Every month that we are over the $400 funding mark on Patreon, I put up a list of eight maps for patrons to vote on. The map that gets the most votes at the end of the month is released under a free commercial license.
This month we are bringing back the Three Tombs of Acker.
Really, it has very little in common other than the start point being a set of three tombs (in this case all three are “real” tombs, but two of them hide access to deeper and darker secrets). There are also more traps clearly indicated on the map than I usually include – a massive sliding block sealing off a section of the dungeon, several pit traps, portculli, etc.
There is also an apparent elevation mis-match around the central secret room. This is because the southern secret door is mounted 8′ up on the wall of the room it attaches to, and the northern secret door is a climb-up crawl-way into the northern room.
I tried to keep this very non-linear, with multiple entry and exit points and looping circular paths through the construction.
When I first found the map it looked more like this:
And then slowly grew into the map above.
The Three Tombs of Acker was drawn on standard commercial 4-quad graph paper using a 0.7mm Zebra Sarasa Gel Pen.
Since this is being re-released under the free commercial license, I figured I’d go back to the source file and add a grid to it, something I didn’t do back in 2013 when this was posted.