Not signed in (Sign In)

Vanilla 1.1.4 is a product of Lussumo. More Information: Documentation, Community Support.

Welcome Guest!
Want to take part in these discussions? If you have an account, sign in now.
If you don't have an account, apply for one now.
    • CommentAuthorMetal
    • CommentTimeApr 5th 2008
    So having bought DD3 some time ago and never getting around to playing with it (I have now, and let me be the first to say I was missing out), I'm embarking on mapping a largish project - a sewer network under a large city, will all kinds of disused tunnels and caves attached. It's the Klinker from the Troll Lord Games book Bergholt, if anyone has heard of it - no map has been published, only vague references.

    According to the text, a network of smugglers and thieves uses it regularly. There are companies in the city whose job is to maintain the upper levels of the sewer. Also, there are large abandoned sections originally built by the dwarves who later abandoned it. So, for running a game, I need to figure out entry points, major encounter areas, and travel. This network is supposed to be huge, and often disused. So, I'm thinking of having a node style grid - a la Vault of the Drow hexes. Then I can make the players make navigation/track checks, etc, to move across the map to specific areas. Failure could make them go in circles and not move a hex, or, worse, move a hex the wrong direction and not know it. NPC provided maps could show some parts, but not all. Throw in random encounters in generic sewer areas, and what I get is - I can map each major area seperately using the different DD3 templates. I can map up a bunch of random areas for encounters, and any kind of dungeon areas I want, and plop them in the node grid whereever. Then the players can stumble around the grid, try to get to areas, and randomly finding areas they can note for future reference.

    This means play at the table would be based around looking at a hex grid of what they know, with me having the master grid behind my screen. I can print out the larger areas on sheets (I'm thinking of using the 5' grid templates and tiling) - for the major areas (eg the thieves/smugglers' lairs), and random encounters, and ancient dungeons. The master node grid can have hyperlinks to each area. Perhaps I could make a more artistic map later - taking images of the mapped areas, shrinking them, and using them as symbols on the travel map.

    So, how cool is that? What a powerful piece of software.. the only thing limiting here is my lack of creativity.

    Does anyone have any tips? I know this is not a new idea, but I never thought to try it until now, while I'm trying to tackle mapping this area.
    • CommentAuthorJimP
    • CommentTimeApr 5th 2008 edited
    It may be easier/better to print out pieces of the map.

    For one of my larghe cities I have a large hexagonal map, 5 miles across, with generic areas. 'Nobels' or 'military' or 'parks'.

    Then I used, these are based on the Judges Guild type hexagonal templatesavailable on the 'maps and symbols' uploads on Profantasy's web site. These were created by users. I then came up with map pieces based on the 0.2 mile hex map templates.

    This the 'site map' page I set up for Dtillan Orsti.
    Dtillan Orsti

    As the player characters traverse the city, I show them a generic 0.2 mile map of the next section they enter.

    overall map of Dtillan Orsti

    This way I didn't have to draw the entire thing in major detail. I based this 'map piece' method on various modules I have seen over the years. The one that got me thinking along these lines the most was the module about Fafhard and Gray Mouser's home city Lankhmar along with the Thieve's World books I have read.

    You could then say to yourself/note 'generic sewer map 5 leads to generic sewer map 7 as they walk along under Jewel Boulevard'.