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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.

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

(Source: Dyson’s Dodecahedron)
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Shadows of the Ruinous Powers – Session 1

(Being a series of quick game notes trying to account for the events of many sessions of playing through The Enemy Within using the Warhammer Fantasy Roleplay 1e rules)

Session 1

The Enemy Within

  • Kazgar [Gunner]
  • Larry [Bawd]
  • Othmar [Bunko Artist]
  • Gottlieb [Hunter]
  • Wilfried [Bawd]
  • Magnus Gunnar
  • Oscar Jager [Body Guard]

The session begins with the adventurers gathering on their way to Altdorf where Crown Prince Hergard von Tasseninck of the Grand Principality of Ostland is hiring adventurers for 20GC or more per day for “a most perilous mission into unexplored regions of the Grey Mountains.”

They arrive at the Coach and Horses Inn run by Gustav Fondleburger and hire their way onto a coach from the Ratchett Lines of Altdorf which already has a few people riding it:

• Gunnar (Drunken Coachman)
• Hultz (Also Drunken Coachman)
• Lady Isolde von Strudeldorf (Young Noble)
• Janna (Lady Isolde’s servant)
• Marie (Lady Isolde’s one-eyed Kislevite bodyguard)
• Ernst Heidelmann (Physician’s Apprentice)
• Philipe Descartes (Bretonnian Gambler)

They played several games of cards with Philipe (everyone coming close to breaking even in the end) and acquire a few rumours at the Coach and Horses Inn:

The road to Altdorf is troubled by bandits. Only last week a coach failed to get through. These are troubled tmes and it’s about time that the Emperor started looking after the common folk.
• The village of Teufelfeuer was recently burnt down by Fabergus Heinzdork, the witch-hunter. Fabergus had discovered that the villagers were in league with demons – something to do with them eating raw meat!
• A small village in the Shadow Woods is having some trouble with wolves. Seems their militia can’t even handle a few mangy dogs!
• The roads are getting worse because the Emperor is not bothering to maintain them anymore – he is too busy spending money on the Imperial Army.
• The weather is going to take a turn for the worse. It’s going to rain tomorrow and for a few days after.
• A merchant returning from Grossbad was attacked by a small band of Goblins. He managed to flee but his consignment of ale bound for Regensdorf was stolen. Still, at least the Goblins will be so drunk that they won’t pose a threat to anyone else!
• The roadwardens are all corrupt and can’t be trusted.
• The Mayor of Grunburg was burnt at the stake a few months ago for being in league with “Chaos Spawn”. He had been overheard talking to his cat and feeding it human blood in its milk. More than one witness proclaimed that he had heard the mayor telling his cat to “Drink your bloody milk!”
• There’s a dark rumour going around that children are being sacrificed to foul demons near some wee village in the Forest of Shadows – Regensdorf I think it was.

The trip the next morning is a disaster, with hungover coachmen, wheels flying off the coach, people vomiting in Lady Strudeldorf’s impressive box of hats, and finally a mutant ambush that includes Rolf Hurtsis, a thief who was known to Othmar. The mutants were cut down and all characters received 75XP.

(Source: Dyson’s Dodecahedron)
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Shadows of the Ruinous Powers – Intro

For the last year I’ve been running a Warhammer Fantasy Roleplay (1e) campaign running through the classic “The Enemy Within” series (with a little bit added or subtracted here and there).

We play almost every second week, and are almost 30 sessions into the campaign now (and our math indicates we’re looking at another 46 sessions to get to the end).

Some time (18 months?) ago, Cubicle 7 had the full Warhammer FRP 2e collection up on Humble Bundle, and it came with the 1e rulebook too. And they announced that they would be releasing the Enemy Within in PDF also. Excited by the chance to pick them up, I decided I would run it finally (after being part of a botched playthrough once as a player). So I started shopping around online and somehow now I have just about the whole 1e collection in print.

One thing with the Enemy Within – it is a pretty open-ended campaign where the players can easily “go off the rails” and stop running through the campaign as written and run off and do their own things instead. This is something I love as a GM – but I also really want to run the campaign in its entirety. So that was the deal when I put out the call for players. We would be playing WHFRP1e as written, and we would try to keep things on track to stick to the adventures in order to play through them all.

With that social contract in place, we’ve only had one occasion where we’ve actually had to stop play for me to tell the group that I love their plan, and I would run with it and have a great time, but it would mean ditching the adventures as written and moving into running whatever the party gets into at that point. So the party took it as a “if we lose now, we know that we really survived this already with our main plan”, and then metagamed a few ideas as to why they would stick it out instead of skipping town that night. A few other times we had a bit of metagaming regarding their next step (I’ve never had such a hard time getting a group to take a free vehicle to segue into the next adventure!)

