Category: Maps

  • Room of Doom, Version 3

    Room of Doom, Version 3

    This is the third of three versions of this room.

    The room is 35ft. square with the walls and floor made of masonry. There is a 5ft. square stone platform in the middle of the room raised about 6 inches from the floor. A large wooden chest sits in the middle of the raised platform. The room has a high ceiling of about 23ft. There is only one door in this room.

    The whole room is a gigantic ancient mimic. The chest is to lure hapless adventurers into the room at which point the “door”, which is its mouth, will close and the mimic will proceed with digest anyone inside it.

    Mimic (Ancient)

    Huge monstrosity (shape changer), neutral


    • Armor Class 16 (natural Armour)
    • Hit Points 128 (16d8 + 64)
    • Speed 15ft.

    STR DEX CON INT WIS CHA
    21 (+5) 12 (+1) 18 (+4) 7 (-2) 13 (+1) 8 (-1)

    • Skills Stealth +5
    • Damage Immunities acid
    • Condition Immunities prone
    • Senses darkvision 60ft., passive perception 11
    • Languages
    • Challenge 8 (3900 xp)

    Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

    Grappler. The mimic has advantage on attack rolls against any creature grappled by it.


    Actions

    Pseudopod. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit : 11 (2d6 + 5) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

    Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 5) piercing damage plus 6 (2d6) acid damage.

  • Room of Doom, Version 2

    Room of Doom, Version 2

    This is the second of three versions of this room.

    The room is 35ft. square with the walls and floor made of masonry. There is a 5ft. square stone platform in the middle of the room raised about 6 inches from the floor. A large wooden chest sits in the middle of the raised platform. The room has a high ceiling of about 23ft. There is only one door in this room.

    The chest is, in fact, a mimic and will hungrily attempt to devour any adventurer that gets close enough.

    Mimic (Mature)

    Medium monstrosity (shape changer), neutral


    • Armor Class 12 (natural Armour)
    • Hit Points 58 (9d8 + 18)
    • Speed 15ft.

    STR DEX CON INT WIS CHA
    17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

    • Skills Stealth +5
    • Damage Immunities acid
    • Condition Immunities prone
    • Senses darkvision 60ft., passive perception 11
    • Languages
    • Challenge 2 (450xp)

    Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.

    Adhesive (Object Form Only). The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

    False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

    Grappler. The mimic has advantage on attack rolls against any creature grappled by it.


    Actions

    Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit : 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

    Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.

  • Room of Doom, Version 1

    Room of Doom, Version 1

    I’m planning to inflict this room on my players 3 times over the course of them gaining several levels. The room will look identical each time, but be subtly different. This is the first version of the room.

    The room is 35ft. square with the walls and floor made of masonry. There is a 5ft. square stone platform in the middle of the room raised about 6 inches from the floor. A large wooden chest sits in the middle of the raised platform. The room has a high ceiling of about 23ft. There is only one door in this room.

    The platform is, in fact, a pressure plate and any change in weight on the platform will trigger the trap. DC20 to find the trap trigger. Disarming the trap is a different matter. The party would have to figure out that the block above the doorway is the “trap”, and have to find some way to prevent it from falling (DC25 to disarm trap).

    If the trap is sprung, a huge block of stone will drop to seal the door. The block of stone is very heavy. It’s 5ft. square and 15ft. tall, so it will be almost impossible to lift. (Google tells me that 5*5*15 feet of sandstone should weight ~56,000lbs.) The block is a tight fit. As the block falls, it releases a massive flow of water into the room from a cistern above which the block was holding back. The water will quickly fill the room at a rate of 5ft deep per turn. The room will be full in 5 turns. The room holds 28,175 cubic feet of water.

    The cistern above is a chamber 20 feet square and 71 feet deep, holding 28,400 cubic feet of water. Enough to fill the room below with a little bit of water leftover filling most of the aqueduct connecting the cistern to the trapped room. (I was nice to the party when they were in here. My cistern filled by a natural spring in another chamber above the cistern that the players were able to climb up to and escape.)

    Let the party be creative.

    Air will run out rapidly in the room. How long can the party hold their breath?
    (It turns out 5e D&D swimming speed combined with suffocation rules make it very easy for the party to escape this trap. They can hold their breath 1 minute plus 1 minute per CON bonus. Swim speed is half normal movement speed. At maximum it would take them 5 turns to swim out of here once the water stopped flowing. 5 turns is only half a minute in D&D, so even without and CON bonuses, they can escape in 30 seconds, with 30 seconds to spare before they start drowning).

    It’s up to the DM how sadistic they want to be. Electric eels in the water could be fun 😀

    Perhaps once the water stops flowing when the room is full, they can swim out the way the water came in and escape via the now empty cistern?

  • rovers’ end

    rovers’ end

    Rovers’ End is a small village on the three-way border of Dwarven controlled mountains to the west, human domain to the east, and largely uncontested wilderness to the north. This was a once prosperous village but has fallen on hard times.

    I originally used the watabou city generator to make this map, but it’s undergone a few revisions and additions since then. This is the most recent redrawn version.

    Rovers’ End

    The Town Square has a well in the middle and hosts a monthly market where farmers from the outlying areas come to sell produce. Dwarven merchants often come into town at market time to sell pots and pans and the like.

    The Council Building is where the council meets and is also where town records are kept (although births, deaths, and marriages are recorded at the church). There is almost always at least one council member present here.

