Table of Contents Designer's Notes Mapmaker Notes Dungeon Maps River Bandits Lair Maze of the Minotaur Lair of the Mountain King Lair of the Spider King Labyrinths of the Lizard King Maze of Madness Liquid Labyrinth of Doom Dragons Lair Orc Lair Many Mazes of Choice Giants Lair Mace of the Medusa Labyrinth of Many Lairs Lair of Many Trolls Lair of Many DensLabyrinth of the Great Serpent Pirates LairsTwisted Tunnels of Doom Mysterious Lair Labyrinths of Many Secrets
Designer Notes: These maps are NOT designed to be pretty wall decorations. They are designed to be extremely detailed, yet easy to use informational tools. Each map in this book is designed to be printed out onto an 8x11 inch sheet of paper with 1/2 inch wide margins on all sides. Maps are made relatively simple and are in B&W to ensure the best possible tabletop copy from a variety of printers. Also white space was chosen over a more artistic colored background to allow GMs to add notes where needed. It is recommend GMs print out one map for their use and another map for player use. Please view PDF pages at 100% image size to see at best detail. These maps were deliberately designed to be iconic. Once a user gets used to the various symbols used on one map they can easily use all SSD map sets. At first glance these iconic symbols may appear crude, but they are designed to convey a lot of detailed information. (At pixel level) How thick are the walls? Where are the windows? How is a door locked? Where are torches on the walls? What is in the rooms? Are there any traps? This is important information and basic iconic symbols are the quickest and easiest way to convey it. The symbols in this map set are standardized in all SSD Map sets and up coming modules. As far as scale is concerned, most icons are in scale with each, however some animals were made a little larger than they would actually appear. (Creature icons in most SSD maps sets are simply there for atmosphere to suggest what creatures might be held or found in an area and they should not be used as size scales.) The basic scale for all maps as the dungeon key indicates is one pixel equals 4 inches in a human sized settlement. So a door two pixels thick would be a 8 inch thick (heavyduty) door. A bed would be about six feet (24 pixels) long for a human sized settlement. Scale bars were intentional left off maps so the GMs can scale these cities up or down to suit their needs. (Dwarf to titan size.) If you need a scale, find a bed. SSD Maps are created though intelligent design, and not some random map generator. Although icons are used over and over in various maps they are not boilerplated. An icon, by definition should be recognizable since it needs to be used over and over again. SSD maps attempt to use icons as a form a short hand to describe basic rooms details without forcing the GM to search through descriptions in a book. GMs are encouraged to embellish such descriptions, and numbers are often placed on maps to aid GMs in creating their own encounters and descriptions. Some serous thought goes into the making of each Castle, Lair, Maze and Cave. All are made for FANTASY realms, and they are not designed to be historically correct. Most maps are designed to offer "interesting" challenges to invaders or defenders not found in a mundane world. The effort SSD puts into unique atmosphere is one of the things that distinguishes SSD map sets from less detailed generic map sets. SSD Map names are designed to be descriptive, but are not written in stone, feel free to rename anything you choose. In regards to other styles of maps, Yes, we could put color and texture and grids on our maps, but we believe those additions would take away from the "more important" details that are our maps have to offer. If not as a PDF on a monitor screen then when printedout with a B&W printer. As a special bonus to this map set. I am including both a B&W & Color regional map that lists the locations of over 100 Castles, Keeps, Strongholds, Labyrinths, Lairs, Temples, Tombs, Caves and Caverns. Many of which are now or will soon be available. I am also including some typed and/or scanned information from the SSD DungeonLord's Logbook that will help GMs fluff out their cities with various stores, NPCs, random city events, as well as laws and punishments. This additional bonus material will help transform these maps from a collection of individual Fortresses and Strongholds into a campaign of challenges for any wouldbe conquer, or perhaps provide a GM with an empire to base a campaign world upon. If you like this map set, please look at our other map sets and products. Final Note: If you have questions, comments or concerns regarding this product feel free to email me at JonVolden@DunJon.Com Jon Volden
Mapmaker's Notes I created this collection of maps to guide others through the forgotten kingdoms of the ancient lords. A path I journeyed long ago. In those days the wilderness teamed with monsters, and strong castle walls were all that stood between humanity and the evil that lurked outside. Today, there is no telling what manner-of-beings now inhabit the labyrinths of lairs of this ancient realm. Be the new lords good or evil, friends or foes? I personally don’t know, but I leave these notes in the hope that they may benefit those with the courage to explore that which waits for them through Labyrinths that lead to treasure and gold, or in Lairs that ancient monsters hold.(When Applicable.) 1) Lairs walls may vary in height from 20 to 100 feet. 2) Lair towers usually stand at least 10 feet above the adjacent wall. 3) Lair towers have been known to house guards. (Extra Hidden Bunks) 4) Lair towers usually have several floors with trap doors & ladders. 5) Beds in various barracks are sometimes doubled, or tripled stacked (Bunk Beds) which increases the number of guards garrisoned in castle. 6) Moats surrounding castles usually contain some nasty monsters. 7) Heavy gates usually take at a few minutes to open or close. 8) Lairs usually lock their gates at sun down or sun up. 9) Farm houses, huts, and hovels, were not included in my mapping, but it should be assumed that sufficient peasant housing exists outside the lair to support all the needs of those who live within. (In one way or another.) 10) Strangers can usually gain training from local professionals (For a Price.) 11) Lair and keeps with outhouses generally have some type of sewage system. (I didn’t map the sewers systems, would you?) 12) Since it has been several years since I mapped these labyrinths & lairs, it is likely that treasure, traps, locks, doors, and other fortifications may have been added, removed or replaced. 13) Creatures will defend their labyrinths and/or lairs to the death, and will usually hunker down behind their walls during any attack if possible. 14) Most denizens in Lairs have their own set of laws, customs and cultures. It is recommended that visitors learn these as soon as possible, or their stay may be a long one! Good luck in your travels!Lord Voldar Master Mapmaker