#dungeon map
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oldschoolfrp · 1 year ago
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"Did you ever notice that all the floors down here are gridded off in light blue lines?" (Jennell Jaquays, The Space Gamer 17, May-June 1978)
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gilgalahad · 6 months ago
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Castle Grief
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smcadam · 10 months ago
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The Infernal Oubliette, 50x50 Map
A subterranean prison and forge, with a north west elevator entrance, north east mine, central jailblock, eastern conveyor belt, and south east forge and dragon cell.
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enuimakesstuff · 1 year ago
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The campaign for Return to Perinthos: A Memorial Book Fundraiser in the Memory of Jennell Jaquays is now live!
I made a dungeon for this book. I don't remember how I got the idea of cross stitching the map, but once I got it, I couldn't get rid of it. I kept it small because I wanted to get it done in a reasonable time, and also to keep within the 750 words limit.
Several layers of inspiration ended up into this, even if they might not be apparent because I had to keep short (something I'm not very good at): Moirae, Ariadne's thread, SABLE (stash acquisition beyond life expectancy), redcaps, the generosity of crafters, how some fairies are offended by gifts of clothing, things that are not what they seem.
I am very happy with the cross hatching, I love Dyson Logos style maps and I wasn't sure if I would be able to convey it in stitches but I think I managed
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billiambabble · 2 months ago
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"Ritual Chambers". I think I'm only tweaking this map for now, so I'm declaring it "done" - at least in this form. Procreate and Amaziograph. [Edit: I uploaded this with a shadow layer turned off, so I guess this image is just a WIP]
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canadian-witch · 1 year ago
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Isometric ready-to-use dungeon set now on roll20 and drivethruRPG
Includes a multi-room multi-level dungeon with a combat arena, icey ruin and water temple variation, as well as tokens for each location so you can play immediately and a blank if you'd rather decorate yourself!
Patrons have early access and access to exclusive tokens that will never be available on roll20 <3
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stitchedtogethermaps · 1 year ago
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The Atelier [28×36]
Our latest map to kick off 2024 is our Atelier map set! Heavily inspired by Quifrey's Atelier from the manga series “Witch Hat Atelier” this multi story cottage is a great home base for a group of casters or a place for a party to seek out advice. 
Each variation in the set includes a gridded and ungridded version.
All of our maps are drawn by myself in Clip Studio Paint. 
All variations are available on our Patreon: https://www.patreon.com/stitchedtogether
And you can Follow us for updates on: 
Instagram- https://www.instagram.com/stitchedtogethermaps/
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cuchinka · 10 days ago
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A 3D-ish map of random DnD basement/tomb/dungeon. I'm really proud of this one.
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sammys-daily-pixel · 1 month ago
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I've nearly finished the dungeon for my players for today's daily pixel! It's been coming along fantastic.
Beneath the church of Clul Ursula is a small wine cellar. Once used as part of this towns proud wine exports it's been ransacked and repurposed by the Setantan reapers. They're a group of pirates who've pressed their heel on the churches throats, and are using it's basement for occult rituals.
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slugdragoon · 1 year ago
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Dungeon Appreciation Post #4 - Womb of Grief (Shin Megami Tensei: Strange Journey Redux)
I mean, just look at this thing. The scale of the optional extra dungeon in SMT: SJR is something I aspire to. I mean, the original game came out for Nintendo DS in 2009, the remake (and thus this dungeon) in 2017, but the design here is truly old school.
While the dungeon itself is super recent, it follows the general design of dungeons in the main game, which is to fill just about as much of the map grid as possible on each floor, except this one has seven, and you return to it, going deeper each time as you go through the main story. Typically, you go to a lower floor and eventually open a shortcut to the one above so that you can return more easily.
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The Womb of Grief makes heavy use of conveyor floor tiles and teleporter tiles with unclear destinations, classic but controversial elements in DRPGs, some say outdated. Strange Journey was notable for throwing back to these designs that have in some ways fell out of fashion, but they are classic confusion tactics. My first experience with both of these was Pokemon Blue, with conveyor tiles in the Celadon Game Corner and teleporters in Sabrina's Gym. It also has some invisible floors, and pit traps that can take you to an unfamiliar part of a lower floor. It's main characteristic is that it's huge and very difficult to traverse, and is so despite having the map fill in as you go.
In a simpler game like Pokemon, similar traps present no real problem, but are a nod to the games that inspired them both, but in the Womb of Grief, though you map the dungeon out and can try paths you haven't yet tried, the complexity is cranked to such a level that you can have a hard time keeping track of where teleporters lead that you definitely have already been through, just because there are so many to keep track of. There's also a floor where teleporters have multiple destinations depending on the order you used them in. Both enemy encounters and poison and sleep tiles will drag and punish your failures of memory and mapping, which you might need to do on paper.
Takeaways for my own game: The Womb of Grief upsets players. It's beautiful. Strange Journey directly inspired my decision to make a dungeon crawler. But, I don't want my own game to feel as oppressive, necessarily, that requires trust from the players that I as an unknown will not have. However, I do love a sprawling dungeon that feels dangerous and uncharted. I'm not necessarily as interested in having a dungeon fill literally all available space to the point it loses a readable form, but mine will have verticality, so there's a ton of space to play with layout. I don't have to use traditional conveyor tiles, but what about a slide? It's already possible to fall off ledges, so why not have pitfalls and leaps of faith? I do want the spaces to feel real and take advantage of three dimensions, which is where the intertwined maps of Dark Souls (the first) might guide me. I'm considering having the bulk of the game take place in one mega-dungeon, so I'm looking for ways to add variety within it. In that sense shortcuts to different sectors as a progression mechanic will be a must.
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oldschoolfrp · 1 year ago
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The Bonerat Caves, an orc settlement (Titan: The Fighting Fantasy World, by Steve Jackson and Ian Livingstone, Puffin Books, 1986)
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raakdos-battlemap · 1 year ago
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[Ravnica Battlemap]Deadbridge Chasm 32x56
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Deadbridge Chasm serves as an entrance to the Golgari’s undercity realm and their guildhall, Korozda. The area smells of decomposition, an odor that grows particularly intense on hot days. Many kraul make their homes in the walls that line the cavernous descent, and Devkarin elves come up to the surface through this passage to trade on Tin Street.
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viridoculus · 2 years ago
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Have another map! A spooky mini dungeon with all the possibilities for hidden traps, ambushes and some amazing loot. Fog of War and the GM layer are your friends, haha!
Map 2/?
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elliottdm · 1 year ago
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my greatest sorrow is that I do not have the skill to break into an improv musical song while playing d&d
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mapdoctor · 2 years ago
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Haunted House Dungeon [25x25]
I absolutely love dungeons and slow, nail-biting crawling. To continue the moody atmosphere from the last map, we bring you the dungeon under our Haunted House! I'd like to provide DMs with many options, and it's a fun way to continue the urban adventure underground.
My supporters, depending on the pledge tier, get various rewards. 10 variations in high resolution, VTT-optimized maps, both grid & gridless, PDFs for print, and the Foundry modules.
Thank you for supporting our TTRPG dream. Enjoy your adventuring!
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goosegirl96 · 2 years ago
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House I saw in my dreams. Notable: the recessed conversation pit, and a curved roof that slopes down in two tiers, living room with its flat dome, and again in the exterior creating an adobe, or malian mud building vibe. Would feel almost like if a giant termite dug it out.
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