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 2003 Compiled Archive
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| Quest Maps |
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12/25 Bonus Overland Map: This overland map can be used as a locator for any of this month's maps or as a separate adventure aid. Use it to base a small campaign or a long quest or any number of other purposes. |
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12/11 The Dungeon: Hidden at the top of the cliff wall is an entrance to a secret dungeon. I could have been used as a base for an evil warlord or perhaps a chamber of horrors run by a sadistic creature from another plane. There are many unusual room features to explore. |
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12/04 Ruins and Caves: Here's a small guardhouse or perhaps keep nestled at the bottom of a tall vertical climb. It has been overrun by bandits and beasts alike but if you look carefully, a tunnel can be found that leads to the top of the cliff to reveal yet another set of rooms carved into the rock. |
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| Dungeon Tiles for D&D Miniatures |
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11/20 Angles and Spiders: This oddly shaped room has the remains of some hapless adventurer who wasn't quick enough to escape the tumbling bricks from above. An eerie greenish glow suggests there is still some evil presence here. The hall is choked with webs and pesky spiders, a nice place to slow down a party on the run. |
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| Caves |
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10/30 The Crypt: This cave would serve as an excellent burial place or hidden temple. As you can see, some tunneling into the side was done well after the original construction. What would the large altar be for? |
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10/16 The Worming Way: What if ancient gigantic worms dug out a tunnel complex? I think it would result in many rooms, chambers, and a water feature. The entrances suggest the wormlike creatures dug into the side of a hill or perhaps a small mountain. |
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| Dungeon Lairs and Hideouts |
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09/25 Hall of the Mountain King: Long ago, this was the hall of a prosperous bandit king. His name has been lost in history, but the spoils of his banditry have not. If you dare explore the depths, perhaps you can find them. |
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09/12 Under the Canal: The waterways of a city can conceal many secret storerooms like this one. They're the perfect place for shopkeepers to store things in case of a raid by the local constabulary. |
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09/04 Bandit Roost: Here's a complex that any bandit king would kill for. Plenty of traps to deter interlopers, lots of guard posts, and big storage areas for loot. Beware of the giant spider creature below. The current residents haven't figured out how to deal with it yet. |
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| Forested City and Feature Locales |
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08/28 Tree Fortifications: This extra map visually explains a fort wall that is built around an exiting line of trees. It can be used to diagram a fortification that would be placed surrounding the forested city from earlier this month. |
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08/28 Royal Cemetery: This map could be easily added on to an existing castle. It shows a rare glimpse at a private cemetery within castle walls. Many generations of noble families rest here. |
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08/21 Stout Stronghold: This small fortification would work well to house a small gathering of troops or perhaps a single high-level adventurer. It has plenty of outbuildings for living and working, as well as storage. With its two wells, fresh water is abundant. |
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08/07 Forested City: This large city could be fit in anywhere near or in a forest. It is quite large. It is especially suited to use as an elven city because of its treehouses. |
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| Canal City of Mystery |
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06/26 Canal City Overview: This overview makes a good handout for players or allows a Dungeon Master to have her own keyed map while giving an unkeyed one to the players.
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06/19 Canal City Tile 3: The northeastern section of town shows some of the canals that run throughout the city. An in-set of the city itself in the corner shows how it relates to the continent it sits on.
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06/05 Canal City Tile 1: This tile shows a small section of the main wall as well as the beginning of some different neighborhoods. Along the coast is a small shipping port. As you can see, the city is built on a river that runs through it.
