Maze Map

Maze Map

While I’m learning to draw maps; it’s probably obligatory to at least craft one maze. There is a lot going here in this one. There are two entrances/exits. An arcane circle. A small pool of water, certainly with something deadly beneath the water… Piles of rubble which may, or may not have anything to be found buried beneath. A couple secret doors, a puzzle, and an altar (or sarcophagus, or whatever else you want it to be).

Above is the DM version of the map.

Here is a “player” map if you were using online and revealing a fog of war.

Maze Map Player Version

And then a basic version without the secret door markings.

Maze Map Basic Version

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Prisons Below

Prisons Below

A good Dungeon Master should always have a spare prison they can can pull out for when the PC’s get into trouble (which never happens, right?)

  • The north section of this map includes ten 10’x10′ cells along with multiple areas for guards to hang out and keep watch.
  • The southern section is a large room for what else? Torture and interrogation of course!
  • Connecting both arms is a defensible choke point with a large circular staircase to freedom.

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Map & Plot Idea: Pools of Sacrifice

Pools of Sacrifice Map

How’s this for a first isometric map? I found a nice way to print isometric paper on iOS devices, will have to put up a how-to later.

So, for some ideas for this map:

The top level has an arcane circle. Maybe PC’s find a portal here? Or maybe they are unwittingly sent here by an evil cult in order for the PCs to unknowingly set off a blood summoning?

On the second levels are sacrificial blood pools. Populate these two levels with some big baddies. I mean big, as in at least large in size. The bigger the bloodier!

Then, the idea is that their blood channels down through the tunnel all the way to the bottom where it fills a sacrificial cult alter. And then what happens??? Nothing good, I’m sure…

Have fun!

Map & Plot Idea: Fortress Under the Sun

Under the Sun MapSuper busy night at work, but I found some downtime to unwind and draw another map. Listening to some music and a weird thing a patient told me gave me an idea..

In the immortal words of Ozzy Osbourne:

Well I don’t want no preacher
Telling me about the god in the sky
No I don’t want no one to tell me
Where I’m gonna go when I die

Sitting at the bar of yet another overpriced roadside inn. At least this one has a gorgeous innkeeper’s daughter serving large mugs of spiced ale along with a nice smile. A gruff old dwarf pulls a chair from the table next to the adventurers, and without asking for permission, he sits it right next to the party and begins to to tell them:

“I’m goin’ ta die tomorrow, so I may as well tell someone, and it may as fucking well be you all.”

He pulls out a large map and unrolls it onto the table, pushing your mugs to the side to make room.

He points to a long range of mountains and says, “Right there. You get up this ravine here, and head north, you’ll practically walk right in to the entrance of the Dwarven fortress, Solitude.”

“Our king betrayed us. Cursed all of us. All for the love of a girl. You probably can’no’longer save our king, but kill the witch. Kill ‘er dead. Then sack the place if you wish, but free his lustful soul and avenge us.”

  1. The Dwarven king is Boot Flagonslayer who broke faith with his God (insert name a of Dwarven God from your setting here) in order to gain favor with a girl whom he fell in love with. Then the new queen banished the entire dwarven clan.
  2. The girl, is actually a succubus. Ya, you probably saw that one coming….
  3. The name of the succubus is Amai’ha
  4. When the clan was banished, a curse was placed on each member. The curse kills each dwarf on their next birthday. The gates to the dwarven fortress are permanently sealed until the curse is fulfilled upon every dwarf affected. The dwarf who has approached the group is celebrating his birthday a day early, drinking his sorrows away at the inn. Of course, he is also the last dwarf alive from his clan.
  5. The map above, is for the second floor of this underground fortress.

  1. Feasthall. 1a is a royal sitting area; essentially the feast hall doubles as a dwarven court as well. Secret doors allow escape in a pinch.
  2. Treasure rooms
  3. Armories
  4. War rooms and administrative office areas
  5. Stone bridge across a large crevasse
  6. Wide staircases allow easier transportation of armaments from the workshops below to the armory here. Likewise, large staircases allow transportation to the upper levels where the market district is located.

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