Saturday, March 14, 2026
[Dungeon] A Single Tomb, Unplundered... (Egyptian-style tomb for levels 4-6)
Thursday, February 12, 2026
[Dungeon] Wreck Worship - a sea & salt themed cult dungeon
- I picked 8 monsters that fit thematically, put them on the wandering encounters list, and also used that list to stock the monster rooms.
- I rolled up the basic structure and contents from the Atelier Clandestin Sandbox Generator (pretty sweet book!)
- I re-rolled results that didn't quite fit (like overlong corridors) and then modified everything on the go to make it fit better with the theme
Saturday, December 27, 2025
[Dungeon] Underground Station, Long Abandoned (location from The World of Tomorrow science fantasy campaign)
DOWNLOAD PDF
Map: North (N) is “up”. One square = 10’. Treasure values: listed in “standard coins” (c).
Vibes: mole people, Escape from New York, Terminator, Planet of the Apes, Fallout 1-2
Entrance: 500’ deep elevator shaft. Architecture:
concrete walls & floors. Doors: Code-locked
sliding metal doors, numerical panel by side (can be hacked, short-circuited;
codes hidden in safe of #7).
Generator in #1 has three modes of operation:
|
Mode |
Light |
Elevator |
Train |
|
OFF |
no |
no |
no |
|
EMERGENCY |
dim red |
no |
yes |
|
FULL |
bright white |
yes |
yes |
Random encounters: 1-in-6 chance every other turn to run into Amyntor. Introduce
wandering vermin or lesser mutants as needed.
Amyntor (Halfling 3): The main
inhabitant of the station. A cyclopic person of short stature in a ragged
vault-suit, exile from a secret high-class bunker (COMPLEX 4000). Has
night-vision goggles (single-eyed, 60’) and a Puppet-Master 3000 device to
control the Mutants in #3 (it glitches out often, so can only issue commands to
2 random mutants out of the 3 in each round). Shy and paranoid, likely to hide
and sneak around (don’t forget to check for surprise and encounter distance –
the result might mean he is around the corner). If in danger, flees and
activates the Mutants.
AREAS:
1. ENTRANCE HALL. Elevator arrives here. Generator in SW corner,
currently OFF.
2. SERVICE HALL. Train car from N tunnel (#3). Three large garage doors,
each one has a Bulbous Mutant (as Troll) behind it: they are linked to
the walls by feeding tubes, only come to life if controlled by Amyntor.
3. TRAIN CAR. All windows spray-painted black or covered with cardboard.
Two rows of seats. Tunnel around car blocked with debris, but there is a small
passage through the blockage on the top of the car.
4. TRAIN TURNTABLE. Domed hall, 70’ high. Locomotive (#5-6) in middle.
a. Towards “NUCLEAR FACILITY” b. Full of graffiti. Secret door to #9 graffiti’d over
c. Towards “EXPERIMENTAL CITY” d. Dead-end
e. Towards “COMPLEX 4000” f. Balcony of control room (#7), 40’ above floor
5. LOCOMOTIVE PILOT CABIN. Trash and a bedroll. Controls functional
(magnet on/off, speed, open/close doors). Constant white noise with granular
speech and music fragments emanates from a small speaker.
6. LOCOMOTIVE MAGNETIC ENGINE. Hermetically sealed door. If open, all
metal objects in the door’s vicinity are attracted to the giant magnetic coil
in the middle.
7. CONTROL ROOM. Control panels to bring the monorail network online.
Computer logs show last activity was “9999 years ago”. Large safe built into
the N wall: holds blueprints, instruction manuals, 6 platinum bars (3000 c
total).
8. LONG CORRIDOR. “Danger” signs at both ends. TRAP: 1-in-8 chance of
collapse into tunnels underneath in the middle section (20’ fall).
9. DANK CAVE. Metal footlocker: spare vault-suit and Pupper-Master 3000
device (fully functional, but with battery drained).
10. STORAGE ROOM. Dozens of crates stacked high: some tools and parts
can be salvaged (500 c total). Sensitive characters feel tentative
probing: one of the crates holds a plastiglass formicarium of psionic ants. The
hive mind is ready to trade services for food.
