Dungeons is water.

xigbar

Explorer
I'm sure this is a common complaint, but I find it difficult to map dungeons with different elevation. It's easy to put one isolated rise, but in the hills, or a mountainous region, the elevation changes all over the place, and it can become difficult to keep track of. My specific problem with elevation is this; An NPC has been kidnapped by some sort of aquatic creature, and taken to their temple. The non-water are of the temple is just one round room, but in the middle of the room is a octagonal pool of water, going straight down through the building. Different rooms branch out of the pool, and I'd make some have "Protection from Water," so the PCs could find places to breathe and rest. They would have to go and find the room where the hostage is being held, and take them back. My problem is how to map it out. It would just be straight down, except for rooms branching out of it, so I'm not sure how to explain (on paper) "where" certain things are, rooms excluded.
 

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Have you considered turning your dungeon on its side?

This is hard to do in ASCII art, but basically, if your dungeon actually looks like this:

|__| <- Entrance room
. ||.
. ||.
. ||. <- Downward Tunnel
. | ====|___| <- Side Chamber
. ||.
. ||.
... Etc.

Then lay it out like a normal dungeon:

Entrace Room Downward Tunnel
V . . . . . . . . . . . V
|___|===== . ===== etc.
. . . . . . . . | |.
. . . . . . . . | |.
. . . . . . . |_ _| <= Side Chamber

... and just tell the party that the long corridors, although they look flat on the table, are actually vertical.
 

I'm sure this is a common complaint, but I find it difficult to map dungeons with different elevation. It's easy to put one isolated rise, but in the hills, or a mountainous region, the elevation changes all over the place, and it can become difficult to keep track of. My specific problem with elevation is this; An NPC has been kidnapped by some sort of aquatic creature, and taken to their temple. The non-water are of the temple is just one round room, but in the middle of the room is a octagonal pool of water, going straight down through the building. Different rooms branch out of the pool, and I'd make some have "Protection from Water," so the PCs could find places to breathe and rest. They would have to go and find the room where the hostage is being held, and take them back. My problem is how to map it out. It would just be straight down, except for rooms branching out of it, so I'm not sure how to explain (on paper) "where" certain things are, rooms excluded.

You can use multiple layers of that thin/see-through paper, if just turning it around isn't enough.
 


I think we are talking Habitrail!!

images
 

Have you considered turning your dungeon on its side?

This is hard to do in ASCII art, but basically, if your dungeon actually looks like this:

|__| <- Entrance room
. ||.
. ||.
. ||. <- Downward Tunnel
. | ====|___| <- Side Chamber
. ||.
. ||.
... Etc.

Then lay it out like a normal dungeon:

Entrace Room Downward Tunnel
V . . . . . . . . . . . V
|___|===== . ===== etc.
. . . . . . . . | |.
. . . . . . . . | |.
. . . . . . . |_ _| <= Side Chamber

... and just tell the party that the long corridors, although they look flat on the table, are actually vertical.

Actually, that first diagram is perfect, and seems kind of obvious now that I actually have it spelled out for me. If I draw the top (non-water) layer on a different piece of paper, I'd have more credibility in saying that drawing down the paper is....."down."
 


It is also remarkably easy to annotate alongside the features of your map indicating slope, depth and other changes, and add cut away views.
 

A nice computer with 3D modeling software and a projector system!

(or build it..... parital quote)

wont let me give any more xp... unbelievable.. (too much in 24 hrs - what ever)

anyway...great idea the builing it.. lego works great or even cardboard... just gave me a great idea. since Im about to run U-2 and then U-3 if they go that way..
 


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