Dungeon, Dungeons & Dragons, Fantasy, Labyrinth Lord, Maps, OSR, RPG, Temple, Volcano
Gedak, high priest of Drothos, was aided by divine inspiration and many protection from elements spells as he toiled to build a temple to the ancient banished god under the frozen caldera of a volcano that slowly spills it’s lava down along the Iron Fang Abyss, a deep crevasse that divides the Kingdom of Tren from the lands of Warlord Yur.
There are three entrances into the temple, but only two are suitable for non fire-based entities. A small shrine on the mountainside leads to a secret entrance on the west side of the central shrine. The main entrance is on the south face of the volcano, and leads through the grand hall to the central shrine, sitting atop a lake of bubbling magma.
Gedak’s Temple is the first non-commission map I’ve drawn this year. I’ve been horribly ill since the last day of 2013 and it felt good to go through my patron responses and look for inspiration for a map. It’s also the first map trying out a new technique for secret doors suggested by those who want to use these maps with virtual table top software. The secret doors are indicated in the gap in the wall instead of directly in the drawing of the wall. I’m not 100% sold on this technique yet.
This map was inspired by Mark Gedak, the hoopy frood in charge of Purple Duck Games. His own patronage, and the patronage of other awesome people like Daniel Swensen and Tony Dowler, and the other great patrons who support the Dodecahedron through my Patreon Campaign.
This map was drawn using two new Micron pens – a 08 (for the walls) and a 005 (for the hatching and details). I think I’ll move back up to the 01 for the crosshatching in the future. It was drawn on 5-quad graph paper, scanned, enhanced, and then the lava sections were quickly colourized in photoshop.
Professor VJ Duke said:
Greetings from the professor! This looks like a setting someplace Punchy this way. Is it?
Beautiful work, as always. I was wondering something about secret doors, since you called them out: as a rule, I put them on every entrance to a location. That way, whatever is on the other side is completely hidden. The secret door on the ends of the big loop of this structure (the second from the left, if I’m not missing another) is more of a “secret shortcut”, though, since both sides are accessible from non-hidden directions. I’ve never been able to exploit that kind of thing, but I’m curious what anyone’s thoughts on that might be.
(As a side note, the classic module B1 had two rooms separated by a secret door, but you could just go out to the hallway and enter the next door and be there, so it didn’t even seem like a shortcut was necessary. That’s always bugged me.)
Could use a few more bubbles in the bubbly lava
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