I haven't done a small dungeon in a while. I figured this would be good for an evening's adventuring or for a side trek. That's a slide trap that leads to the pit in Room #8.
I haven't done a small dungeon in a while. I figured this would be good for an evening's adventuring or for a side trek. That's a slide trap that leads to the pit in Room #8.
Cheers,
Tim
Paratime Design Cartography
"Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx
Classic. I love old school dungeons. Now I want to go grab some graph paper..
Wow Turgenev, Thanks for all of the nice maps for broke DM's like myself! You have a real talent for that.
I remember stumbling across your map thread on Dragonsfoot when you had only posted about 12 maps or so Turgenev, you've only gotten better since.
I think the undersea dungeon would be really cool. I remember stumbling across an adventure in Dungeon Magazine several years back that consisted of an underwater mages lair--several domes with rooms linked by tunnels (unlike a kuo-toa lair it was air tight). Now that I think about it, a kuo-toa lair would have to have some places to breathe normally as the kuo-toa always struck me as amphibious.
No problem. I'm glad you've enjoyed the maps so far.
Thanks for the kind words. I've learned a lot since I first started. I'm always tinkering around with Photoshop and there is always something new to learn.
I'm not sure if you've seen this (probably have but just in case) but I did do this dungeon with the idea that is was submerged with either air pockets in it or with raised area above the water (DM's choice). I have a few more ideas for such a dungeon including an idea for a lizardman lair.
Cheers,
Tim
Paratime Design Cartography
"Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx
You know what would be utterly evil? Figure out how long your players' characters can hold their breath and how fast they can swim and then make a passage that requires them to not stop along the way to make it to the other side. Then either put some beasties at the halfway mark that won't attack them unless they are attacked or put some heavy treasure there that will slow them down. Then see if which is more important to them, their PC's life, treasure/killing stuff.
That is evil, RPMiller. I like it. That's why I put so many dead ends in my above map - if the characters get lost, they run the chance of using up their oxygen and drowning.
One of my original ideas for the map was this... the whole dungeon is submerged and the dry areas are kept that way by some enchantment. So when the PCs enter room #1, they see a wall of water in front of them. The magic holds the water back but it doesn't prevent movement through it (ie the PCs/monsters can walk/swim through and interact).
Here's the catch, on the dais in Room #4 is a large jewelled chalice with water in it (obviously worth lots of GPs - there's nothing like tempting the players' greed). Should the water spill out of the chalice, the enchantment is broken and the surrounding water comes crashing in with great fury flooding the whole dungeon.
Cheers,
Tim
Paratime Design Cartography
"Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx
I was working on a few action scripts and so I started with a test dungeon that ended up becoming a "real" dungeon. So here it is...
Cheers,
Tim
Paratime Design Cartography
"Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx
The Chalice idea is really nice. Mind if I steal it?
Like the newest dungeon, too.
Cheers,
Tim
Paratime Design Cartography
"Do infants have as much fun in infancy as adults do in adultery?" - Groucho Marx