The ruins of Saurguard Haunt are but burned stones and bits of rain-cleaned charcoal. But it is a harder task to burn down the small dungeon that sat beneath it.
Used as a traditional dungeon to hold prisoners under Saurguard – the dungeon was being expanded to include a temple to the proscribed lords of damnation when construction breached into a a cave slightly beneath the level of the temple and proceeded down through the limestone to the hillside beneath the Haunt.
Of course, you can’t just leave places like this open and unguarded and not expect foul things to move in… The lower entrance to the savage caves has been claimed by giant spiders who have killed off the entire bat population that once lived here, and who knows what foulness has taken over the ancient dungeons?
I've converted your Warrek's Nest from your site. Your great line drawings make it easy for me to try different things in my map making skills, without having to worry about what the dungeon site looks like or what the function is.
Old Wharton Mine was a small local source of onyx in its prime, but its location deep in the jungle made it nigh impossible to maintain supply lines or defenses. In the end the mine was abandoned because of prowling beasts and the difficulty in maintaining a workforce out here.
But onyx is a troubling stone. It is the standard material component for animating the dead, and it seems some dark magic is present in the old mine as well as many chips and bits of black and white banded onyx. Now the dead crawl the mine, waiting for prey to kill and try to consume. Animals that came here to get out of the heat were the first victims, but the other beasts of the area have learned to avoid it.
Now the dead wait for those foolhardy enough to try to reopen the mine, or to claim the onyx that remains.
Several rivers run into the Darkling Lake - the vast underground "sea" at the end of the Darkling River. The Ditullio Islands are a small fishing community of mad derro tucked against the shore of the Darkling Lake where two smaller rivers enter it.
The DiTullio derro are paranoid and hostile to everyone, and often to each other. But they truly fear the aboleth lords who lurk in the darkest depths of the Darkling Lake. They have erected a number of small stone houses on their islands, and laid claim to a heavy stone tower that predates their settlement (likely crafted by magic as the stone is nearly perfectly smooth).
They fish on their boats when they seek solitude, but most of their food comes from the nets set to capture fish that come from the smaller river outlet which pours into the Darkling down a twelve foot waterfall. The constant sound of the waterfall only serves to heighten the paranoia of the Derro, but they dare not move away from it as it is their best food source.
While much of the city is served by “surface sewers” to move waste and water, in parts of the old town there exist proper underground sewers that date back to the previous empire’s attempts to clean up the city as a whole. Basements in these neighbourhoods occasionally incorporate parts of the sewer construction, or vice versa. And of course, in the trope of D&D sewers, they have become home to wererats and other foul creatures that represent the decay and seedy side of civilization.
This map focuses on one of the more interesting parts of the sewers under Delren Street. The central location (top centre of the map) is an old basement that is no longer connected to the structure above it and that is linked into the sewers by a secret door. This basement is currently in use by Skittler, an old wererat sorcerer who maintains a small study and bedroom in a side chamber. The rest of the basement is kept fairly clean, with Skittler sweeping it out regularly (and leaving a small pile of dust right outside the secret door).
South of Skittler’s lair is the lair of a couple of less “human” wererats. The entrance to this lair are a pair of large rat-holes in the walls of the sewer – however recently they’ve taken to bringing in larger items to make themselves more comfortable, and have had to enlarge one of their holes to do so – meaning that it is only a matter of time before someone discovers this hiding place.
To the right we have a maintenance access to the sewers (a hatch leading down stairs to the sewers themselves. Extended sections of this area have been barred off with a permanent portculis-type wall. At the upper-right edge of the map we have a section of these structures that has been sealed off from the sewers proper and converted into the basement of a small inn above.
Along the blighted coast, beyond the lands of snow and ice and the adventurers’ boom-town of Gravelthorpe there is an old white stone pier on a quiet lonely shore. In the right seasons you can sometimes find the ruined road that leads into the hills from there and eventually to the valley of the Three Pillars of Ssa-Tun.
