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This is the base set for this weeks maps. It includes high resolution day and night variants of every level. Higher tier patrons can get the complete set with additional variants HERE 

This map set is part of the Samarahd series, and will be the last in the series for now.

Background

As well as leading research and advising the senate, the Order of the Magi are in charge of overseeing the imprisonment of the most dangerous criminals in Samarahd, those with high level magical abilities. Deep below their island, deeper even than the floor of the surrounding oasis, is the Mage’s Prison.

Access into and out of the prison is by teleportation portal, and that portal can only be activated by the Order from within their tower so escape from within is all but impossible. Additional arcane protections and suppressive runes throughout the prison structure mean that once inside the prison, no magic can be used.

At the very bottom of the prison is a single extra secure cell, built specifically to hold an incredibly dangerous individual. He has been down there so long, that many have forgotten about him, but he forgets nothing. Perhaps he holds a key piece of information to aid the party, but what will be his price to offer it up?

Grid Information

GRID SIZE 34x22 (300DPI)
VTT
SIZE – 4760x3080 (140DPI)
RECOMMENDED
PRINT SIZE A1/ANSI D

Design Notes

Mages Prison – Entrance

  • 01 – Portal – The only way in and out of the prison. This portal can only be activated from the towers above.
  • 02 – Secure Chamber – All visitors and new inmates must pass through this checkpoint before being allowed in. Rooms on either side allow for a ‘kill box’ set up if necessary.
  • 03 – Security Checkpoint – Guards check in everyone who comes to the prison, whether new inmates, visitors, guards or the members of the order themselves. All activity is logged.
  • 04 – Visitation Room – Visits to the inmates are rare but are allowed with supervision. The inmates sit within an arcane circle that restrains their movement and further dampens arcane abilities.
  • 05 – Security Checkpoint
  • 06 – Storage Room
  • 07 – Stairs – Stairs lead down to the cells and prisoner common areas (15).
  • 08 – Inmate Check-In – New inmates have to go through a screening process where they are checked to ensure nothing is being bought in, and a short interview to assess their state of mind. They are also given an orientation of sorts to prepare them for what is most likely a life sentence underground.
  • 09 – Inmate Belongings – Any personal items the inmates have on them when they come in are stored here.
  • 10 – Trapped Corridor – This corridor leads to the panic room (11). Traps can be set off from within the panic room if needed.
  • 11 – Panic Room – In case of a prisoner breakout or riot, the guards can retreat to the panic room and alert the Magi.
  • 12 – Break Room – Rest area for the guards between shifts.
  • 13 – Wardens Office
  • 14 – Records – All prisoner records and visitation logs are kept here.

Mages Prison – Common Rooms

  • 15 – Stairs – Stairs go up to the Entrance level (07) and down to the secure cell (24)
  • 16 – Common Room – When the inmates are not in their cells, they spend most of their time here. At present there are only 6 inmates, and they all know each other very well, even if they don’t always get along.
  • 17 – Kitchen – Food is prepared by the inmates and all their meals are consumed here. The guards oversee all activities, but for the most part the inmates are in charge of their own schedule and daily routines.
  • 18 – Pantry
  • 19 – Bathroom
  • 20 – Secret Portal – A couple of the guards had concerns about being able to reach the panic room in time in case of an emergency, so they attempted to install a bootleg portal, unbeknownst to any of the others. However they have not been able to get it working so far, due to the arcane dampening in the structure.
  • 21 – Secure Corridor
  • 22 – Cells – Each of the prisoners has their own cell. Until recently they were all full, but one prisoner died a few nights ago. So far it is not considered suspicious.
  • 23 – Hidden Escape Tunnel – While magic may not be possible down here, a sharp spoon and a few years work can go surprisingly far. There is still a very long way to go.

Mages Prison – Secure Cell

  • 24 – Guards Room – The guards watching the secure cell are rotated out regularly, but even so it is a very boring job. The prisoner has been down here for years and causes no trouble. Apart from bringing in food 3 times a day and clearing away the waste bucket, there is very little to do so the guards are often playing games or napping.
  • 25 – Hidden Corridor
  • 26 – Vault – Even the guards are unaware that the prison is home to this vault. It contains a magic item that is potentially more dangerous than all of the inmates combined and has been stored here by the Magi on behalf of the senate.
  • 27 – Trapped Corridor – A series of traps along the corridor are set off automatically if the vault is opened from within, and they can also be activated by the guards.
  • 28 – Secure Cell – This stand-alone cell is home to a single individual who has been in solitary confinement for years, possibly decades. Extra protections are in place around the cell, but most of the guards feel they are unnecessary. The individual is always gentle and polite, and his years alone don’t seem to have done him much harm.

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