I’ve been taking a lot of notes during the progress of the campaign, and instead of keeping them locked away for the players and I to read, I figured I would start posting the game reports here to the blog. The actual play reports the players get are also stuffed full of maps and illustrations from the adventures we are playing, but those are all copyright by their respective owners, so they won’t be appearing in the blog formatted play reports.

(Source: Dyson’s Dodecahedron)
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Return to Dyson’s Delve!

It’s been almost nine years since Dyson’s Delve was released piecemeal on this blog. I labeled it my “mini mega dungeon” – an eleven level dungeon where each level’s map fit nicely within my small graph paper pad (nothing over 17 x 17 squares in total area).

There were a few places where I stretched the standard adventure design parameters a bit (while treasure is within the bounds of the treasure type tables of the game, they are significantly weighted towards the rich end of play in order to provide the XP needed for a party to level up at a rate of roughly 1 character level per 2 dungeon levels completed).

Over those nine years my cartography has seen a slight improvement and I’ve been redrawing the various levels of the Delve this year and posting them here two at a time.

Towards the end of this month, I’ll be posting the last three levels of the Delve’s new maps, as well as a never-before-posted map of the surface area where the delve is located.

What I’m doing right now though is collecting all those maps and redoing the layout of the adventure into a coherent whole to be reissued as this month’s Patreon-Exclusive release. Aside from the new surface area there will be a minimum of changes from the original adventure. I’m adding some development notes, and I’m working on a two-page appendix for running it using the most current edition of D&D – but the heart of this is still an 11-level B/X D&D dungeon adventure designed to take characters from level 1 to 6.

All patrons of the Patreon Campaign will receive a free PDF of this exclusive reissue – and it will remain exclusive to patrons for roughly a year before it becomes a commercial release.

dysons-delve-promo

(Source: Dyson’s Dodecahedron)
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The Phoenix Diadem

Portals between worlds are crafted from potent materials in places where the energies of the world intersect with that of other places. Sometimes these ‘ley lines’ are conveniently found where the sky meets the earth and the portals can be built on the surface of the world itself.

But more often they meet in places deep or high. And thus we build “dungeons”.

The Phoenix DiademThe Phoenix Diadem

The Phoenix Diadem is such a place – built beneath the world and linking it to other places. But it is not just a portal; it serves as a prison to those whom it calls forth. There is insufficient space here for the great birds who fly in the liminal worlds between the planes of water and air (referred to as the para-elemental planes by some sages learned in the ways of the many worlds). Within the diadem they find themselves trapped, forced to subservience in order to be able to return to the cold skies of their world.

The Phoenix Diadem (no grid)The Phoenix Diadem (no grid)

Even without the spells and rituals to summon forth the great para-elemental birds, the placement and design of the Phoenix Diadem allows things to “leak through” between worlds. Smaller elemental phenomenon occasionally breach into the diadem, and some unfortunates have also been lost here, having “successfully” pushed through from the Prime to the homes of these creatures.

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

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

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

(Source: Dyson’s Dodecahedron)
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The Frogs’ Reliquary

Even bullywugs have saints, holy frogs, and sanctified leaders and allies. They aren’t common, and they are revered. This bullywug reliquary dates back to the rule of the Verdant Administrant and The Empire of Gold.

The Frogs' ReliquaryThe Frogs’ Reliquary

The reliquary itself is collapsing into a much deeper dungeon. It can be entered from the jungle entrance in an old bullywug temple, or by climbing up out of the deeper levels below. But getting into the reliquary proper to acquire the holy relics within requires collecting the Agate, Jade, and Lapis keys that are sealed into tombs around the space.

The Frogs' Reliquary (no notes)The Frogs’ Reliquary (no notes)

 

patreon-supported-banner

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

(Source: Dyson’s Dodecahedron)
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Release the Kraken on the Crypt of the Smith!

Release-The-Kraken

Every month we go through our back catalog of maps and the many patrons over on Patreons vote on which two should be re-released under the free commercial use license. For older maps I also work on upgrading the quality of the scan where possible.


The Smith’s Reliquary was crafted from heavy blocks of stone banded together with huge bands of steel that wrap around the structure like the hoops on a barrel. These bindings have rusted through the two hundred years this reliquary has stood, discolouring the stone of the building as well as the walkway and the cobbled street that passes along it.

