CA94 Mega Dungeon
I had another request from a mate to 'quickly' make him a large dungeon for a dwarven campaign he is running. So I though I would try out the CA94 Dwarven Dungeons. The game is for GURPS and therefore uses a hex grid. The maps are for a VTT so the grid is not shown but I've placed multiple hexes in the empty areas to help properly size up the png's.
I've only managed to map the Dwarven worker area which includes mining facility, foundry, smiths, and living area. I still need to add contours to the underground river as well as 'beaches', ferry, and some bridges to cross it. The geologist in me cringes at how I am portraying subterranean river but it is a fantasy setting.
I'm pretty sure one of the previous symbol sets includes mining carts and tracks, just need to find it yet. Those will be placed in the natural caves which I will expand with cut out mining shafts later.
Comments
Living area, not yet completed with symbols. Door symbols were not used as they will be added in VTT
Dining area and kitchen, looks like I left a door symbol on this one.
Smithy, I imagine the circular areas ceiling to be extremely high and domed to funnel the heat out.
What an encounter may look like with a grid on.
All of these were placed using my hexagon geomorphs then tracing a section of them at a time. I tried tracing the whole thing but it literally turned it into on giant room! Still needs some refinement.
The section above was turned into a solid room when I traced it. I had to go back and fix it later.
If you're still looking for the mine carts and so forth, try the Munson's Mines collection from the 2017 Cartographer's Annual.
And speaking as a once-upon geologist, what's wrong with the subterranean river? Just watery or water-filled caves, after all 🌊😁
I've placed nearby water, to show why rooms are damp.
There will be boats and water wheels. The Islands will have been carved out with rooms and used to help anchor bridges.
@Highland_Piper egad.