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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.

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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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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).

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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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Well of the Wyrm

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

Well of the Wyrm

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

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

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

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

(Source: Dyson’s Dodecahedron)
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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.

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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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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.

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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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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.

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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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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.

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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Isle of Clover

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

The Isle of Clover

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

The Isle of CloverThe Isle of Clover

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

patreon-supported-banner

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

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

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

(Source: Dyson’s Dodecahedron)
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Further Delves for the Black Ichor

Those cursed by the black ichor find themselves unable to avoid it – as if drawn to it. For those seeking to break this curse there are esoteric sages who will recommend remedies of drops of the sun’s ocean consumed on the warmest day of winter, or of travelling to the Empire of Locusts and consuming the head of their king and so on – but there are several who will finally point them to the mountain home of Onninhil Reconciler, an ancient hag who guards a passage to the underworld where the black river flows.

Further Delves for the Black IchorFurther Delves for the Black Ichor

Somwhere behind her home, surrounded and guarded by the melancholic black ichor, is a small font of pure water that resists contamination and that when drunk from can finally break the curse of the Iron Obelisk.

Beyond Onninhil herself, there are a number of guardians within the caves. A cairn contains the remains of the warlord Arvuk Vuldag who died here rather than drink from the font and cure himself of the taint of the Obelisk and who will rise to slay any who dare to follow through where he failed. Small humanoids live in a secret cave near the entrance, hiding from their own shadows that have left them and now guard the caverns. One of the caves also holds the throne of Furykeeper Javzatu with her mighty axe “Reclaimer” – a queen of the old tribes, her skeleton is nearly twice as tall as a modern human and her axe is of the same scale.

Finally there is the font – a small trickle of fresh water down fungus-covered rocks to a fountain pool that is fouled with scum, bubbles, and slimy growths. Drinking from this font is extremely unhealthy, but is indeed one of the few ways to break the curse of the Iron Obelisk.

(With apologies to Zzarchov Kowolski, who ran a great Neoclassical Geek Revival game recently from which several elements of this map were drawn.)

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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Black Ichor of the Iron Obelisk

The Iron Obelisk weeps in near silence – the pools of ichor growing around it, fed by its melancholy nature. The ichors seep down and flow where underground waters should, tainting the darkness with the ennui and melancholy of the pillar of iron. Slow grinding noises are heard nearby, as if the world is changing itself – pulling away as far is it can from the source of this ichor. The wound where the Iron Obelisk sits has grown forming a cave nearly 200 feet across where the world tries to isolate the rusted spike within it.

Black Ichor of the Iron ObeliskBlack Ichor of the Iron Obelisk

The Iron Obelisk has many powerful uses. Flakes of rust taken from the area around it and ground to dust make sleep spells incredibly more potent, whereas rust taken from the Obelisk itself can be used to counter most forms of mind control and charms. Bits of iron taken along with this rust can be worked into somber weapons and armour that spread their melancholic nature to their bearers, but also to their foes.

But those who touch the iron obelisk itself or the black ichor are cursed with the yearning sadness of the device. They will seek out places underground where the ichor can be found, and while the ichor does nothing to sate or alleviate the sadness, it calls to the cursed and bathing in it will indeed remove any other curses or diseases the target is afflicted with.

In fact, when adventuring underground, those cursed by the obelisk or the ichor will often find themselves in proximity with the ichor – even if it shouldn’t be there. There is a 25% chance that any adventure leading them underground will lead them to the black ichor in some way. It will replace water in dungeons and adventures, and will seem ominously ever-present until the curse is broken.

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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Crypts of the Immortal Fortress

Beneath the Immortal Fortress are a number of small dungeons, tombs, crypts, and oubliettes. As the fortress itself is still inhabited and the residents know better than to explore these lower areas, they remain generally unmolested, with the entrances of the more dangerous areas under guard in case anything should creep out.

Crypts of the Immortal FortressCrypts of the Immortal Fortress

These particular crypts were considered inconsequential until a planes-hopping sage showed up with a map indicating something important within – so if you can get into the fortress, getting to the crypts themselves shouldn’t be too hard of a task.

Behind the scenes, this is actually a redraw of a small crossword puzzle posted during the Alternate Reality Game that was played online leading up to the Stream of Eyes event where they announced the upcoming release of the two 5e Waterdeep books this autumn.

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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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)
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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)
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Deal of the Day: Shadows of Forgotten Kings

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

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

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

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

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

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

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

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

 

(Source: Dyson’s Dodecahedron)
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