Welcome to the Arcane Prison, an interdimensional holding facility for the most dangerous of creatures crawling about your game world.
To download the Map Pack, please click on your Tier link below and the download URL will be listed there in map release order. These tiles have been added to the previous Seatower of Balduran links, so just downloading the previous links will show all of the files for this location now.
Tier 1 - https://www.patreon.com/posts/tier-1-dungeon-81146477
Tier 2 - https://www.patreon.com/posts/tier-2-world-map-81312503
Tier 3 - https://www.patreon.com/posts/tier-3-master-87793681
Tier 4 - https://www.patreon.com/posts/tier-4-master-87797001
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This is a Patron Voted Map that received the highest amounts of votes, so I've done my best to bring that into reality for you guys. While I could have rooted this prison in a hostile environment as a means of making it difficult to access (i.e. hot desert, high mountain, underdark, etc...), I thought making it accessible only through a teleportation portal would be the easiest way to let you seamlessly weave it into your gameworld without the PC's needing to travel anywhere specific.
The Arcane Prison has several chambers, and I've detailed them below to correspond with the Legended version in the ZIP file:
1. Visitor Teleportation Circle Entry - this is the primary entry for visitors and workers at the Arcane Prison, allowing folks to enter and leave the facility using the teleportation circle. The chamber is simply dressed with a few lights and a pair of dragon statues with glowing red eyes capable of detecting across a variety of channels (i.e. astral, ethereal, invisible, etc..)
2. Meeting Room - this small meeting chamber is separate from the other areas to allow members of the Prison to meet with guests and visitors in a private setting. A warm hearth burns against the wall, though the illusory flames produce no real heat.
3. Guest Quarters - quaint accommodations are prepared to give guests a place to stay while visiting the Prison, whether it is to study, visit a prisoner, claim a bounty or speak with one of the various wardens.
4. Hall of the Wardens - this expansive hall contains bookshelves, teleportation portals, heaps of scrolls, mounds of tomes and, frequently, several wardens busily researching potential locations for nefarious criminal entities and ways to bring them to justice. One of the portals (blue) transports Wardens to the Low Security Guard Room, while the other portal (pink) connects them to an alternative location.
5. Food Production Room - a magical artifact in the form of a large metal chest allows one to name a food and open the chest, where the food will appear. It is the primary way that most of the wardens get their food and water.
6. Privies & Baths - a pair of privies and baths allow Wardens to access the facilities, when so required.
7. Wardens Barracks - this small chamber provides simple accommodations for the main wardens, a group of elite soldiers trained in the use of magical devices and arts to take down dangerous criminal entities and return them to the prison.
8. Mage Barracks - this chamber holds a few beds of the more powerful mages that assist the wardens in designing equipment, casting spells of scrying and occasionally accompanying the wardens on their trips to take down dangerous entities.
9. Senior Warden's Quarters - this small bedroom provides the head of the facility with private quarters to meet with their colleagues, visitors and correspond with the many groups that concern itself with the creatures held at the prison.
10. Point Defense Spheres - located at the only junctions that lead from the north side to the south side of the prison are a pair of pink spheres that rest upon a mounted support. These magical spheres are capable of a variety of defensive measures, including Holding, Shielding and Disintegration.
11. High Security Vault Control Room - this small chamber holds an array of levers, buttons and knobs that operate the many defensive measures located in the High Security section of the Prison, including the cell doors, antimagic fields, sentinel operation, defense sphere operation and other such things.
12. Low Security Guard Chamber - this large chamber holds more beds for the Wardens, a table for gathering and eating, a warm hearth and a small set of controls that manage the cells in the eastern hallway that contain the lesser dangerous prisoners.
13. Head Warden's Quarters - this small bedroom serves as the private quarters of the head of the wardens, as they plan the training, placement and missions for their team.
14. Low Security Vault - this long hallway features several small cells, designed to contain mostly humanoid creatures for lesser periods of time. While its defenses are still formidable, the creatures contained here are not of a power level that requires the facility's best defenses.
15. Prisoner Teleportation Circle - this large chamber features a larger teleportation circle used when sending prisoners to either vault. This keeps them from traveling through the living areas of the facility, and ensures defensive measures are in place, including a Sentinel and several wards.
16. Prisoner Intake Room - this chamber allows wardens to separate prisoners to the Low Security and High Security Vaults and features Dragon Head Observers, as well as a pair of demonic statues holding mirrors capable of capturing certain types of spirits and creatures that cannot be handled easily with mundane or physical means.
17. Disintegration Room - this chamber exists to deal with criminals that cannot be safely held or prove a danger to the facility and are judged to be put to death. The creatures are ushered into the chamber, where the spheres disintegrate them.
18. High Security Vault - this massive, two-level chamber contains several cells capable of holding large amounts and various sizes of prisoners. A large opalescent sphere hovers on the ground floor and it used to control many of the cells within the chamber, though they can also be controlled by someone in the Control Room outside. The chamber also contains [4] sentinels that can be activated to help deal with unruly prisoners or escapees.
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How do I use this map?
This map can provide a fun resource for your game world that allows the PC's to interface with a variety of potential quest lines:
1. Bounties - the party might be hired by the Wardens to locate, capture and return a dangerous creature bound for the prison, paying them handsomely for success.
2. Information - the party may need to speak with the Wardens or perhaps gain permission to speak with one of the prisoners that is necessary to the completion of other quests. This may come at a price the party must decide if they're willing to pay.
3. Jailbreak - the party may find themselves prisoners in the facility and have to figure out a way to escape and/or rescue someone they need for an important part of their campaign, creating enemies of the Wardens and perhaps putting themselves on a most wanted list.
I hope you guys are happy with what I came up with for your Patron Voted Map, and can create a lot of great adventures! =)
Jeff Todd
2025-02-01 16:45:15 +0000 UTCJeff Todd
2025-02-01 16:45:10 +0000 UTCMich Bucanant
2025-02-01 12:55:31 +0000 UTCDustin N Bailey
2025-02-01 12:30:22 +0000 UTCDustin N Bailey
2025-02-01 12:29:47 +0000 UTCJeff Todd
2025-01-30 22:09:23 +0000 UTCMich Bucanant
2025-01-30 20:09:56 +0000 UTCJeff Todd
2025-01-05 01:33:31 +0000 UTCJeff Todd
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2025-01-05 01:31:55 +0000 UTCForester
2025-01-02 11:17:45 +0000 UTCJeff Todd
2024-12-31 04:24:58 +0000 UTCJames P
2024-12-31 04:20:55 +0000 UTCJeff Todd
2024-12-31 01:11:27 +0000 UTCSacha
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