The central chamber within is the reliquary itself, with a massive anvil in the centre of the space, flanked by tools and half-complete weapons and iron hardware of immense size. The back of the chamber is a huge furnace, long cold but for a few coals that are kept burning by the priests, replaced every few hours as they burn out.

Crypt of the SmithCrypt of the Smith

Behind the central chamber is the resting place of the Smith. Either a mighty titan of the craft, or possibly an actual godling struck down somehow. But the sarcophagus is a lie, and within it is but the corpse of a stone giant embalmed and secured against grave robbers.

The true tomb of the Smith is hidden deep beneath this structure. In the priests’ chambers on the left side of the map is a small secret door behind which is a secure area containing a key as well as a variety of minor artifacts of the church (the first nail crafted by the Smith, a hammer head that has been shattered from heavy use, leather tongs that held his works, and so on). The key in turn unlocks the secret door hidden beneath the anvil in the main reliquary. But first one has to pull the four massive iron bolts that hold it in place and then slide this hundred-ton piece of steel aside.

Crypt of the Smith (no grid)Crypt of the Smith (no grid)

Beneath the trap door is a set of stairs leading down to a natural cave with heavy and poisonous sulfuric fumes bubbling up through mud pits. The whole cave is wet and hot and oppressive. At the far side across a small bridge over the mud pits is the actual tomb of the Smith with a shaft of blackest obsidian through his chest – still breathing, but never waking.


kraken-patreon-supported-banner

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

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

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

(Source: Dyson’s Dodecahedron)
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Red Talon’s Lair

Cut from the stones of the Weirding Mountains by the drowned priests to craft a gateway for their mad god, this small complex has been “abandoned” for a few hundred years since the collapse of their order.

All the masonry of the complex was made of red stone brought up piece by piece by the Firestand scavengers from those undersea ruins. In the intervening years, much of the masonry has fallen or been removed, leaving the complex a mix of grey stone of the mountains interspersed with blood-red halls and walls in the various chambers.

Red Talon's LairRed Talon’s Lair

In modern days, the old space has been taken over by the Talon clan of wererats as they stick their whiskers into crime and espionage throughout the realm. They generally ignore the unholy detritus of the Drowned Priests, as most previous inhabitants have… But one old wererat, Red Talon himself, started quietly collecting small stone idols and masonry with odd writing on it a few years ago, and is now quite mad – possessed by the urges of the mad god.

Black Talon's LairBlack Talon’s Lair

It is only a matter of time before he starts to look for a way to open the way between the worlds. Presumably it would be here, within the ancient complex of the drowned priests… but wererats are sneaky and perhaps in an attempt to hide this from his kin, he might instead attempt to part the way and invite the mad god under the streets of one of the cities that the Talon clan operates within…

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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Enemies Within Character Creation Supplement (Dark Heresy)

(Source: Guide du Rôliste Galactique : le jeu de rôle, l’univers, et le reste…)
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Release the Kraken on Control!

Release-The-Kraken

The second map chosen by our patrons this month to be re-released under the free commercial use license is Control – a map based on a joke that I drew as part of Mapvember in 2016. This re-release brings the original map up to 1200 dpi and pure black and white.


This tomb on the edge of the desert of the gods is the resting place of four Huecuvas of unusual intelligence for their ilk, as well as a few guardian mites that served them in life and still serve them now.

In life the four Huecuvas were warlocks dedicated to four spirit nagas, all children of the same night hag who rode their father (a paladin of great will) relentlessly through the years. While treated as typical huecuvas in most respects, they retain a typical human intelligence in death and still can cast two level 1 and one level 2 spell per day.

The huecuvas are entombed in their private tombs in the leftmost chamber. They generally remain somnolent unless something disturbs the complex or their tombs, although they occasionally wander the complex when awakened by foul dreams and premonitions.

ControlControl

The chamber on the far right of the complex contains four pools each radiating a different colour of energy with swirling currents within the waters tracing out the shapes outlined on the map to those who inspect them closely. The circular rooms have lowered central areas filled with dirt and excrement from the mites (as well as the buried corpses of those mites that have died from the many diseases carried by the huecuvas). These night soil pits are watered occasionally from the magical pools and grow a number of edible mushrooms as well as a few less savoury fungal creatures.

Unlike most mites, the twenty or so living in the complex do not have their usual tiny complexes of secret tunnels and trap doors and thus operate pretty much in the open as caretakers and defenders of the complex – watching for invaders from the small arrow slits looking down onto the approaching path.

