The Tower of Araphel - Hi Resolution Day, Night & Sandstorm Variants! (Patreon)
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The black obsidian tower rises sharply among the swirling sands that always seem to encompass it, shielding it from distant view. The stone steps and black columns at its base sit somewhat awkwardly, almost as though it wasn't built here, but was somehow transported to this location after it's construction.
This is the Tower of Araphel, one of the primary acolytes of the goddess of darkness. No one knows the exact origin of the tower, it has been described as existing in numerous different locations throughout recent history. The tower of the Wizard Dresden is said to have been inspired in it's design by drawings of Araphel's Tower.
On the subject of Araphel herself, there is even less information. Some books tell of her as an evil presence who seeks power and domination through perverted experiments, others that she is perfectly pleasant and content so long as she is left alone. Either way, if you should happen to stumble upon her tower, whether in the heart of the desert or on an island in the middle of the sea, turn back and leave immediately!
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To help you run the tower, or to give you some inspiration, here are some of my design notes for each of the different levels.
1 - Torture Chamber & Prison - A ladder from the hidden trapdoor above leads down to a small laboratory. Two prison cells are opposite a chamber full of torture implements. At the end of the corridor there are large chains hanging from 4 pillars.
2 - Storage - Shelves of supplies, both ordinary and arcane, line the walls. Hidden in the centre of the room is a trapdoor that leads below.
3 - Entrance Hall - Sand covered steps flanked by large columns lead up to an imposing doorway. Inside is a raised dais with a black throne. In the centre of the room is a plinth supporting a glowing orb.
4 - Mezzanine Library - Book cases full of old tomes and scrolls surround an open mezzanine that looks down on the space below.
5 - Study - Tables and shelves piled high with books,scrolls ,flasks and all sorts of arcane and alchemical equipment. There is a meeting table in the centre, and a large desk at one end.
6 - Specimen Room - Glass cabinets holding odd specimens. Heads in jars, floating eyeballs, unidentifiable stuffed creatures, bones from unknown species.
7 - Bedroom - Simply but extravagantly furnished with a balcony. In the centre of the room is an arcane glyph. When activated it opens the aperture in the floor above and levitates the user to the next floor.
8 - Arcane Circle - Summoning circle centred around the aperture. Doors lead out to a ledge. Steel rungs on either side of the tower go up to the roof.
9 - Suspended Bridges - These bridges hang above the summoning circle, giving a clear view of the arcane circle below while remaining separate from it. No obvious access without magical means or serious athleticism. Ladders outside may provide access to the barred windows. A glowing orb in the centre mirrors the one in the entrance hall. Local teleportation device maybe?
10 - Roof - Accessed by ladders from the ledge below, the trapdoors cannot be opened from above
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Use the link at the top of this post to download all of the variants of these maps in Print and/or VTT format.
GRID SIZE - 18x12 (300DPI)
VTT SIZE - 2520x1680 (140DPI)
RECOMMENDED PRINT SIZE - A3/LEDGER