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Brenovale Castle

A small fortification near the Hewbank in the Eagle Hills, Brenovale Castle was abandoned a few years ago when plague struck. By the time help arrived, those left behind were dead and bloated, surrounded by foul insects that appeared to carry the infection.

Brenovale CastleBrenovale Castle

Constructed rapidly through wizardry, the castle remains effectively untouched today – the only sign that anything has changed is the lead plague seals on the front doors have been broken, and no sign of the infected dead can be found within.

But there are weird sloshing sounds coming from behind a collection of barrels in the basement. When moved they expose an old door, sealed not with the lead plague-seals, but with old red wax run through with long strands of human hair. And the sounds from behind the door seem to be receding to some place even deeper…

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

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

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

(Source: Dyson’s Dodecahedron)
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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)
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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.

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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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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)
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Release the Kraken – Cliffstable on Kerstal

Release-The-Kraken

Lets set the time machine for 2014 and grab an old city map for the first commercial re-release of 2019. Welcome to Cliffstable on Kerstal –  a small city that has gradually grown up where the Brown Goblin River meets the Kerstal.

The original name of the settlement goes back to when a single horse breeder maintained a stable on the raised cliff area in the south-eastern shore. Travellers and traders would come by the Cliff Stables to acquire excellent and affordable horses. While there is still a small horse trade in the region, the city is more of an agricultural and trading community in the current era.

Cliffstable on KerstalCliffstable on Kerstal

There are two open-air markets in the city – Hillside Market in the north within the walls of the city proper (which often has a very festival-type atmosphere and sells all sorts of handcrafts, foods and treats) and Citadel Market on the cliff itself which deals more in livestock, grains, and larger trade goods.

This map was the result of waiting for two different medical appointments in one day. It was drawn in one of my little (4″ x 6″) dollar store mapping books using a Sakura Micron 005 pen. It’s very very small.

Cliffstable in Progress

Because of the small size of the original, the lines in the finished piece are a bit rough when you zoom in on the map.

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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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Bring in the new character!

So, I was prepping for Sunday’s “The Enemy Within” (Warhammer Fantasy Roleplay 1e) session… And I’m finding myself weirdly familiar with the material I’m reading – even though I’ve never owned or read Death on the Reik before now.

And then it hits me. This is the game I was “playing” in that taught me a vital skill in my DM kit – how to engage new players and new characters into a game.

A close friend who was in two of my gaming groups invited me to join his Warhammer group. When I showed interest in playing a dwarf he was excited and explained that the group were about to get to a point where it would be PERFECT to introduce a dwarf to the group.

So I roll up my character, and then show up for the session. We’re high schoolers, so the sessions are 8-12 hours long on average. Start at 10 am, play until we burn out.

I sit down at the side and wait for my character to be introduced. The party futzes around some big city for a few hours, get into a tussle with some cultists, and then spend the rest of the session trying to track down the cultists and the cult to no avail.

The entire time, I’m not introduced to the party.

12 hours later, the session ends and we go home. I never got to play. And this is in the 80s so I have no portable entertainment with me… and since I expected to be gaming I didn’t bring a book to read or anything. I just sat there and watched other people game.

The DM tells me not to worry, I’ll be introduced right away when the next session starts. Sorry about that.

So, a week later, I’m still not part of the party when we break for dinner at 6pm… 8 hours into the session. “They just haven’t made it to where you get introduced! Don’t worry, it’ll be soon!”

As everyone goes downstairs for dinner, I toss my character sheet in the garbage and walk the 90 minutes home.

The DM was HUGELY pissed off at me for bailing when he had “worked so hard” to prep the story to introduce my character into the group.

I just read the section of the module where he was going to introduce my character. Yeah, it would work well, but seriously, it would also have worked fine in… you know… the capital of the fucking empire.

From this experience, when I run a game, I do everything in my power to introduce a character within 3 minutes of the player arriving. 5 minutes I consider a failure. 10 minutes is complete rubbish.

(Source: Dyson’s Dodecahedron)
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Dungeons of the Prince of Clubs

Beneath the Bastion of the Prince of Clubs are the dungeons – consisting of great halls, deep galleries, the hollow library, and the Grey Oubliette – a small island fortress in a cavern, accessible only through the fortress above.