The three pillars of Ssa-Tun are massive spires of marbled white and purple stone that reach up over a hundred feet from the ground and descend to unknown depths. Leading to these pillars are a few old ruins reduced to small mounds of rubble, and a much more intact set of ruins built up around the pillars themselves.
And of course, these ruins are inhabited by something unpleasant, alien, and milky white in colour. For the pillars of Ssa-Tun are used, when the stars are right and the proper incantations made, to travel to three specific sites in the Alabaster Hells.
When activated through specific rituals “when the stars are right”, the three pillars of Ssa-Tun act as portals to anchor points in the Alabaster Hells. One of the three pillar-gates leads here, to a small cavern containing a lake of milky-white fluid. As with most things in the Alabaster Hells, everything here is not-quite-white in colour – from the pale grey walls to the heavy quartz pillars that seem to hold up the ceiling of the cave, to the milky-white liquid that seems to be slowly filling the cave.
Guests here quickly discover that the pillar in the centre of the alabaster node doesn’t act as a return gate – and instead they must return through one of the four other gates that can be summoned. At the end of each row of quartz pillars a gate can be called with a quick ritual and splashing the milky waters on the inward faces of the two pillars in question. The ritual, fortunately, is inscribed on the walls of the hall to the “west”. The waters, unfortunately, are both toxic and strongly alkali.
And most importantly, it would be foolish to thing that nothing resides under those waters...
“Yes now, the Hag’s Swamp you say? It is to the southeast of the keep – mostly swampy wetlands with a few hills and a copse of fir trees. Some say there are lizard folk what live in them swamp, but I figure you stick the the higher ground and the fir trees and you can keep safe from ’em.”
The Hag’s Swamp is best known for the lizard folk lair in the middle of it, and less well known for the giant poisonous spiders that live in the fir trees. But there are a few other points of interest marked out on this close-up of the map.
An old burned out village once belonged to fishing community on one of the river islands. When the fisherfolk fell into conflict with the lizard folk, they moved to the keep and torched the place themselves out of spite.
A second house, in much better repair, is on the edge of the forest just east of the giant spiders. Obviously the resident here has some “arrangement” with the other local creatures – while she claims it is that she offers them no competition, the reality is the swamp hag that lives here does so in peace because all other residents of the area live in fear of her.
On a hill to the northeast is a set of three black menhirs set over a small cave. The old mound was used by the druids living among the fisherfolk, and a couple of times a month they still come together, sneak out of the keep, and return here for their rituals.
A number of townfolk head out to the Old Grant Farm about once or twice a month in a semi-secretive manner. They are a motley crew, a mix of the well-to-do and grubby farmers and the woodswoman ranger.
It turns out this town has a very draconian “legal system” where punishment for not fitting in or disturbing the way things are involves the cockatrice pit.
Behind the barn at Old Grant’s farm is a deep square hole dug into the ground. At the bottom of the hole is a small cave, home to “the chickens” – a pair of cockatrice that are used to dispense a very final “justice” to those who fall afoul of the locals.
Most people are just thrown in and left for the cockatrices to petrify and consume, but some are instead lowered on ropes to be fished back out afterwards and used as displays in some of the finer establishments in town.
As the month rolls into the dog days of summer, it is time to tally up the votes of the awesome patrons who keep the site alive via the Patreon campaign and release some of our older maps under the commercial use license. This month we start off with a town drawn five years ago – the Fortress at Hawksford.
While this was once a fortress of the Ukho Confederacy, the citadel fell forty years ago to mercenaries of the Udruviel Dynasty. With the collapse of both those polities over the next decade, the Fortress at Hawksford has managed to remain ungoverned. And while no external governance has been imposed on the people of Hawksford, they have also resisted the creation of an official government of their own. Which isn’t to say the place is completely disorganized – commerce continues as normal and the walls are patrolled by various “concerned citizen groups” who try to track the comings and goings of visitors and locals alike.
