HellHound's Maps - Underdark and Beyond (13 Maps)

Well, as of the 15th of next month, I'll be paying you money for E.N. Arsenal: Pistols, Arwink. So hey, yeah, I'm game.

Drop me an email about it, Arwink, and we'll discuss how we'll do it - ie: one map per PDF, with a lot of text, or one page (roughly) of text per map, 5 or so maps per PDF.
 

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Here's number 5 in the set - the Duhr-Ilvahn Trading & Salvage outpost is an old trading community that lies on the one main access between a drow city and the dark sea. The top of the map is the access route to the drow city, and the south is the port facility. This community has grown over centuries of trade, and the current ownership also runs a salvaging operation, keeping tabs on lost barges on the sea - their own and others.
 

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HellHound said:
Drop me an email about it, Arwink, and we'll discuss how we'll do it - ie: one map per PDF, with a lot of text, or one page (roughly) of text per map, 5 or so maps per PDF.

Done.
 

I'm going to take a few days break here... Have some layout gigs to do for paying clients (one for a government agency, one for a grade shcool), so I'll get back into mapping once I clear my desk again.

:)
 

I love maps like these - Underdark maps are great.

What I particularly like about these maps, though, are that they have lots of terrain. Things like water, islands, bridges, stairs, multiple levels - these are what make maps more interesting and fun to use in a game.
 

arnwyn said:
What I particularly like about these maps, though, are that they have lots of terrain. Things like water, islands, bridges, stairs, multiple levels - these are what make maps more interesting and fun to use in a game.

I'll ditto this. Also, if you go pdf, multiple maps is better than a single map, with maybe 1-2 pages of text. Mechanics (door stats, DCs to open, damage from falling into the waterfall) should be included as well as basic descriptions. I wouldn't do adventures, just adventure locales.

Cheers,
Nell.
 

arnwyn said:
I love maps like these - Underdark maps are great.

What I particularly like about these maps, though, are that they have lots of terrain. Things like water, islands, bridges, stairs, multiple levels - these are what make maps more interesting and fun to use in a game.

Thanks!

That's what I like about good maps too. Plain ol' dungeons are... plain. It's the cool terrain that the players and GM will remember for sessions to come. In our campaign we've been using the Chasm Bridge from the promo of Dungeon printed way back in Dragon 131. It reappeared more recently in a Dungeon magazine in the past two years, also. because of the two bridges and the natural 'toll bridge' environment, the players remember it from session to session, and it has become a sort of 'first chapter' to set up an adventure - it's the sign that the players have left their familiar territory and are ventring out into the depths again.

I'm going to use the Dwarven Stair in the future the same way for dealing with the dark sea. It's a great, scenic way to know you are on the shore of the sea. The players will *first* get there via the trading and salvaging camp, which is near Ched Nassad in my game, but will discover the Stair is far closer to their HQ.
 

Nellisir said:
I'll ditto this. Also, if you go pdf, multiple maps is better than a single map, with maybe 1-2 pages of text. Mechanics (door stats, DCs to open, damage from falling into the waterfall) should be included as well as basic descriptions. I wouldn't do adventures, just adventure locales.
I was thinking about doing a series like this. Sort of an instant dungeon, just add denezins. But, of course, I never have the time to finish anything. So who am I kidding?
 

jmucchiello said:
I was thinking about doing a series like this. Sort of an instant dungeon, just add denezins. But, of course, I never have the time to finish anything. So who am I kidding?

I think we have the same playbook, Joe. ;)

Nell.
 

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