11. COLLAPSED AREA. Fungal smell from N.
12. SHRINE OF SHROOM CONSCIOUSNESS. Save vs. Poison; on failure, commune
with the the world-encompassing mycorrhizal network) – treat as a Contact
Higher Plains spell, followed by 1d6 days of unconsciousness.
Saturday, February 8, 2025
[Secret Santicorn Dungeon] The Dark Keep in the Snow
Tuesday, September 24, 2024
[Dungeon] Hole of the Goblin King
Tuesday, April 16, 2024
Medieval Cappadocian dungeon design!
Room 2
At the
south side of the east wall of Room 1 a small rectangular opening leads into
Room 2, a narrow rectangular room with a bench along west, east and south
walls. The room is roughly barrel-vaulted at its north end and has a flat
ceiling at the south end, carried above a cornice. West, east and south walls
at this end of the room have a decoration of arched blind niches; those on the
west and east walls taper off at their north sides. The niche of the south wall
contains a large rectangular window, overlooking the valley.
Room 8
The porch,
like the church, was plastered, but most of the plaster has fallen away. Fragments
remain on the east wall, around the church entrance, and on the easternmost
edges of north and south walls. Just below the cornice on each side is a
painted inscription of seven lines on the north side and three lines on the
south. The lines of the inscription appear to be complete and since they occupy
the whole width of the plastered area of the porch it is possible that the
plaster did not extend right across the porch wall, but was confined to a
narrow vertical band the width of the inscription. Unlikely though this may
seem, the alternative is to assume that by chance the area of plaster with the
inscription has been preserved while the rest is lost. The text, a
dodecasyllabic poem, is as follows:
‘Let no one
be misled by the desire for wealth for the love of money has destroyed many. For
this flesh is earth, clay and...’
The poem
appears to refer to the tomb chamber below it, but clearly does not supply any
information on the inhabitants of the chamber.
Room 12
A secondary
opening in the west wall of Room 12 leads into Room 13, described below. The
only original opening is the rectangular entrance from Area 10, described above,
which opens into the south wall of Room 12. In the southeast corner of the room
a chimney has been cut through the ceiling, and the room is much blackened by
smoke.
Room 18
There are
two openings in the south wall of the east gallery: to the west, the entrance
to another elbow-shaped passage leading to the east end of the south gallery
(18c) and to the east an opening into the long tunnel (b) which links the east
wall of Room 18 with Room 13.
Room 28
This is a small barrel-vaulted room with cornices, a transverse arch and wall arches, like so many others of the monastery. One lunette is decorated with a relief carving of a horned animal. The location of the stable suggests that the tunnel was once the only entrance to the monastery, and that horses and pack animals had to be left at the foot of the hill and the tunnel entered on foot. The room with the horned animal may conceivably have been a gatehouse of sorts.
Saturday, January 20, 2024
[Dungeon] "The Arnesonium" - a Blackmoorian exercise
Sunday, October 22, 2023
[Dungeon] The Red Bastion - old-school adventure
Last week, I wrote about my process of drawing dungeon maps. Now I stocked the "tutorial map" and turned it into a proper little adventure location!
The Red Bastion - the prison of a dwarf ghost princess... A 15-room dungeon for levels 2-3.
Tuesday, October 17, 2023
How do I make dungeon maps? A tutorial...
I learned the basis of my approach from this video: https://www.youtube.com/watch?v=_agst3lSQ7A&ab_channel=P3RPLEX3D
I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.
