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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Sat Aug 08, 2009 1:26 am Post subject: Dyson's Maps A Week - updated every Friday (or thereabouts) |
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EDIT: I'll use this one thread for all my old-school maps that I post instead of cluttering the forum with a new thread every week. Head on down to the latest post to see what's new. This week it is Powell's Folly, a megadungeon sideview map.
My latest map is up on my blog - The Hall of Challenges
The hall of challenges appeared in my campaign when a magic user applied to join the Hill Islands sorcerer’s guild. The whole point of having the character go there for the challenge was to introduce the location so I could then use it again a week later when everything went pear-shaped in the guild.
Well, that's the map if you just want the map. My blog includes a description and a level 5 mini-adventure set within it.
Last edited by Dyson Logos on Fri Aug 14, 2009 12:27 am; edited 1 time in total |
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AslanC

Joined: 15 Jul 2009 Posts: 409 : Location: Zenith Comics Presents...
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Posted: Sat Aug 08, 2009 1:59 am Post subject: |
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Nice map sir
Heading to read blog |
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bulette
Joined: 28 Mar 2009 Posts: 123 : Location: Eugene, OR
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Posted: Sat Aug 08, 2009 4:50 am Post subject: very nice |
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| i really do like the sort of cross-hatch or whatever you call it filler/background |
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Denim N Leather

Joined: 23 Jul 2009 Posts: 145 :
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Greyharp

Joined: 07 Jan 2008 Posts: 886 :
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Fri Aug 14, 2009 12:31 am Post subject: |
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Thanks for the compliments, folks. Feedback is the ultimate motivator.
And here we go, a day early with this week's map - Powell's Folly
Powell's Folly is a dwarven citadel and a deep series of catacombs on the face of a crater wall. Within the crater is "The Desert of the Gods" and the lookout watch on the main tower of Powell's Folly is the only civilized place from which you can see the plateau of temples and tombs in that desert. |
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Drwatson
Joined: 08 Aug 2009 Posts: 76 : Location: Ottawa, Ontario
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Posted: Fri Aug 14, 2009 1:32 am Post subject: |
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| Well designed, very cool look. How are you at desinging manor houses for Engines of Madness? Hint hint, nudge nudge, wink wink, beg beg!
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Thu Aug 20, 2009 2:12 pm Post subject: |
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| Drwatson wrote: |
| Well designed, very cool look. How are you at desinging manor houses for Engines of Madness? Hint hint, nudge nudge, wink wink, beg beg! |
I've no experience with manor houses at all. |
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Drwatson
Joined: 08 Aug 2009 Posts: 76 : Location: Ottawa, Ontario
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Posted: Thu Aug 20, 2009 9:24 pm Post subject: |
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| NOOOOOOOOOOOOOOOOO *anguish, gnashing of teeth, and sacrifices follow!*
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Fri Aug 21, 2009 12:03 pm Post subject: |
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Just because it is in a level one module doesn’t mean you can deal with it.
That is the theme of Goblin Gully. This level 1 quick dungeon crawl should either leave the player characters running scared, dead, or cleverly locking the door behind them and trying to figure out how to make sure no one else opens the door once they’ve left.
This is the first time I’ve done a full dungeon using only a side-view map. I love side-view maps partially because they remind me of the old days of D&D – you don’t see a lot of these maps in modern modules. However, normally you take the side view map and use it to illustrate how the top view maps link together. In this case, I didn’t even bother with a standard top view at all. Everything you need is nicely shown on the side view.
You can download a 1-page dungeon for level 1-2 adventurers on my site, or just oggle the map here:
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Coleston the Cavalier

Joined: 10 Feb 2008 Posts: 777 : Location: The Old Isle
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the bane

Joined: 12 Oct 2008 Posts: 258 : Location: Central Louisiana
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Posted: Fri Aug 21, 2009 7:00 pm Post subject: |
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As I mentioned on your blog, I like this for so many different reasons. Not just the map. Great one-page adventure.
Keep up the good work,
The Bane
_________________ Don't be a Richard.
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Fri Aug 21, 2009 8:27 pm Post subject: |
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Awesome, glad you like the big bad guy at the end of the adventure.
I ran the module once in 3e and the characters ended up running away - fortunately one character made the save against fear and took the time to bolt the door before joining everyone else.
But since they didn't do anything more, I had a villager release the big bad about a month later when the party was level 4. Dealing with it then took everything they had and killed off two of the party. |
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Fri Aug 28, 2009 2:55 pm Post subject: |
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This week we have Fort Tenras, an abandoned fort I used for a side-quest in a recent game.
More details are on my blog.
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Dyson Logos

Joined: 31 Jul 2009 Posts: 182 :
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Posted: Fri Sep 11, 2009 5:17 pm Post subject: |
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The latest is up at my blog - a set of secret tunnels and old passages and basements attached to the sewers. This is actually my re-imagining of the layout and environment of a game I played in. More details are available of course at my blog.
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