    The Baker uses locally grown grain ground at the nearby mill and produces good quality bread here. Nothing fancy, but tasty. Villagers buy directly from the baker, but the inn is the bakers’ main customer.

    The Local Inn is the social heart of the town. Food, drink, lodgings, as well as basic adventuring gear can be purchased here. In more prosperous times, the inn would have often been full, but now many of its rooms sit idle. (I’m using Dyson Logos Wooden Duck Inn map for this.)

    The Manor House is where the local lord used to live. The town prospered under his patronage for a while, but strange events cast a shadow over the house, and people started avoiding the town which led to the current decline in the towns fortunes. After the lords’ death, the house has been locked and uninhabited.

    The Mill uses a water wheel drive by the river to grind locally grown grain.

    The Blacksmith is a gnarly old dwarf with a sour disposition but makes excellent quality metal goods. He typically mends pots and forges plough sheers, but has a small inventory of common weapons for sale to the occasional passing adventurers.

    The Docks used to see a lot more use than they do today, with shipments of grain and other goods being sent downriver to the larger towns. Today the docks sit idle a lot of the time except for harvest time, or when the occasional traveller arrives by boat.

    The Church is the spiritual heart of the village. Olaf, the head priest, has presided here for many years and is a strict but kind patriarch of the village.

    Orchard. Fresh fruits grown here.

    The map above is the 72dpi version. The map below is a 300dpi version.

    Creative Commons License

    This work by Lucien Stals is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

  • wizards tower

    wizards tower

    This old watchtower is leftover from the Golden Empire. It was once a watchtower on the border, but in the many years since the collapse of the empire, it was abandoned to the wilderness. In spite of its age, this structure is in remarkably good shape and still habitable and is currently the abode of a wizard engaged in private study.

    Level 1

    Room 1

    A large, relatively empty area. Small (5′ by 5′) cells line the east wall.

    Room 2

    Store Room.

    General supplies in here. Extra empty bottles, spares clothes, bedding etc. Some weapons taken from past prisoners kept in here as well.

    • 2 battle axes
    • 2 daggers
    • 1 Longsword
    • 1 set chain mail armour
    • 1 set leather armour
    • Kree’s Spear will be in this room.

    Room 3

    Another Store Room.

    Food and wine stored here.

    • 5 dozen bottle of average quality wine
    • 2 dozen bottles of above average quality wine
    • 1 dozen bottles of some very nice wine
    • 1 dozen portions of perishable rations
    • 1 dozen portions of iron rations
    • An assortment of dried mushrooms

    2 cured hams hanging from the ceiling.

    Level 2

    Living Quarters.

    Room 4

    Hallway

    Nothing much to say about this one. It’s a hallway. 1 door and 2 stairs, one going up, one going down.

    Room 5

    Study

    At the end of the room is a desk. Stacks of paper and some quill pens lie about and 2 bottles of ink. Notes written in draconic outline experiments in the use of magical items to power constructs.

    Room 6

    Closet

    Spare wizard robes and casual clothes. Nothing special.

    Room 7

    Bedroom.

    A reasonably sparse bedroom with a large bed.

    Room 8

    Closet.

    Spare robes.

    This is where the wizard stores his formal wizards wear. These robes are cut from better cloth, literally. Nice silk and satin robes.

    Level 3

    Room 9

    The whole 3rd floor is taken up by the wizards’ lab. Three large work tables contain various magical and alchemical apparatus. There is a ladder that leads up to a trapdoor in the ceiling. A magic circle is engraved in the floor near the middle of the room.

    Level 4

    Room 10

    The roof is accessible via a trap door. It leads into a covered section of the roof (probably used in ages past as shelter for any guards on duty). There is a great view from up here, but nothing else of any interest.

  • underhill

    underhill

    After seeing Dyson Logo’s beautiful little map of Onyx Hill, I decided to have a crack at drawing what lies beneath the hill. I’m planning to add this into my son’s game. I don’t think he’s going to find this site before we get to the location in game.

    I figured the base of the onyx pillar would get bigger as it goes down. Perhaps there are some long lost inscriptions on the pillar in the depths. I’ve also added a small hidden nook at the very base.

    The trick to getting down to level three is that you actually need to go down the pit trap in front of the altar on level two.

    The image above is 72dpi.
    The image below is300dpi.

  • city geomorh 04

    city geomorh 04

    Here’s the fourth of four city geomorphs.

    Yes, there are only 4 tiles in this one.

    The above image is 72dpi.
    The below image is 300dpi.

  • city geomorph 03

    city geomorph 03

    This is the third of four sets of city geomorphs. This one includes 3 edge tiles: north, west, and south.

    The image above is 72dpi.
    The image below is 300dpi.

  • city geomorph 02

    city geomorph 02

    The second of a set of 4 city geomorphs.

    This one includes 2 corner tiles (north east, and south east), and 2 edge tiles (west, and east).

    The image above is 72dpi.
    The image below is 300dpi.

  • city geomorph 01

    city geomorph 01

    I realised that the first few images I posted here were WAY too big. No more using the default export settings. These images are the same pixel sizes (72dpi and 300dpi) as the last lot but exported a jpeg with more compressions for much smaller files.

    Here we have the first of a small series of city geomorphs. They are very rigid, and pretty much everything aligns tightly to the grid. I’ll try to loosen up next time, but I kind of like the way dense city blocks came out.

    The whole set includes 4 corner tiles, where the village or town meets the forest or farmland, and 4 edge tiles. This one has the southeast corner.

    As usual, the image above is 72 dpi, and the image below is 300 dpi.