tower at one point.

Strange RuinsStrange Ruins

A few efforts have been made over the years to use the structure as a garrison or guard post along the river, and the circular chamber still has wooden scaffolding within it leading up to the ruined upper level of the structure – probably intended to be used to reconstruct a wooden watch tower over the palace.

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

Brentil Tower

A small asymmetric square tower, Brentil Tower stands alone overlooking Banrior Chasm where the hordes of modronic rats once came crashing into these lands.

Brentil TowerBrentil Tower

Currently secured and locked down by the the Sorcerer Lord Iosselmon, barring the use of magics to break in, the only way to unlock the doors are the magical keys distributed to the lieutenants of his Red Rangers.

On the nights of the new moon, you can sometimes see the luminous form of someone pacing in the enclosed balcony on the upper floor of the tower. It is said that Iosselmon’s Red Rangers don’t just use the tower to rest on their tours, but that they have to come here in order to feed whoever or whatever is prisoner up there.

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 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)
Logo

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.

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

The Archmage’s Chambers

Once you are past the wards and sigils that guard the entranceway and have triggered the teleporter, you finally are brought to the archmage’s private sanctum.

The Archmage's ChambersThe Archmage’s Chambers

The Archmage’s Chambers are hidden away deep underground, below the “comfortable” levels of the underdark to an area where the stone walls seem to press in with relentless gravity and heat. Once a small node broken open by opposing forces of elemental earth and air, the cracked tunnels were then shaped, smoothed and reinforced magically to withstand the incredible pressures down here.

The chambers are hot and oppressive, and without the small nexus of elemental air present, there wouldn’t be a cool breeze to make it survivable (and there would be no fresh air to breathe either).

And down here, the archmage keeps their secrets, their spells cut into crystal decanters instead of spellbooks, their twisted homonculi that carry wisps of ancient knowledge, and the six pillars where they store their favourite emotions and moments, safe for all time from the whimsy of human memory.

Originally drawn by David Brawley who runs Tower of the Archmage, I couldn’t resist sticking the design through the custom “Dysonizer” I have sitting at my desk.

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)
Logo

Spending your Gold Pieces!

In a lot of D&D 5e discussions, you run into people complaining about not having anything to spend their gold on if there are no magic item shops. I wrote up this list and add new items to it every time I post it to social media.

Remember that until 3e, there were no magic item shops and there was even MORE gold since in 1e and prior editions gold was basically the only source of XP. So if you had 40,000 XP, odds are you had at least 36,000 gp.

It’s not a weakness, it is part of the design of the game.

Other things to do with your gold:

  • Purchase expensive cheeses
  • Purchase expensive wines to drink with said cheeses
  • Hire someone to figure out why all your clothes aren’t already ermine-trimmed
  • Hire someone else to correct the problem
  • Hire minstrels to travel the land telling tales of your exploits
  • Get books written about your exploits
  • Jewel-Encrusted Ear Hair Plucker
  • Send money home to the husband and kids
  • Build a shrine to your favourite deity
  • Build a shrine to your second favourite deity
  • Build a temple to the pantheon of your favourite deities around these shrines
  • When it turns out these deities aren’t part of the same pantheon, fund an entirely new church that claims otherwise. You can even name the heresy after your character!
  • Acquire a taste for imported fish eggs
  • Experiment with strange and foreign narcotics
  • Establish an espionage agency
  • Hire mercenaries and send them on vacation
  • Get involved in local politics
  • Get involved in regional politics
  • Get involved in national politics
  • Get involved in international politics
  • Get involved in transdimensional politics
  • Run for president of Mechanus
  • Purchase a distillery and then hire away the best distillers from their existing employers to take over as the source of elite spirits.
  • Hire a team of exorcists to make sure everything you own, buy, touch or look at is not controlled by evil spirits.
  • Buy wedding presents.
  • Buy birthday gifts.
  • Pay the dowry on your child’s wedding.
  • Buy a boat.
  • Buy a fleet.
  • Man that fleet.
  • Send them off to explore.
  • Invest in local business.
  • Bribe the king.
  • Hire an assassin to take care of that person that insulted you at level 1.
  • Invest in high grade halfling pipeweed
  • Smoke your investment – trust me, totally worth it.
  • Grind up gold into powder and then see if it gets dwarves high when they snort it.
  • Establish trade routes with nearby cities.
  • Establish trade routes with distant cities.
  • Establish trade routes with nearby planets.
  • Establish trade routes with the outer planes.
  • Tithe to the church you claim to worship at, the cult you actually worship at, the local baron, the king, and your guild (there goes 50% of everything)
  • Get married.
  • Get divorced.
  • Have children.
  • Establish a network of informants.
  • Solve homelessness in your city.
  • Feed the poor.
  • Feed the rich.
  • Build a mansion with a massive banquet hall and ballroom.
  • Host grand balls with all the most elite families invited.
  • Host great banquets with all the movers and shakers invited.
  • Hire watchmen to make long rests safer.
  • Hire rangers to hunt while you travel so you don’t have to bring rations.
  • Hire a wagon train to carry rations for those rangers and watchmen.
  • Buy nicer furniture for your home.
  • Hire the weird architect that draws really messed up designs, and give him a huge budget to actually make them real.
  • Hire a team of scribes to follow the weird homeless guy around writing down everything he says.
  • Buy yourself a title (this takes a lot of money, since you basically have to make yourself be the “right kind of person” to get a title, and then likely bribe all the people above you to get it).
  • Hire sages in every major field so when an adventure hook lands on your lap you can spend money hand over fist to learn more about it.
  • Buy art.
  • Commission art.
  • Get a life-sized statue of yourself made of solid gold (that’s 1,500 pounds of gold… that’s a LOT of gold pieces).
  • Get a larger-than-life-sized statue made of yourself in solid gold.
  • Platinum cutlery
  • Gem-encrusted platinum cutlery
  • Buy the cricket in the silver cage that the seller claims was caught on the moon and can tell your future.
  • Set up a crazy wizard in a tower for you to consult on an as-needed basis.
  • Start a gladitorial stable and get involved in the local gladitorial combat scene at the management / owner level.
  • Ivory playing cards
  • Has no one named a town after your character yet? FIX THAT IMMEDIATELY, make your own town! With blackjack and hookers!
  • Assemble incredibly ornate and overly-detailed “kits” for various things. Like your silver-plated vampire-hunting kit in an expensive wooden case that contains a set of stakes made of pungent foreign woods, a hand-crossbow with six different holy symbols on it, a variety of garlic-delivery devices, holy water in expensive bottles, etc.
  • Equip an expedition to find the centre of the planet.
  • Hire dwarves to construct a massive dungeon complex for you to import monsters into.
  • Get involved in horse-racing.
  • Become a respected horse-breeder.
  • Collect a stable of well-bred horses.
  • Hire jockeys and race your stable of horses.
  • When you are bored of your horses, invest in a glue factory.
  • Experiment with exotic perfumes made from monster parts.
  • Flood the healing potion market with cheap knock-offs (guaranteed not to kill you, or your money back!).
  • Hire a team to go into every town before you and equip the town with gold-plated spitoons for your convenience.
  • Outsource the protection of the local forest to high-priced elven mercenary druids.
  • Life insurance in the form of pre-purchased resurrection spells & components.
  • Be the “cool aunt” or “cool uncle” and blow a few grand on each niece or nephew’s birthday.
  • Create a new school of wizardry.
  • Build Hogwarts.
  • Hire a team of gnomes to try to figure out the mechanics behind a man-portable fire-blasting gattling-crossbow
  • Go dragon-turtle hunting.
  • Invest in the dragon-bellies market.
  • Build a flying dragon-turtle-shell boat with ballista turrets.
  • Hire sages, magi, and engineers to explore the option of “nuking the site from orbit”.
  • Commission statues of your adventuring companions in heroic poses.
  • Pay to have all your enemies stuffed and mounted after killing them.
  • Hire monster hunters to increase the size of your stuffed monster collection.
  • Invest in the lead-into-gold alchemy “business”.
  • Make sure your spellbooks have dragon-leather covers, pages of the rarest fine leathers, and ink made of gold and celestial blood.
  • Make a warhammer with a 15 pound solid emerald head.
  • Build the tallest tower in the world.
  • Have masterpieces painted on all your armour.
  • Establish a huge network of mirror-towers to transmit information around the world.
  • Hire shipbuilders and a madman to build the largest ship ever.
  • With sails made of dragon wings.
  • Lashed to a score of water elementals to pull it.
  • Hire a tutor.
  • Hire translators.
  • Learn an exotic language and stop speaking common, instead having your translation team to translate to common, dwarven, etc for you.
  • Get your adventure maps drawn by the renowned cartographer Dyson Logos.
  • Fletch your arrows with phoenix feathers.
  • Hire engineers and try to make every trap from the Grimtooth’s Traps series.
  • Raise an army.
  • Raise a second army.
  • Build a nice vantage point from which to watch your armies clash.
  • Hire a third super-secret army to swoop in and crush the remaining forces.
  • Hire seven soothsayers to examine and interpret your dreams.
  • Buy only the best poisons to feed to the soothsayers who fail to properly interpret your dreams.
  • Pay for the most grandiose funerals for the failed soothsayers so everyone knows how seriously you take this stuff.
  • Bribe the right people to have your horse knighted.
  • Collect the instruments of long-dead famous bards.
  • Buy an inn at every town on the map (or have one built) so you always have a place to stay where they know your name.
  • Griffon-Egg Omelettes.
  • Wereboar Bacon.
  • Mithril chainmail for your pets.
  • Diamond-encrusted cockatiels.
  • Finest marble stables for your horses.
  • Finest marble statues of your horses to go in those stables.
  • Purchase a set of ever-grander mausoleums to eventually bury your worldly remains.
  • Once the biggest mausoleum is done, put smaller ones inside it. Matryoshka Mausoleums!
  • Fund that crazy guy who is building a volcano lair – you know he’ll be a good adventure seed later on!
  • Fund a death cult. This is one that takes care of itself when you get bored.
  • Build a legacy in the form of a travelling halfling circus.
  • Hire someone who’s job it is to hire the exact someone you need.
  • Set up effective counter-espionage to deal with John Creed’s spy network.
  • Try gold-plating your enemies.
  • Hire a team to bring your gold-plated enemies back home and have them jewel-encrusted.
  • Feed your new best friend, the Xorn you adopted in the Elemental Plane of Earth.
  • Start collecting “freaks and oddities” to accompany you and show off just how perfect you are.
  • The material components for “Summon the World Emperor” is a billion gp. There’s no ritual, just have a billion gold and the World Emperor is pretty much certain to show up to claim it.
  • Have a lovely palanquin built so you don’t have to get your very expensive shoes dirty.
  • Buy exotic slaves to carry that palanquin.
  • Start minting coins with your face on them. Sell them at reduced prices to get them into circulation.