Then I add everything else on top… Here’s my process:
- I put on some music (“Hejira” by Joni Mitchell today)
- I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
- I open GIMP
- I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
a. Background
b. Dungeon wall outline
c. Dungeon grid
d. Symbols
e. A group of text labels
f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map - I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
- I draw all the walls
a. Brush size for walls is 8 pixels
b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off - I leave gaps for doors and similar features
- Fill up the dungeon with the grid pattern (see the video tutorial above)
Draw the rest of the fckin owlAdd in symbols for doors, secret doors, traps, main room features like statues and coffins- Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
- Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes
And so on. There’s a lot of trial-and-error, janky additions and overlays,
Monday, April 17, 2023
[Map] LEG DAY! The Dungeon of Stairs
'Now we should like to see our rooms,' Zerd said.The governor led him over to the staircase - the more menial of us followed closely, the rest trailed behind or simply didn't bother - and the governor stood aside to let his guests precede him. I ran up, two steps at a time, and only when I was at the top did I realise that everyone else was still at the bottom.They all stood quiet, with upturned faces, then gasped.'What's the matter?' I said, feeling appallingly self-conscious alone at the top there. T'm sorry, I thought we were supposed to come up here - ' and I began to descend again, feeling the blushes rising up my throat and scorching my cheeks.'How do you do it?' 'Where did you learn?' said several voices.'Learn what?' I asked, most embarrassed.'She ran up, two at a time,' said someone.I was now at the bottom and a crowd of winegirls ran forward cheering me, and Isad came up, dripping wet, hooting on his pet horn. Lara looked sour.'Do it again, do it again!' cried the winegirls to me.'What is it?' I said.'You're so fast, could you do it again just as fast?''Of course, my country is full of stairs. Our houses are often four-storeyed - aren't yours?''No,' Zerd said. 'We don't have stairs in the North. Do it again, Cija, it's fascinating to watch.'So I ran up and down the stairs for them twice more, and they cheered me and chanted compliments, and at last all trooped up after me.
Friday, January 27, 2023
[Dungeon] Temple of the Forgotten God
Download as PDF here!
Thursday, December 8, 2022
Making a dungeon in 5 minutes?! (Enter the House of Metal...)
I saw a title today - "5-Minute Dungeon (and some D&D reflections)", it's an interesting post about a boardgame with that title, go and read it!
But of course my mind went in a different direction before actually reading the post. "So, is this a dungeon you can play in 5 minutes? Or a dungeon made in 5 minutes? Can you prep a dungeon in 5 minutes?"
So I tried to make a dungeon in 5 minutes. As you might imagine, it didn't work out too well, but it wasn't a complete disaster either.
As my timer, I picked a track that's exactly 5 minutes long: "House of Metal" by Chelsea Wolfe, turned it up, took its title as the dungeon's name, and sketched a castle and wrote down everything that came to my head.
HOUSE OF METAL
Gigantic blue metal castle
Wandering monsters:
1. Blue metal golems
2. Sneaky goblins
3. Lost scientist, disoriented
1. Hall with iron guard dogs
2. Lever opens door to #3
3. Giant magnet attracts all metal except blue special metal
4.
5. 1000 sp
6.
7.
8. Courtyard
9.
10. Tower of floating coins.
You be the judge...
I think on a better day, when I'm not so overworked, I could do something better and more focused. But it was a fun little challenge nonetheless. Thanks, Chelsea!
Saturday, October 29, 2022
The Tower of Zenopus map - redrawn by me
There are many iterations of the classic Tower of Zenopus/Holmes sample dungeon map! But this is mine!
I did a Referee map and a Player map (with labels and secret doors hidden). Grid size is 70x70 pixels, so this is compatible with Roll20.
MAPS!
I think there is merit in re-drawing dungeons: by doing it, you gain a better understanding of the map, and it's also a sort of meditative homage?...
You can read more about the history of this dungeon over at Zenopus Archives and the Zenopus blog.
Thursday, March 10, 2022
Nest of the Circuit Roaches - a small sci-fi horror adventure!
I wrote (by hand!!) a small sci-fi horror adventure, Nest of the Circuit Roaches. It takes place on a space station or planetary outpost, and the party is tasked with cleaning out the titular Circuit Roach infestation before the swarm drains all the data & electricity.
It's system-agnostic, OSR in soul, and a good fit for Mothership, Traveller, Stars Without Number.
It's free/PWYW at itch.io!
There are a couple of versions. The main version is the hand-written "pocketmod" booklet. But I also included a typed-up one-page dungeon and some other files and maps for ease of use.
The title came from the wonderful "Generic Room Stocker" by Michael Raston. Great inspirational resource, highly recommended.
Sunday, January 3, 2021
[Map] THE MADDENING CORRIDORS OF NUCLEAR CHAOS are just too big
You can download the full map here...
(Click the link above to get the map in various resolutions, and I've also added a black & white version!)