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| Dungeons and More Dungeons |
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05/29 Dwarven Dungeon or Fortress Dungeon: This final dungeon would make a great dwarven storage area or series of dwarven great halls or maybe an underground complex beneath a fortress. |
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05/15 Cult or Guild Dungeon: This dungeon has some unusual features to it. It could be used as a lair for an underground cult or guild. Are the strangely shaped rooms the symbols of an organization, or the embodiment of magical symbols that give the rooms strange properties. |
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05/01 Dungeon Level with Large Open Area: This dungeon has an assortment of small- and medium-sized rooms, and it includes a large open area that would accommodate an underground temple or other holding. |
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| Close Quarters Buildings |
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04/24 Sorcerer's Guild/Laboratory: Wizards and sorcerers meet and work in this group of buildings. It can be a guild of several members, or it could be the workshop of a single wizard. You decide. |
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04/17 Fort/Garrison/Prison Cells: This collection of buildings is a good example of where the town guard would work and live. The prison cells are for those who have crossed the law, or perhaps delinquent taxpayers. A small watchtower to overlooks the grounds. |
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04/10 Temple/Monks' Quarters: Here is a generic temple with living quarters for those who reside here. It could easily become an evil temple for characters to raid, or a safe refuge that the heroes must defend against raiders, or an assassin. |
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04/03 Eating Halls/Tavern/Storerooms: This grouping holds four buildings to explore. It could work well to represent a city block where serving and storing food is the predominant mercantile mode. Its nooks and crannies hold plenty of places to hide, as well as a secret basement. This grouping could also be a rowdy section of town where the rough types hang out at the tavern waiting to start a brawl. |
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| Lost Temple |
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03/27 Main Catacomb Lower Level: The lower level of the catacombs was used for sacrifices and other rituals, as well as to house the either the living quarters or the tombs of the high priests and important temple functionaries. The temple sanctuary is still in use by a mysterious presence, and the room's central pool is filled with a strange swirling mass.
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03/20 Main Catacomb First Level: After descending the central shaft by a rope or magical flight, characters find a collection of rooms that were once used for living and storage during the temple's heyday -- or perhaps the furniture and containers that remain are grave goods, left to serve buried inhabitants in the next life. The craftsmanship of the walls and floors is superb, and the surfaces are very smooth.
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03/13 Temple and Catacombs Side/Cutaway View: This view of the temple shows the relationship of the aboveground structures to the catacombs that lie beneath the temple. You can also get a sense of the height of the temple itself in when viewed in the context of the surrounding vegetation.
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03/06 Temple and Surroundings Overview: Many years ago, this was a thriving temple. It is hidden deep in the steamy jungle atop a forested hill overlooking a small river valley.
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| World Overview & Castle |
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02/27 Castle, Upper Level of Lord's Hall and Illustrated View: The final map in this series details the uppermost levels of the Lord's Hall. The sleeping chambers of the lord and lady of the castle would be mostly likely to be located here. |
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02/20 Castle, Upper Level: This map shows the details of the upper level of the castle. You can see how the gatehouse works, as well many areas to explore and possibly fight through. |
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02/13 Castle, Ground Level: Here is the main floor of a castle ready for any group of adventurers to explore, invade, or inhabit. Features include stables, two wells, a chapel, and various chambers for living and working. |
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02/06 World Overview: This blank world map can be a starting point for a new adventure or used as a visual aid to players to a new world that has yet to be explored. If you just adjust it's scale, it can represent a whole world, a continent, or an island. |
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| Frontier Landscape |
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01/30 Water-Filled Open-Pit Mine:This final map attaches to the right side of the Small City, Lake, and Stream map. A rather large hamlet lies in its southeast quadrant, while open countryside and a large open pit mine filled with water hold the center of attention. |
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01/23 Small City, Lake, and Stream:This fifth map attaches to the right side of the Small City and Marina map. It features the right side of a small city on a hilltop, a small settlement below the city, more of the region's forest, and a beautiful lake and stream. |
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01/16 Bonus: Cotton Plantation and Log Jam:This fourth map attaches to the top of Small City and Marina map. The industries that allow the towns in the region to survive spring to life in this map. It features a cotton plantation, heavy woods. and a large, dangerous log jam in the river. |
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01/16 Small City and Marina:This third map attaches to the right side of the Monastery and Lighthouse map. It features the left half of a small city on a hilltop, a fanciful marina, ships, a shipwright's shop with dock and drydock, and a large countryside manor. |
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01/09 Monastery and Lighthouse:This map attaches to the right side of the Hamlet and Manor map. It features a rambling monastery, a large blacksmith shop, a cabin in the woods, and a small lighthouse in the bay. |
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01/02 Hamlet and Manor:A small hamlet nestles along either side of its main road. The hamlet lies at the edge of the woods. The road branches off just outside of town to run toward the sea. Before it gets there, a track leads off it to an old seaman's manor. |
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One-Page Composite:This multipiece frontier landscape featuring a small city and a number of hamlets and other singular regional buildings is a composite of this month's map-a-week feature. Two-Page Composite:This larger composite of the month's landscape map will print on an 11-inch by 17-inch piece of paper or two letter-size pages. It can serve as a player handout or DM key map. |
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