The stone walls and gatehouses remain in good shape although they see little maintenance now so it is only a matter of time before they start to wear down. A large number of dwarves make the town their home, happily away from the governance of humans and elves alike.
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.
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.
Before we start posting maps for August, we still have the last of the maps voted on last month by the amazing supporters of the site through our Patreon campaign for re-release under our free commercial license. So welcome back to Leeb’s Fortress, originally released on the blog back in 2014.
The Leeb family has long maintained their hereditary holdings on a small spire east of town. Although not a rich family, the fact that the holdings include a small fortress that overlooks the fields down in the valley has ensured that the family name is remembered and that they are treated far better than their economics would normally allow.
But this spring the drake arrived, killing Henry Leeb and his three sons, and trapping the remaining family (and their servant in the fortress. The townfolk wouldn’t really have cared all that much, except that once it had eaten the Leeb boys, the drake began plundering the flocks of sheep from the area. Now it’s a problem. And of course, where there’s a dragon, there has to be treasure!
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.
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.
So glad that I found this thread! Thank you, Dyson, for sharing all of your amazing art with this community. I very much like the feel of these maps and the wonderful descriptions that accompany them.
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.
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.)
The ruins of Saurguard Haunt are but burned stones and bits of rain-cleaned charcoal. But it is a harder task to burn down the small dungeon that sat beneath it.
Used as a traditional dungeon to hold prisoners under Saurguard – the dungeon was being expanded to include a temple to the proscribed lords of damnation when construction breached into a a cave slightly beneath the level of the temple and proceeded down through the limestone to the hillside beneath the Haunt.
Of course, you can’t just leave places like this open and unguarded and not expect foul things to move in… The lower entrance to the savage caves has been claimed by giant spiders who have killed off the entire bat population that once lived here, and who knows what foulness has taken over the ancient dungeons?
I've converted your Warrek's Nest from your site. Your great line drawings make it easy for me to try different things in my map making skills, without having to worry about what the dungeon site looks like or what the function is.
Awesome! I love hearing about my work showing up in people's games. Makes me deeply happy.
Old Wharton Mine was a small local source of onyx in its prime, but its location deep in the jungle made it nigh impossible to maintain supply lines or defenses. In the end the mine was abandoned because of prowling beasts and the difficulty in maintaining a workforce out here.
But onyx is a troubling stone. It is the standard material component for animating the dead, and it seems some dark magic is present in the old mine as well as many chips and bits of black and white banded onyx. Now the dead crawl the mine, waiting for prey to kill and try to consume. Animals that came here to get out of the heat were the first victims, but the other beasts of the area have learned to avoid it.
Now the dead wait for those foolhardy enough to try to reopen the mine, or to claim the onyx that remains.
Heart of Darkling – DiTullio Islands
Several rivers run into the Darkling Lake - the vast underground "sea" at the end of the Darkling River. The Ditullio Islands are a small fishing community of mad derro tucked against the shore of the Darkling Lake where two smaller rivers enter it.
The DiTullio derro are paranoid and hostile to everyone, and often to each other. But they truly fear the aboleth lords who lurk in the darkest depths of the Darkling Lake. They have erected a number of small stone houses on their islands, and laid claim to a heavy stone tower that predates their settlement (likely crafted by magic as the stone is nearly perfectly smooth).
They fish on their boats when they seek solitude, but most of their food comes from the nets set to capture fish that come from the smaller river outlet which pours into the Darkling down a twelve foot waterfall. The constant sound of the waterfall only serves to heighten the paranoia of the Derro, but they dare not move away from it as it is their best food source.
While much of the city is served by “surface sewers” to move waste and water, in parts of the old town there exist proper underground sewers that date back to the previous empire’s attempts to clean up the city as a whole. Basements in these neighbourhoods occasionally incorporate parts of the sewer construction, or vice versa. And of course, in the trope of D&D sewers, they have become home to wererats and other foul creatures that represent the decay and seedy side of civilization.