Friday, October 16, 2020
[Map] Forgotten Depths of the Geomorphic Underground
I numbered the areas on the map from yesterday's geomorph post. Feel free to use/modify it if you are in need of a weird 94-room complex. Or parts of it. It's under the CC BY/SA licence. This was also an interesting exercise in room numbering... I tried to keep the flow of the numbers, so that if keyed, the descriptions of interconnected areas are nearby.
Thursday, October 15, 2020
DIY dungeon geomorphs
I made a set of dungeon geomorphs yesterday! Took a sheet of cardboard, divided it into 30 equal squares, and then drew various combinations of rooms, corridors, caverns. I made sure to have the entrances/exits meeting roughly around the middle of each side of the square. On some tiles, all spaces are connected to each other; while other tiles have two or more separate areas. I filled the leftover spaces with dead-ends and finials - tiles that only have one entrance.
The drawing was done in pencil first (but basically with no erasing/corrections), then inked it with one of those Stabilo black pens.
Cut it up with a hobby knife and scissors, and ended up with a nice pile of dungeon tiles!
The first dungeon was a random draw of six tiles:
The second dungeon I started out with a random draw, then "curated" it: switched, reorganized or rotated some of the tiles, and added dead-ends to close off passages towards the borders.
I used the tiles where the areas are not interconnected to limit the sprawl of the dungeon too.
Then I fired up my trusty GIMP, and turned a photo of the tiles into a janky but also kinda stylish dungeon map! I cut off all the unconnected areas for now, to create an enclosed space.
It's an evenings craft project, and lots of fun! The geomorphs can be used to create a quick dungeon (draw a couple of tiles, assemble, take a photo, edit out all the unnecessary passages) during prep, or even on the fly; or just to inspire yourself.
P.S.: I numbered the areas on the final map, you can see it here: https://eldritchfields.blogspot.com/2020/10/map-forgotten-depths-of-geomorphic.html
Monday, August 24, 2020
Players' maps for the OD&D adventures (Temple of the Berserkers and Outpost of Stone & Silver)
I know a lot of people use virtual tabletops, especially in these quarantine days. Or just like to have something to show to the group. So I made players' maps for the two OD&D dungeons I published recently. These versions come without any text labels, and the traps and secret doors are masked. They probably don't line up perfectly with the 70px grids, but I'm sure you can get that to work... (oh, and the maps are on a 1 square = 10' scale).
You can get them here:
Players' maps & PDFs
Saturday, August 8, 2020
[Dungeon] Temple of the Berserkers, one-page OD&D adventure
As a little exercise, I drew a dungeon and stocked it according to the guidelines in the 3 original Dungeons & Dragons booklets. Behold, the Temple of the Berserkers!
(for a one-page adventure, print "2 pages on 1 sheet")
* 2020.08.11 - updated the file with a new map and a couple of minor edits.
Big thanks to John Bragg for spotting the error in the elevation levels!
* 2020.08.24 - now with a players' map, with traps, secret doors and labels hidden!
Workflow:
I started with the map (because I love drawing maps). 40-ish rooms, interconnections, etc., and I added some features like statues and secret doors right away. Then I reserved the bigger or more peculiar rooms as "specials", but didn't put anything in them yet.
Instead, I went through the rest of the areas, stocking them randomly, as a level 1 dungeon. The OD&D procedure is clunky (and can be substituted with a single-roll stocking method), but I used it more or less as written. Next, I rolled up random monsters for each populated room.
At this point, due to a freak coincidence, I rolled Berserkers three times. And so, a theme emerged. A temple/dungeon mostly overtaken by Berserkers, and a couple of other creatures and NPCs, who are either their leaders, allies, or, in some cases, enemies they can't get rid of.
With this theme set and most rooms stocked, I returned to the specials and adjusted them to fit the theme (or not fit the theme, as OD&D dungeons are not supposed to be all logical...).
I like how it all came out and it was fun to make. Enjoy!
Friday, July 24, 2020
Drawing dungeons is fun
This image is licensed under Creative Commons 4.0. You are free to share and adapt (transform, remix, build upon) this image, even commercially, as long as you credit me (Tamás Kisbali / http://eldritchfields.blogspot.com). Also, if you do end up using this, I'd appreciate a message to see what you made of it!






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