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The Prism Burrow

Down deep where the miners refuse to return, light seems to take on different forms; to puddle, to glimmer in mid-air, to be colourless, and yet to shine too brightly.

These mines have long been abandoned, and they grow stranger with every passing year. The few miners who worked here in their childhood won’t remember these chambers beyond the old shrine. The rest has warped and changed. Wooden supports have fossilized, reflective salt crystals forming on them to glitter in the dark. Even the water has stopped acting as water should, flowing up walls or crystallizing without freezing.

This warped place is a classic “funhouse” dungeon – little makes sense, but it is all tied together into glittering forms in the dark, odd lights, and twisted physics.

A place like this rarely needs much in the way of a hook to be explored. As things get weirder, most adventurers find themselves unable to NOT continue exploring and seeing how deep the weirdness gets. But there are ways out of here that one might seek out in later adventures. The Aperture Chamber as well as the cave of melted light provide passages to other worlds, other planes, or just slightly twisted alternate realities. And you never know when you will need to go to the city of Charn at the end and beginning of the world…

The 1200 dpi versions of the map were drawn at a scale of 300 pixels per square and are 9,600 x 12,000 pixels (32 x 40 squares). To use this with a VTT you would need to resize the squares to either 70 pixels (for 5′ squares) or 140 pixels (for 10′ squares) – so resizing it to either 2,240 x 2,800 or 4,480 x 5,600, respectively.

https://dysonlogos.blog/2025/11/26/the-prism-burrow/

The Prism Burrow The Prism Burrow

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