Dungeons of the Prince of ClubsDungeons of the Prince of Clubs

Beyond the Oubliette, forgotten by most and rarely even remembered by the Prince of Clubs, is the Sanctum of the Entwined, a chapel dedicated to the conjoined twin gods of the last days who grant the prince his immortal form and awaken him from his ennui via the Archon Tamaru when they feel a nudge is needed to help push events to the brink of destruction whence they will finally be freed.

The Archon is much less aware of the puppeteers behind her partners actions and sudden bouts of activity and destruction. She remains unaware that they work through her to awaken the lust for destruction within him when needed.

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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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Prince’s Harbour – Map 3

Instead of continuing along the southern edge of Prince’s Harbour, this month I decided it was time to draw the heart of the town itself. This really shows off how the town is a low-density unwalled affair. While located at the edge of the Flindlands, the actual wilderness around the town is more hazardous because of wild animals than any kind of organized hostile forces. This is the kind of place where there is more to fear from a rabid bear, or the slow encroachment of a chaos cult within the town itself.

Prince's Harbour - Map 3Prince’s Harbour – Map 3

The heart of Prince’s Harbour includes a number of small docks and wharves for fishing in the Gnoll’s Ear River, and behind a screen of trees from the river is the heart of the town itself – the cluster of structures around the large building just north of the centre of the map is the priory that took in the prince that the town is now named after, with the church set directly across the main street from it.

The Priory is now the heart of the town administration, and serves very little religious purpose anymore. For town meetings and announcements the prior uses the Prince’s Commons – the empty block with only a small gazebo-like structure in the middle. In the winter town meetings are often moved to the church instead otherwise no one would stick around.

Prince's Harbour - Map 3 (no hexes)Prince’s Harbour – Map 3 (no hexes)

A small island in the Gnoll’s Ear is home to Caft Manor, heart of the Caft family who own a lot of the tenant farmland around Prince’s Harbour. Caft Manor is passed down to the head of the family from generation to generation, and is currently home to “Elder” John Caft who is only 26, the youngest head of the family in anyone’s memory.

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 Expeditions to Wyvernseeker Rock

Vance is at it again over at his blog “Leicester’s Ramble“. He’s taken the map of Wyvernseeker Rock and written up four nice short adventures / extended encounters that use it.

Wyvernseeker RockWyvernseeker Rock

The selection of adventures include:

  • the classic “temple overrun by goblins” (and even here it has a great touch in the form of a captured giant lizard and the leader of the goblins can command by consuming his potion of animal control)
  • a despoiled barrow that is now poisoning the river and those who drink from it
  • (my personal favourite) an old rangers’ watch that is currently used by strange mechanical men to contain some mind-bending alien creature within
  • and finally the home of a wise hermit who can help the party to find whatever MacGuffin they are questing for this week.

Totally worth investigating the four and putting them aside for when you need a quick evening of adventure.

[“Trespassing in Dyson’s World – Wyvernseeker Rock” @ Leicester’s Ramble]

(Source: Dyson’s Dodecahedron)
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The Sapphire Vault

Home to foul goblinoids now, the Sapphire Vault appears to have been part of some larger structure at one point – the construction of which is significantly beyond the skills of the current inhabitants. Access to the vault is via one of two small caves on the cliff-face – the smaller cave being about 12 feet above the larger and used primarily as a look-out for invaders, looters, and adventurers.

The Sapphire VaultThe Sapphire Vault

Once past the rough entrance of the cave, the walls of the vault are covered in bright blue tiles – although many are cracked or missing from ages of abuse. Three major chambers exist within the vault, two of which are used as living areas by the goblinoids and the furthest one from the entrance claimed as the domain of their priest-king.

The goblinoids have not discovered the secret cave and passage from the southern chamber to the base of the cliff face. The cave was obviously used to store provisions by a previous tenant, and the dried remains of foodstuffs and a few now empty casks of water can be found down here along with some tools and other goods.