This map focuses on one of the more interesting parts of the sewers under Delren Street. The central location (top centre of the map) is an old basement that is no longer connected to the structure above it and that is linked into the sewers by a secret door. This basement is currently in use by Skittler, an old wererat sorcerer who maintains a small study and bedroom in a side chamber. The rest of the basement is kept fairly clean, with Skittler sweeping it out regularly (and leaving a small pile of dust right outside the secret door).
South of Skittler’s lair is the lair of a couple of less “human” wererats. The entrance to this lair are a pair of large rat-holes in the walls of the sewer – however recently they’ve taken to bringing in larger items to make themselves more comfortable, and have had to enlarge one of their holes to do so – meaning that it is only a matter of time before someone discovers this hiding place.
To the right we have a maintenance access to the sewers (a hatch leading down stairs to the sewers themselves. Extended sections of this area have been barred off with a permanent portculis-type wall. At the upper-right edge of the map we have a section of these structures that has been sealed off from the sewers proper and converted into the basement of a small inn above.
Along the blighted coast, beyond the lands of snow and ice and the adventurers’ boom-town of Gravelthorpe there is an old white stone pier on a quiet lonely shore. In the right seasons you can sometimes find the ruined road that leads into the hills from there and eventually to the valley of the Three Pillars of Ssa-Tun.
The three pillars of Ssa-Tun are massive spires of marbled white and purple stone that reach up over a hundred feet from the ground and descend to unknown depths. Leading to these pillars are a few old ruins reduced to small mounds of rubble, and a much more intact set of ruins built up around the pillars themselves.
And of course, these ruins are inhabited by something unpleasant, alien, and milky white in colour. For the pillars of Ssa-Tun are used, when the stars are right and the proper incantations made, to travel to three specific sites in the Alabaster Hells.
https://rpgcharacters.wordpress.com/2018/07/16/ruins-at-the-three-pillars-of-ssa-tun/
When activated through specific rituals “when the stars are right”, the three pillars of Ssa-Tun act as portals to anchor points in the Alabaster Hells. One of the three pillar-gates leads here, to a small cavern containing a lake of milky-white fluid. As with most things in the Alabaster Hells, everything here is not-quite-white in colour – from the pale grey walls to the heavy quartz pillars that seem to hold up the ceiling of the cave, to the milky-white liquid that seems to be slowly filling the cave.
Guests here quickly discover that the pillar in the centre of the alabaster node doesn’t act as a return gate – and instead they must return through one of the four other gates that can be summoned. At the end of each row of quartz pillars a gate can be called with a quick ritual and splashing the milky waters on the inward faces of the two pillars in question. The ritual, fortunately, is inscribed on the walls of the hall to the “west”. The waters, unfortunately, are both toxic and strongly alkali.
And most importantly, it would be foolish to thing that nothing resides under those waters...
https://rpgcharacters.wordpress.com/2018/07/19/ssa-tuns-lake-of-milk/
The Hag's Swamp
“Yes now, the Hag’s Swamp you say? It is to the southeast of the keep – mostly swampy wetlands with a few hills and a copse of fir trees. Some say there are lizard folk what live in them swamp, but I figure you stick the the higher ground and the fir trees and you can keep safe from ’em.”
The Hag’s Swamp is best known for the lizard folk lair in the middle of it, and less well known for the giant poisonous spiders that live in the fir trees. But there are a few other points of interest marked out on this close-up of the map.
An old burned out village once belonged to fishing community on one of the river islands. When the fisherfolk fell into conflict with the lizard folk, they moved to the keep and torched the place themselves out of spite.
A second house, in much better repair, is on the edge of the forest just east of the giant spiders. Obviously the resident here has some “arrangement” with the other local creatures – while she claims it is that she offers them no competition, the reality is the swamp hag that lives here does so in peace because all other residents of the area live in fear of her.
