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Dear Dynamic Dungeoneers,

Today I invite you for a trip up the hills near some old ruins with the remnants of thick walls of a long forgotten building.

The ravaged site lies near a trekking road and is sometimes visited by local kids during the night, plus it offers decent shelter for vagabonds against the elements. 

Few have knowledge of the extensive system of corridors hidden beneath the mound, and even less would venture to explore its depths.

Do the Uphill Ruins have anything to do with the sudden disappearance of some of the kids living nearby? What sect or cult might have chosen to hide their artifacts in the dungeon? Can this hidden cavern serve as a gateway to the Underdark?

I have worked a lot on this map pack to get the best outcome, so all feedback is welcome

Download:https://drive.google.com/drive/folders/1gz6bXmzRlckKvj6yJcbsTETRG8mMF6t8?usp=sharing

Exclusive maps: 

The night ruins without campfire and an unoccupied (unfurnished) version of the dungeon will be sent out in a private message to my generous patrons, who support every (or three) creation per month.

One more exclusive map goes out to you, the autumn crossroads, without the cemetery gate. A nice little map for a random encounter on the way to the ruins.

If you don't get the exclusive maps by tomorrow, don't feel left out, but support every or three creation and you'll get these next month. 

Share your ideas on what purpose this abandoned place might serve for you and what monster one might encounter on and below ground level. Don’t hesitate to leave a comment or send me a private message.

Thank you for your continued support!

Comments

DungeonMasterMind

I love the Uphill Ruins map, reminds me of Fellowship of the Ring when they're defending the top of the peak from the Nazgul and Frodo gets stabbed. I think this map is perfect for a "Defend the Hill" battle, almost tower defense with waves of enemies slowly climbing up and the party at the top having to keep the top defended over a given period of time until help arrives or until dawn. The fact that you have a Day & Night version is great, because you can time lapse the waves coming in if what they're defending is some ancient relic there or something that can't be moved. So you have the Day 1 wave, Night 1 wave, Day 2 wave, Night 2 wave, and the cavalry arrives at dawn on the third day. Something like that is super fun. Minor constructive criticism: The underground part is not useful and feels like it could be any random section of underground dungeon. I think there's a missed opportunity here where you could have sections of the walls of the ruins coming down in an alternative version of the main map. Or a rockslide version, like an avalanche Before & After that changes the battlefield in some strategic way. Maybe if they unleash the rockslide it kills all the enemies on that side, but for all future waves the enemies now have an easy ramp up on that side which is much faster than climbing. I might be wrong but I think those kinds of variations would be easier for you to create because you're working off the main map and making a few changes to that? (Wall breaks down but otherwise the same, Avalanche but otherwise the same, Bridge was there but now falls down, Room slowly fills with acid over 4-5 maps of the same area, etc). Just something to keep in mind for the variations on future projects. It's SO HELPFUL to have those variations that change the battlefield/strategy mid-battle, versus another different map like the underground one from this set. Amazing work, you're my favorite map maker! Thanks for all you do.