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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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Sanhelter Keep

A small keep within spitting distance of the Kearwood Grove – a sanctified grove of the druids of the Somernigan Woods – Sanhelter Keep is essentially a ranger base for keeping an eye on whomever or whatever moves in or our of the woods.

Sanhelter KeepSanhelter Keep

At some point the lords of Sanhelter stopped watching for poachers in the Somernigan, leaving that to the druids (and turning a blind eye to anything the druids may be doing that the Lords of Amargos would not approve of).

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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Well of the Wyrm

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

Well of the Wyrm

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

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

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

patreon-supported-banner

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

(Source: Dyson’s Dodecahedron)
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The Cursed Galleries

Supposedly once home to a demented prince of alien demons, the walls of the cursed galleries are decorated in mad texts painted in bold black on every available inch. These texts speak of other worlds, demonic powers, and foul creatures from “beyond the veil”.

The Cursed GalleriesThe Cursed Galleries

The galleries are beneath the Benmiria Academy of the Arcane, and are not only locked, but boarded shut. Those who try to study the walls often awaken somewhere else with no memories of the intervening time – somehow controlled or possessed by the texts they read, or if one experiment is to be believed, by either the galleries themselves or something foul still within them.

But when the diabolist arrived in Northvale and summoned the demon Xag’tharon to destroy the king’s armies, sages noted Xag’tharon is one of several demons who’s names are known to the Benmirian archives. And the locked texts of course indicate that they were in turn translated from the mad scribings in the galleries.

The kingdom needs a clever wizard or cleric to brave the galleries to find out more – and they should not travel there alone, for who knows what other foul powers the galleries can manifest as you attempt to unlock the secrets contained there.

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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Circle Crypts of the Ophidian Emperor

Somewhere in these crypts, there is still the undead remnants an adventurer-archaeologist searching for the obvious secret door into the central circle.

Circle Crypts of the Ophidian EmperorCircle Crypts of the Ophidian Emperor

The crypts of the Ophidian Emperor were built around a double-circle motif, designed to feel like a snake curling around the tombs and crypts. To further accent the motif, the circular halls are set about three feet lower than the other chambers and crypts. The various chambers are tombs, crypts, and “treasure rooms” stacked with fake grave goods to accompany the Ophidian Emperor into the afterlife.

All doors within the crypts are fairly thin single-piece stone blocks mounted on metal hinges. All doors and most walls are decorated with frescoes and bas-relief carvings of idealized images of the reign of the Ophidian Emperor, often showing off his mighty golden snake staff and the black Orb of Empire.

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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Hevlod Manor

Viktor Hevlod is a person who wears many hats – he is the assistant to the guildmaster of the mason’s guild; master of the yellow dagger within the assassin’s guild; inner council member of the order of the blue star (who perform a lot of charity work in the city); and he manages to find enough time to actually practice his stonework in all that.

Hevlod ManorHevlod Manor

But really, being a high ranking member of both the Assassin’s Guild and the Order of the Blue Star (who’s charity work is mostly a cover for their other work in the name of the dark ophidian gods of yore), it won’t be much of a surprise when his plans or actions come into conflict with any group of local meddlers.

Investigating Viktor will generally turn to his family home, Hevlod Manor. Built entirely of stone (befitting his guild status and the teams of younger masons he employs), Hevlod Manor is a sprawling single-story structure with heavy walls built in a moderately upscale neighborhood. The manor boasts an attached carriage-house, yard, gardens, and several wings for family members and associates. Only minimal staff actually lives here – in the carriage house – with other servants and staff coming and going throughout the day and night.

Since Viktor often entertains here, he keeps the place fairly impeccable, and never allows the secret aspects of the Blue Star nor the Assassin’s Guild to be visible to visitors (including those who “accidentally” get lost in the more private parts of the structure). In fact, Viktor Hevlod keeps everything so close the the chest, that the only time you are likely to confirm that he’s up to all these nefarious schemes is to run afoul of them in person…

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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Skeleton of the Gilded Cage

A ghost ship haunts the waters out around the Charred Reef. She’s so old that all that remains is her superstructure, and the golden “cage” she carried on her deck. She appears out of the fog along Charred Reef on nights when there is no more than single ship or boat to sight her, slides along silently on the top of the water, and her disappearance back into the night always presages a violent storm.

