View Full Version : Theradyn Adventurers' Guildhall and Outfitter Storefront (Renovated)

06-15-2010, 04:33 PM
'llo folks. First post in a while, but I wanted to share this little map, hoping for a bit help with improving readability. My group's current campaign has been centered (more or less) around the reclamation, restoration, and the reputation of a long defunct and abandoned Adventurer's Guild. It's been a fun diversion - a kind of side-quest, and a place for them to funnel their loot as they progress, along with providing them with a base of operations and creating ties to the city around them. With the addition of a storefront within the guild (that they themselves stock with the less impressive spoils of an adventurer's day-to-day) the building actually generates income for them at this point.
The building was essentially a moldering ruin when they first came upon it, and after clearing the building's cellars of an infestation of giant rats (aaahhh... level 1), haggling with zoning commissioners, dealing with shady contractors, several chests of gold, an aggressive recruitment program to fill the guild's ranks with novices, arguing about additions amongst themselves, and nearly a year of actual game time, they are really enjoying their new guildhall and their hard-earned status as trusted protectors and benefactors to the city. The best part has been the time spent sketching out the blueprints with the group, drawing them into a collaborative mapping project. At any rate - here is the up-and-running guildhall floorplan at present.


Thanks for taking the time to look, and C&C is always welcome.

06-16-2010, 01:11 PM
Very nice! You must have had a lot of fun role-playing the new member recruitment process - great scope for lots of interesting characters to turn up. It's nice to see an FRPG game which has diversions like this rather than the usual monster munching / mystery solving stuff. Makes me miss my RPG days.

06-17-2010, 02:49 AM
looking really good PJ, and nice concept to center the campaign around :)

06-24-2010, 07:15 AM
Really wonderful. I am doing a series of buildings now (my first attempts at this particular kind of map) and I am gaining a new respect for people who do it well. It is so easy to forget tiny important things, or to just throw a jumble of stuff together... this is a really great example of simple, solid floor plan. Rep for you.

06-25-2010, 11:09 PM
Thanks for the kind words all.
Yeah Ravs, that was a good bit of fun! Centering the campaign (more or less) like this has lead to some really great RP - letting them discover the strengths and weaknesses of the recruits through conversation and observation, for example. Picking which groups of green recruits to assign to the more menial jobs that came the guild's way, not to mention settling disputes and even occasionally dispensing justice.
On the second floor, the hallway from the stairwell towards the barracks is supposed to be open on the right side, with a railing, overlooking the guild common room. Does this come across as is? Not sure how to indicate it more precisely. Suggestions? Perhaps I should pore over some modern blueprints and see how the pros do it...

06-26-2010, 02:07 AM
that doesn't come across :)

The color should be the same as the rest of the floor or it will be ignored as a feature, then you could actually add some dots to show the railing, and in modern drawings you'd use an X over the room to indicate an open "floor", and if in doubt add in some words saying "balcony" :)