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Dungeon, Dungeons & Dragons, Fantasy, Halls, Labyrinth Lord, Maps, OSR, RPG
One thing you saw in a number of classic D&D adventure modules were crazy long hallways to break parts of the dungeon apart. Part of it was so we could have more wandering monsters. Part of it was so the rest of the place wouldn’t rise up when adventurers noisily executed the guys in room 3. And part of it was so you could slip in the occasional sloping passage so characters wouldn’t realize they had transitioned between dungeon levels (and thus difficulty levels). To accommodate those long passages, this map was drawn on legal paper (8.5″ x 14″).
The Halls of Taqash Thesk were mostly cut from the raw stone using disintegration spells and then masonry was added to make them feel a little less alien. Since the ascension of the goat-king Taqash to the Realms of Pleasant Evenings, the halls have been used by a mixture of those who would claim his worldly powers, and those who seek to follow his ascent.
The maps on Dyson’s Dodecahedron are released for free personal use thanks to the support of awesome patrons like you over on Patreon. Every month 400 patrons come together to make these releases possible. You can help too in order to keep the flow of maps coming and to improve their quality – and even get a map of your own!
I’m not sure which is more impressive… the cartography or the endless stream of unique names and back stories.
Thanks! I’ll admit that I routinely load up http://www.fantasynamegenerators.com/ and modify the results I get from there to make up the names for people and places in close to half of my maps.
Awesome. My first thought is to add a few secret doors with narrow tunnels to connect some of the more remote rooms with the entrance.
(If I were a bad guy, I wouldn’t want to be caught in a room formed deep within stone with no escape route.)
For example, the room in the very lower left corner could have a secret door that exits out to the main hall, allowing for escape and/or ambushes.
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