Some artwork copyright William McAusland, used with permission

(Source: Dyson’s Dodecahedron)
Logo

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.

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)
Logo

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)
Logo

Guimond’s Tower and Lair of the Druid Lich

Nestled into the Shadow Woods is Guimond’s Tower – a crumbling multi-story stone and wood structure that looks ready to slide down into the woods at a moments notice. Up on the top of the aged stone is a wooden house-like construction looking down on the tree tops in the area. Some believe that the ageless druid-lich (who goes by various names in various stories) of the Shadow Woods lives in the small house at the top of the tower – which explains both how the wooden structure seems to be outlasting the stone tower, and why the stone tower has not collapsed yet.

Guimond's Tower and Lair of the Druid LichGuimond’s Tower and Lair of the Druid Lich

Like most rumours and sage’s tales, there is more than a small kernel of truth to this. The wooden house is indeed maintained by an ancient nearly-blind hermit who lives here unmolested because the druid-lich lives quite nearby – under the tower in fact.

The tower’s dungeon cannot be reached from within the tower, but by a secret trap door in the grounds just outside the tower. The druid-lich keeps the trap door well hidden by controlling the growth of grass over it, so it is always entirely overgrown and concealed.

The secret door leads to old stone stairs, and in turn to the crypts under Guimond’s Tower. From the old crypts, caves lead deeper underground towards the sound of dripping water and to earthen and stone caves with tree roots hanging from the ceiling and working down the walls. A small pond is back here, and a smaller altar where the druid-lich worships and works in darkness and near-silence.

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 on Warcton Hold

Release-The-Kraken

Happy Canada Day everyone! To celebrate the birth of our wonderful nation, and to avoid the 47 degree weather, it is time to release the Kraken on yet another unsuspecting waterside village!

Warcton HoldWarcton Hold

Two hundred years ago the foul giant Auruxvor terrorized the lands along the western shore of the Krumpt Basin from his fortified lakeside “manor”. Padreth Warcton and a group of mercenaries and adventurers put an end to the giant’s reign of terror and with powerful magics they tore his house asunder.

Two of Padreth’s acolytes remained at the site of the old manor and assisted the locals in building a few small fortifications from the stony debris left behind. Over a few years the fortifications and homes became the southern portion of Warcton Hold. The walls and tower on the south side of the hold have many massive stones that still bear the markings of the giant Auruxvor as well as the magical violence that ended his time.

fortified-village-wip

The hold continued to grow. The initial farmers who moved to the hold would leave the town walls to work their fields and herd their animals. Over the years the hold became the centre of local activity and farmers from further away would come to town to trade goods and eventually to acquire fish for a change in their diet once a few local families moved from agriculture to fishing in the Krumpt Basin.

Today there are few farmers who live within the hold itself. A few families who maintain very large farms that are then worked by local tenants are now ensconced here, along with two merchant clans, the local fisher families (who have to clean their catch at an island in the Basin to keep the smell out of the hold), a retired adventurer or two, and of course a number of worshipers of the church that originally brought Padreth Warcton and company here.

Warcton Hold (Clean)Warcton Hold (Clean)

The three most obvious details a traveller notes when visiting Warcton Hold for the first time are the walls, the watchtower and the u-shaped building attached to it.

The walls are of mixed hard stone, much of it worked by the giant Auruxvor and his kin prior to it being repurposed by the locals, and stand fourteen feet tall with battlements mostly along the outer edge. Access to the wall top is via a number of small stone towers built into the wall that are of the same height but have ladders within them to the walls themselves. The walls on the north side of the hold are primarily made of field stone, but share the same construction style.

The octagonal watch tower is a stout four-story affair also primarily made of the giant’s stonework. It is connected by a wall and walkway (with an archway to pass under it) to the large wooden U-shaped structure which acts as the home to the local church and the acolytes sent here to maintain it  from the distant capital.

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

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.

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)
Logo

Abonnez-vous au blog !

Saisissez votre adresse e-mail pour vous abonner à ce blog et recevoir une notification de chaque nouvel article par email.

Rejoignez les 9 autres abonnés

Calendrier des articles

octobre 2019
L M M J V S D
« Août    
 123456
78910111213
14151617181920
21222324252627
28293031  


(A)D&D Covers

Catégories

Archives

Qui est en ligne ?

Aucun membre ne se trouve actuellement sur le site
Aller à la barre d’outils