Home Creators Posts Import Register Favorites Logout

Content

Hey everyone,

Something a little different this month.

We've created this 30x90 map of a mountain road, starting in the forest and leading through a gorge, and then a mountain cliff with a dungeon entrance.  They work as three 30x30 maps, but best as 30x90 together.

Thee three variants will be night, winter, and badlands.

Alt-Version

Slightly different approach to the Alt-Version, but something we have done before.

Instead of alt-versions of the road, we want you to suggest what's inside the dungeon entrance.  After travelling down this road, what's in the dark entrance? 

Put your ideas in the comments, and we'll pick our favourites for a poll!

Files

Comments

Cody Stoutenburg

A small sanctuary for the travelers and those who wander in this lands.

Andrew B

Nice! I think a lost Dwarven outpost of some kind. Perhaps with a breach leading down into caverns of the Underdark. Or some tower ruins further up the mountain.

aikar

Wow, a really nice and useful map. The area and entry looks dwarfish or some old temple.

Jake Hollenbeck

A long lost prison for an ancient evil power, trapped under the mountain for an era.

Robin McNicoll

I think a remote mountain cave tavern! For weary travellers who need to quench their thirst on the High Road.

P A

Reminds me of a tunnel. One that might take travellers on the other side of the cliff with a stiff climb to get there higher above the gorge. A mixt underground/mountain trail map for more road to follow ? Oh and, btw, that map seems even more gorgeous than your usual works.

Ryan Rogers

An old abandoned Dwarven Temple long-since pillaged which has within it a hidden secret vault which was never found, and has a magical protector to keep its treasure/secrets from the outside world. In DnD 5E, this would be what appears to be the ruins of a Temple of Dumathoin, which it technically is, but it was built by a cult of Melairkyn dwarves centuries ago. The is an intact "Vault of Knowledge", which contains a "Secret of the Mountain" which the dwarves built to protect and contain. In other words, the Temple was a front. It's on a well travelled road that leads to a oft-used pass in the mountains. However, the priests were actually all Melairkyn, and they constructed the temple to keep an eye on the secret. Unfortunately, the Orc Hordes from the north wiped them out centuries ago, but they never found the vault...which has laid untouched ever since under the watch of its magical guardian. The Secret of the Mountai would be either a mighty gem or a vein of mithral, magical, still in its raw form in the middle of the vault, unmined, in a natural pedestal which rises from the stone floor. To touch it is to learn the secret knowledge, but to do so is exceedingly hazardous. Naturally, the Guardian warns you of this, would would go so far as to use force to prevent anybody from touching it, unless you can convince them otherwise...

Chuck Charbeneau

- The bottom most level of a mountain top Aerie / Keep - The Mountain Pass to the inner bowl of a long dead (?) Volcanic Glade

Kevin Stanley

A well used over night rest stop that travelers use before the next stretch of their journey.

Njali

An open expanse of bleakland with a mysterious black obelisk in the centre, teeming with eldritch forces.

Mordecai Grimm

A set of stone stairs (think Khazad-Dum) over a deep, underground ravine that lead both up to the mountain top and down towards the underdark.

Steel_Wind (Robert)

Not sure about the dungeon Joe - but I just wanted to comment that this is a GREAT map! Thank you so much for this one!

Robert Cater

A staircase leading down into the foggy mist below

Sean Neff

Since the entrance isn't concealed, I figure it would be for something that didn't want/need to hide. Maybe a monastery for a patron god of travelers or mountains, where the monks assist those of good intentions trying to work their way through the mountains.

Andrew Croft

Dwarf run casino. They will tell the adventures why did you come in the back entrance? - it's hella dangerous we throw the Cheater's out that way. Have the entrance start with a big sound proof door at the end of the first tunnel so the GM can ramp up the big surprise!

John Lammers

The entrance to a dwarven monastery and shrine to mountain wind spirits (air elementals). Think Tibetan monastery with dwarven monks and magic fueled by pacts with the spirits of the mountain.

René Bargisen

Dwarven outpost ruins in foggy surroundings, with ruined bridges and foggy vaults leading to the Underdark. That way the map will work both as an exit and entrance. Superior map. If this outside map can be released also as ‘one long map’ it will be perfect for range fighting and tactics! Perhaps the entrance and bridge outside could be just a little crumpled too? Mayby the bridge and entrance could come a long as PNG overlays in ‘new looks’ and ‘cumpled looks’?

Curious

Undead alchemist laboratory

Sorizzen

A small shrine dedicated to an implacable goddess of nature

Ken Jarosz

Spindlecave River: Crystal Caverns is a fantastic example of a destination in many ways. https://www.drivethrurpg.com/product/236336/Heroic-Maps--Spindlecave-River-Crystal-Caverns Multiple levels and pathways One foot path entrance coming down into (or up out of) cavern on map (I call this the entrance from the mountain road map) One foot path entrance/exit low on map One foot path along underground river/stream on map River/stream waterway entrance/exit "Beach" level from water to land both sides of waterway Foot path bridge over waterway. Changes I would add. No crystals throughout the map to make it a generic cavern. A second additional foot path exit to continue on foot along the underground river/stream on map. Level of water "flood plain" for flooding of waterway limited by additional cliff edges/steps (to avoid flooding lower footpath). That "flood plain" area has an overlay(s) to show as flooded, additional eroded area after flood exposing crystals, gold, ruins, tablets etc. The lower right cavern area also lends itself to this "flood plain" concept of additional overlays or secret entrances concept. Overlay of foot path bridge ruined/collapsed, temporary wood planks, rope bridge and then a stone bridge. (as time passes improvements get made) There is always a location that adventurers retrace or end up returning too.

Ken Jarosz

Yes Goblinstair is one of the good ones. Liked it so much I used it as a "steam pit" in the middle of the winter wasteland the adventurers were traversing. Go deeper or pass by, but great side quest site this time around. Spindlecave creates many threads though. the lower exit goes deeper toward whatever you need. The path by the river is only temporary or is continuous, but the spring rains washed out a part, but also created a branch off in a new direction, but is clogged up with debris, that the adventurers release that causes them to be washed up onshore in the cavern. or washed deeper into the mountain depending where you have the water flow. or the river takes them though the eroded stone tunnels back the the bottom of the mountain. Can't get across the waterway because the bridge is out, attacked at range from across the water. All of the exits lend themselves to be going somewhere else, that the adventurers need to go.

Ken Jarosz

I also have the tendency to ramble....sorry

Charles Seljos

Someone or something felled the trees and maintains that long path for a reason. The fact that the entrance is not concealed suggests that they/it does not care if travelers or adventurers can find it, or they/it welcomes adventurers or travelers. A trading outpost with a mine seem obvious, but what about the entrance to the audience-chamber where The Shaker of the Mountain holds court, collects tribute, etc.? =-=-=-=-=-=-=-=-= I like the idea of a scenario where an adventuring party must sneak and/or fight their way through a long series of defenders protected by elevation and palisades on some of the rocky outcrops. or on wooden platforms that adventurers could take down through sabotage or sorcery.