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Desecrated Sanctum (Cg tier level)

Once a holy place of a benevolent sect of righteous deeds, now a wicked temple of a cult of atrocious motives, Desecrated Sanctum is a dark and ungodly place of unspeakable evil. Cultists of the catacombs took over these chambers, and transformed them to serve their nefarious ways. The corridors down here now reek of death, decay and blasphemy as every stone and pebble has seeped in the drenched blood of martyrs. The walls emanate negative energies of outer planes and some adventurers foolish enough to venture into the dungeon might still hear the dying screams of the protectors of the realms. 

This defiled altar is calling for a cleanse, though, what is not for sure is how the dead might pay back the service.  

Which dungeon style do you prefer? This one with the broken stone tiles, or the one I used for the catacombs? (The latter has the advantage of being gridless and 50 grids, but this one looks really cool, where no artificial lines form the grid.)

An exclusive map south of the main chamber will be sent out to those supporting every creation in early September. The exclusive southern location is available in the Patreon shop.

Download:

Desecrated Sanctum

Thank you for your continued support!

Desecrated Sanctum (Cg tier level) Desecrated Sanctum (Cg tier level) Desecrated Sanctum (Cg tier level)

Comments

Would really appreciate a non-gridded version for all maps.

Jens Villemoes

I would assume the majority of users do prefer grids built in so they don't have to mess with other settings. If you look around at various map designers, most I've seen cater to gridded maps over non-gridded or hex maps.

Mike Dunkley

I also would like to reiterate that we don't need squares on the maps (unless they are mere tiles that are part of the scene). We use hexes for measurement in the game, and Editor has squares and hexes making gridded maps completely unnecessary. Don't quite understand why DD keeps making gridded versions when the Editor has the grid system built in as an overlay....???

bj

Wow the 75" must be really cool. With Editor you can zoom out to make the tiles the right size.

Dynamic Dungeons

Personally I prefer the maps without the implied 1 inch squares, we're using a 75 inch TV table so a map like this isn't really usable with any sort of measurement tools (spell radius markers, cones, etc). I can just throw a grid overlay on top of the map but it gets distracting with the 1 inch grid on top of the bigger squares. Just my opinion, I still love your maps. Excited to see what you bring out next month! Have you ever thought about doing some steampunk/clockwork city or dungeon? Lots of moving gears and bursts of steam might look cool on an animated map.

DungeonMasterMind

Nice

Grey

You are very welcome, I also hope to inspire you with maps. Don't hesitate to contact me if you have a request or even a ready-made concept, which can be turned into an animated map.

Dynamic Dungeons

I’m so glad to hear it!

Dynamic Dungeons

Thanks for the helpful comment Rob! Yes, now that I've tried it on a 50” TV instead of my usual 40”, I've found that the slightly larger tiles are not at all distracting. It is also true that it can be difficult to fit to the grid when playing online.

Dynamic Dungeons

Artistically I prefer the style you used with the catacombs, but this style has the no-grid-needed benefit. Honestly I like to have a good mix of styles to change things up...keeps from everything looking the same and getting kinda boring. I'd say use whichever works best for the map you're creating, and also consider using other styles/textures sometimes. Cheers! :)

Rob Leonard

...I've just started drafting a dungeon with the same idea for my Saturday's game. You just saved me a LOT of time with this work. Thank you!

adriana_weaver

Thanks man, I really look forward to the new maps each months. Hope they inspire me with something to use the next session.

ShirAhn


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