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Monday Blues Maps
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Every Monday I post a new Creative Commons licensed map. You are free to use/print these maps for personal use only. If you wish to use any of these maps in a commercial or non-commercial product, please contact Tim Hartin to learn how.
Please note that printing this map in black & white will result in a hard to see, washed-out grey map. Print in colour only.
The Enhanced version of this map is available for sale ($2 US) at DriveThruRPG: Monday Blues #106 - February 19, 2024. This product contains a multi-layered PDF (allowing the options of numbered or non-numbered areas, secret doors on or off, and grid or no grid) and a zip file with all relevant map files as individual jpg images (8 in total).
Monday Blues #106 - February 19, 2024
Map Details:
- Grid Size: 36x46 10 ft. Squares or 72x92 5 ft. squares (72 dpi); VTT Size: 1229x1578
- This is the final map for the beetle-shaped building (Monday Blues #102 - #106). This is the lowest body level and the building's powered legs (all six of them). The legs fit under dungeon level 1 and have some mobility forwards and backwards. The whole building is a technomagical construct that is controlled from the rotating command chair (similar to a spelljammer helm) at area 45 on Upper Level 2 (Monday Blues #104) map. The building has the ability to burrow itself into the ground to give the appearance of a "normal" building.
- Area 1 has trap doors in the ceiling (that lead up to Dungeon Level 1).
- Areas 1 and 7 have daises.
- Areas 1, 7, and 21 have pillars/columns.
- Areas 2, 3, 8, 9, 17, 19, 21, 23, and 25 have various machinery and large gears that powers the building. The walls are littered with many flowing pipes and networks of various heights.
- Areas 6, 12, 16, 20, 24, and 28 have trap doors in their floors that lead to Dungeon Level 3A, and again from Dungeon Level 3A to 3B, and 3 B to 3 C. The levels are connected via ladders (not shown on the map). All six legs are identical, with the exception of the secret door on Dungeon Level 3C (only one leg has this secret door).
- Areas 7, 15, and 27 have statues.
- Areas 11 and 30 have secret trap doors in their floors that allow access to the outside of the building (they are currently blocked by the surrounding natural rock).
- Areas 14 and 29 have pools of water that are connected to the elemental plane of water (the building draws upon these pools to maintain the technomagical machines).

These maps by Tim Hartin are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 2.5 Canada License. Inquiries about permissions beyond the scope of this license should be made by contacting Tim Hartin.