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Dwarven Stronghold - a community effort
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<blockquote data-quote="Mungeon Daster" data-source="post: 8746" data-attributes="member: 1578"><p><strong>Mapping & MERP Moria Sourcebook</strong></p><p></p><p>Does anyone have the MERP Moria sourcebook ? This is an invaluable resource for what you are trying to do here -- unfortunately I can't find my copy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> </p><p></p><p>The best part is a very detailed random 'dungeon' generator, which I remember produced some very impressive results with a little bit of interpretation. This generated gross features, such as types of chambers, number, size and direction of corridors, chasms, waterfalls, rivers, etc etc; this was used in addition to some very large scale maps of Moria which were really road maps of the whole complex.</p><p></p><p>I think the best way of mapping a huge complex like this is to treat it as if it were a wilderness location - map out the main locations and 'road' network, and then detail key areas just as you would a town, ruin or dungoen for a wilderness location.</p><p></p><p>What I'm suggesting is work out the grand scheme of the whole complex, locating key locations and features, and then map out in great detail only the main locations such as the entrance, kings chambers, forges, etc. When the DM needs to map other areas, this can be done from a series of tables to work out the main features. Then the tables from the DMG can be used to add extra detail.</p></blockquote><p></p>
[QUOTE="Mungeon Daster, post: 8746, member: 1578"] [b]Mapping & MERP Moria Sourcebook[/b] Does anyone have the MERP Moria sourcebook ? This is an invaluable resource for what you are trying to do here -- unfortunately I can't find my copy :( The best part is a very detailed random 'dungeon' generator, which I remember produced some very impressive results with a little bit of interpretation. This generated gross features, such as types of chambers, number, size and direction of corridors, chasms, waterfalls, rivers, etc etc; this was used in addition to some very large scale maps of Moria which were really road maps of the whole complex. I think the best way of mapping a huge complex like this is to treat it as if it were a wilderness location - map out the main locations and 'road' network, and then detail key areas just as you would a town, ruin or dungoen for a wilderness location. What I'm suggesting is work out the grand scheme of the whole complex, locating key locations and features, and then map out in great detail only the main locations such as the entrance, kings chambers, forges, etc. When the DM needs to map other areas, this can be done from a series of tables to work out the main features. Then the tables from the DMG can be used to add extra detail. [/QUOTE]
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