On a hill to the northeast is a set of three black menhirs set over a small cave. The old mound was used by the druids living among the fisherfolk, and a couple of times a month they still come together, sneak out of the keep, and return here for their rituals.
https://rpgcharacters.wordpress.com/2018/07/23/the-hags-swamp/
The Cockatrice Pit
A number of townfolk head out to the Old Grant Farm about once or twice a month in a semi-secretive manner. They are a motley crew, a mix of the well-to-do and grubby farmers and the woodswoman ranger.
It turns out this town has a very draconian “legal system” where punishment for not fitting in or disturbing the way things are involves the cockatrice pit.
Behind the barn at Old Grant’s farm is a deep square hole dug into the ground. At the bottom of the hole is a small cave, home to “the chickens” – a pair of cockatrice that are used to dispense a very final “justice” to those who fall afoul of the locals.
Most people are just thrown in and left for the cockatrices to petrify and consume, but some are instead lowered on ropes to be fished back out afterwards and used as displays in some of the finer establishments in town.
https://rpgcharacters.wordpress.com/2018/07/26/the-cockatrice-pit/
What happens if someone survives the cockatrices? Do they get their "crimes" absolved?
No one has. One almost managed to climb out, but a few good kicks in the head kept him in line.
As the month rolls into the dog days of summer, it is time to tally up the votes of the awesome patrons who keep the site alive via the Patreon campaign and release some of our older maps under the commercial use license. This month we start off with a town drawn five years ago – the Fortress at Hawksford.
While this was once a fortress of the Ukho Confederacy, the citadel fell forty years ago to mercenaries of the Udruviel Dynasty. With the collapse of both those polities over the next decade, the Fortress at Hawksford has managed to remain ungoverned. And while no external governance has been imposed on the people of Hawksford, they have also resisted the creation of an official government of their own. Which isn’t to say the place is completely disorganized – commerce continues as normal and the walls are patrolled by various “concerned citizen groups” who try to track the comings and goings of visitors and locals alike.
The stone walls and gatehouses remain in good shape although they see little maintenance now so it is only a matter of time before they start to wear down. A large number of dwarves make the town their home, happily away from the governance of humans and elves alike.
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.
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.
https://rpgcharacters.wordpress.com/2018/07/30/crypts-of-the-immortal-fortress/
Before we start posting maps for August, we still have the last of the maps voted on last month by the amazing supporters of the site through our Patreon campaign for re-release under our free commercial license. So welcome back to Leeb’s Fortress, originally released on the blog back in 2014.
The Leeb family has long maintained their hereditary holdings on a small spire east of town. Although not a rich family, the fact that the holdings include a small fortress that overlooks the fields down in the valley has ensured that the family name is remembered and that they are treated far better than their economics would normally allow.
But this spring the drake arrived, killing Henry Leeb and his three sons, and trapping the remaining family (and their servant in the fortress. The townfolk wouldn’t really have cared all that much, except that once it had eaten the Leeb boys, the drake began plundering the flocks of sheep from the area. Now it’s a problem. And of course, where there’s a dragon, there has to be treasure!
https://rpgcharacters.wordpress.com/2018/08/01/release-the-kraken-on-leebs-fortress/
I'm following this passionately! Your stuff is great :o
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.
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.
https://rpgcharacters.wordpress.com/2018/08/03/black-ichor-of-the-iron-obelisk/
So glad that I found this thread! Thank you, Dyson, for sharing all of your amazing art with this community. I very much like the feel of these maps and the wonderful descriptions that accompany them.
Valaith "Rimehand" Kalukavi - Chronicles of Arden
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.
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.)
https://rpgcharacters.wordpress.com/2018/08/06/further-delves-for-the-black-ichor/
I really love the maps you make that show height, they are really pretty.