Tags
Dungeon, Dungeons & Dragons, Fantasy, Labyrinth Lord, Maps, RPG
Sometimes I find the size of the paper I work on to be a bit of a constraint to my mapping… so for this one I went with a three page map built off of a single long hallway that runs through the middle of all three pages.
I try to avoid linear dungeon design in my larger works – I want there to be alternate access routes and ways around various areas. The goal in my head is to not force the party to use a specific routing.
For the Great Hall of Pella Sol’Kur, however, linear is the order of the day.



I love it. There’s an extremely long tunnel in my current sandbox that no one has been along yet, and the current group won’t have the resources to make the trek for some time, but I’ve been giving plenty of thought to what exactly there is further along. It’s more or less this, with long curves and the side clusters strung out over a much greater distance.
I like the way the complex at the bottom of page A is a couple of steps from working as a metro station, maybe a highly advanced version. I’ll be letting my specific layouts mostly follow the dice, but the ancient rapid transport idea is a guide when it comes to dressing and interpreting function.
If not for the preference for more random generation, I’d certainly consider using this map. It’s refreshingly different for the linear aspect. The fact it’s a threefer with potentially a few closely linked sessions in it is a bonus.
I love it, one big-ass hallway running the length of the entire dungeon….nothing wrong with linear in this case.
Damn that’s slick. I really want to use this in a game now.
Can you say…”Gelatinous Cube-fest”? The impressive, uninterrupted hallway running from one end of the dungeon to the other, along with several open chambers, provides the perfect “hunting ground” for these mindless, transparent creatures. Oh, what fun could be had!!! An awesome “trio” of old school mapping,Dyson!
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