(Mites and Huecuvas are both from the AD&D1e Fiend Folio – if they don’t exist in the game system of your choice, treat Huecuvas pretty much as ghouls that can only be struck by magic & silver and carry disease instead of paralysis, and mites as 2′ tall extra-timid goblins with knives and sharp teeth.)


kraken-patreon-supported-banner

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

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

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

(Source: Dyson’s Dodecahedron)
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Release the Kraken on Sanhelter Keep!

Release-The-Kraken

Today we re-release a keep map I drew last year – bringing it out under our royalty-free commercial-use license.


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).


kraken-patreon-supported-banner

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

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

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

(Source: Dyson’s Dodecahedron)
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The Vault of Tranquility

The Vault of Tranquility is the audience chamber and sanctuary of the Dwarven mummy Gheres-Nekheb Stormstone – one of the last remnants of the Lich Shogunate. Within these enchanted halls only the dwarven mummy’s voice can be heard above the level of a hoarse whisper… and old Stormstone rarely speaks louder than that himself.

From these secret halls, Gheres-Nekheb sends out spies and assassins to the lands of the living, keeping tabs on the ever changing politics and alliances where the Shogunate once ruled.

The Vault of TranquilityThe Vault of Tranquility

Hidden in the stony outcrops of the Yalon Badlands and further concealed by illusions, the front door of the vault has been sealed and presumed unopened for over 700 years – however on rare occasion those contacted by agents of the mummy lord are invited to an audience and are escorted through the main entrance. It is said that the assassin Khoutef bears one of only three keys that open this portal.

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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Catacombs of the Flayed Minotaurs

Beneath the buckled stone floors of the jungle ruins in the Tempest Gardens is a massive set of catacombs guarded by the eternal vigilance of fifteen deathless minotaurs.

Catacombs of the Flayed MinotaurCatacombs of the Flayed Minotaur

Each minotaur has endured the ages imprisoned within these catacombs in their own way, but none are untouched by time or violence. And they are not alone – while they can barely stand each other’s company, many have surrounded themselves with a few creatures that provide them with entertainment, food, or just the comfort of sharing a living space with others – even if (as in one case) they are little more than psionic protoplasmic slime.

This map was drawn at ledger size (11″ x 17″) at a scale of 6 squares per inch. Part way through drawing it I decided it would be fun to stick in an “easter egg” like the classic Quasqueton map showing up in Undermountain – so I added bits of maps from B2, X1 and T1 as I went. Because the map is so big, it ends up being a very large file. The 600dpi version linked to above is almost 4 Mb. Normally I release my maps in 1200dpi – but that’s a massive file size difference – so I’ve included the 1200dpi version as a download here at 9.4Mb: [Download 1200dpi Copy]

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 Bitter Minotaur Inn & Tavern

The Bitter Minotaur is a roadside inn along a major road within the relatively safe lands of the Satrapy. The roads here aren’t threatened by monstrous incursions and other foul beasts, but as they run through heavy forests they are still prone to a bit of banditry here and there. Thus the Inn serves as a resting point along the route instead of a defensive shelter.

The three-story Inn has a courtyard with wagon gates east and west to allow coaches to roll in, unload passengers and cargo, and then roll out to park the coaches outside the wall for the night. The inn features 21 rooms (a mix of singles and doubles) over two floors above the tavern, as well as a dormitory on the ground floor. The tavern serves food and light drink (ale and wine, but nothing stronger).

Because it is along a major road and almost exactly 1 day’s travel from the capital of the Satrapy, the Bitter Minotaur sees a significant amount of traffic with 2d10+1 rooms booked on the average night, and hires staff from many of the local farms in addition to the small staff that lives on site.

The Bitter MinotaurThe Bitter Minotaur

This map is heavily based on the map of the riverside Three Feathers coaching inn from the classic Warhammer Fantasy RPG adventure “Rough Night at the Three Feathers” (seriously, this adventure is incredibly fun – if you haven’t played it yet, get a copy and run it now). It started out as a cleaned up version of that map for my online WHFRP campaign, but then sprouted a lot of extra details and a third story as well as a full wall making it a roadside coaching inn instead of a riverside inn.

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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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…

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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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.

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

(Source: Dyson’s Dodecahedron)
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Temple of the Mad Titan

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

Temple of the Mad TitanTemple of the Mad Titan

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

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

patreon-supported-banner

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

(Source: Dyson’s Dodecahedron)
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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.

kraken-patreon-supported-banner

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

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

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

(Source: Dyson’s Dodecahedron)
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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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