Skeleton of the Gilded CageSkeleton of the Gilded Cage

Within the gilded cage is a potent banshee, the long dead elven sorceress who was within the cage when the ship sank who knows how long ago. The golden cage she is trapped within also changes her song – instead of wailing in eternal agony, to those outside the cage she seems to be singing a long lamentful song.

Entering the golden cage can be achieved through partially collapsed stairs that lead up a shaft from the bottom of the boat’s skeleton through a shaft in the floor of the cage, or by somehow (flying, climbing) getting to the balcony that surrounds the cage and walking in through one of the four doorways. Of course, the moment one steps within the cage, they become subject to the effects of her wailing song.

Any treasures that were once within the cage with the sorceress are long destroyed or lost by ages of frequent submersion, but a secret panel in the floor of the cage leads to a shallow chamber beneath which contains the MacGuffin.

A version of this map also appears in the Kobold Press adventure “Monkey Business” where it is set out in the oceans of flame near the City of Brass.

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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Six Caves of Chaos

Venture with me to 1979 and my first encounters with kobolds and other darstardly goblinoids. For today we are investigating six caves (some interlinked) in the dreaded Caves of Chaos.

Kobold Caves (A)Kobold Caves (A)

The Kobolds keep themselves in a small set of caves with long tunnels – better for guerrilla engagements and to be honest, it is frightening for many low level characters to see tunnels leading off into the darkness well beyond the limits of your light sources…

Orc Caves (B & C)Orc Caves (B & C)

The two orc tribes live next door to each other, although the tribe on the right has significantly more living space within their caves. They also have the distinct downside of being closer to the floor and to the entrance of the box canyon, making them one of the most likely lairs to be attacked by raiders or adventurers. The leaders of the clans also have a secret meeting space because sometimes being orcs is enough to keep you together when things are getting rough.

Goblinoid Caves (D, E & F)Goblinoid Caves (D, E, & F)

On the south side of the box canyon are three goblinoid caves. Inhabited primarily by goblins (down near the entrance of the box canyon) and hobgoblins (higher up and deeper into the canyon), these two labyrinthine cave complexes link to each other and a third – the small cave of the local ogre, one of the more frightening and potent humanoids in the area.

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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Tombs of the Steel Makers

Up on a steep face, by the northern fire mountain, we found what we had been looking for – a cleft into the mountain that lead not to a natural cave, but to a construction of the ones we call the morlocks.

Tombs of the Steel MakersTombs of the Steel Makers

The narrow cleft lead to a trapped chamber that struck us with an invisible force from all sides, snuffing our torches and forcing us to rely on the light granted by Zuul, opener of the ways, to progress. The main passage within was round in cross section, but with a flat floor. Metal doors blocked further access within. (Who has such steel that they might use it for doors? surely these are the tombs of the steel makers who already know the riddle of steel – our kin have only just learned the art of iron working!)

The steel makers are probably the ancestors of the degenerate morlocks. Within these tombs we found a number of funerary urns of finest steel and absconded with them to bring back to the people. There were other marvels too – strange gems strung together on copper wires, vast vats of strongest wine, and glass pillars reaching from floor to ceiling. We believe that perhaps the smallest room is a magical access to areas above or below this one – but tomb robbers who explore too much instead of running when they have found the riches they can carry quickly become the entombed, so we left before exploring more.

(Being the description of finding a small and seemingly abandoned high tech structure in the mountains – we are tribesfolk on the cusp of the iron age in Zzarchov Kowolski’s Neoclassical Geek Revival RPG, and find all this exciting and yet mystifying.)

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

(Source: Dyson’s Dodecahedron)
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The Wreck at Banana Bay

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

Wreck at Banana BayWreck at Banana Bay

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

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

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

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

(Source: Dyson’s Dodecahedron)
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Isle of Clover

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

The Isle of Clover

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

The Isle of CloverThe Isle of Clover

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

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

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

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

(Source: Dyson’s Dodecahedron)
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