My first map - The Cursed Ones, First Quarters
JMunsonII
Traveler
Greetings!
Well, with a little help from ya'll, the Help manual, and the prior forum posts, I've created this not-quite masterpiece...
I started off with a map size too large. I was thinking I would map out the whole of the upper levels of the dungeon on the same sheet, but changed my mind into the project...So, the grid is off a little, meh. Not really a problem.
I do wish some things were easier, like selecting multiples of things like nodes, and Undo doesn't always work either (good thing for iterative saves!). I also wish one could deselect too... Anyway, just part of learning the tool I suppose. Some things were really frustrating, like trying to add a terrain and put it on a custom multiply-mode sheet... that didn't work out so well... Too used to Photoshop & Illustrator I guess...
My next step, besides writing up the rooms, is to get the grid to only be in the room/halls, not on the entire map. Though it is OK as is.
Regardless of all that, let me know what you think and what I could do to improve upon this. I should learn to emulate Schley's style, so I can add further symbols.
Hires here.
Here is the first part of the write-up I've started on the module:
The Cursed Ones
Background
In an age long ago, well before any of the known ancestors, when the Ancients walked the world, there lived, and thrived, a cult of the utmost evil.
The name of this cult has been forgotten by history – no mention, no hint, nothing of it remains, except the footprint left deep underground.
Evil things were done by those who worshipped the deities of this cult – nameless things that inspired deep terror and loathing inside anyone who dared even look upon their idols. The atrocities committed unto them would make even the most battle-hardened warrior retch uncontrollably, and beg for a quick death. What was done to innocents were unimaginable by nearly anyone – except those of the cult.
After centuries of thriving, as evil of often does, inexplicably, suddenly, and violently, the cult vanished. The world was glad of their leaving, and chose to make it complete by keeping absolutely no written record of the horror once unleashed by them.
Notes
These are general notes for the module. Feel free to adjust as you wish to the level/caliber of your players.
1. Light sources illuminate out to 20 feet maximum, ending sharply at 20 feet (or less, depending upon the limit of the light source) or half the source distance. Magic lights, if they can be sent off ahead, will seem to disappear once beyond normal range.
2. Darkvision is halved, and sharply ends as well.
3. Dwarves, or others with similar abilities, cannot sense what direction they’re going, distance they’ve covered, nor elevation changes made along the way.
4. The place is deathly still, silence is quite loud here – the barest whisper echoes for quite a distance. That being said, monsters here are equally silent – and deadly as a result.
5. The players will often hear sinister whispers, evil mutterings, and whispering maniacal laughter in their heads as they walk the corridors and halls.
6. Bones lay scattered everywhere, deep blood stains can easily be found on the floors and walls – some even a little gooey, debris abounds, and most things look as if they were shattered in-place in some ancient time in the past.
Enjoy!
Jon
Well, with a little help from ya'll, the Help manual, and the prior forum posts, I've created this not-quite masterpiece...
I started off with a map size too large. I was thinking I would map out the whole of the upper levels of the dungeon on the same sheet, but changed my mind into the project...So, the grid is off a little, meh. Not really a problem.
I do wish some things were easier, like selecting multiples of things like nodes, and Undo doesn't always work either (good thing for iterative saves!). I also wish one could deselect too... Anyway, just part of learning the tool I suppose. Some things were really frustrating, like trying to add a terrain and put it on a custom multiply-mode sheet... that didn't work out so well... Too used to Photoshop & Illustrator I guess...
My next step, besides writing up the rooms, is to get the grid to only be in the room/halls, not on the entire map. Though it is OK as is.
Regardless of all that, let me know what you think and what I could do to improve upon this. I should learn to emulate Schley's style, so I can add further symbols.
Hires here.
Here is the first part of the write-up I've started on the module:
The Cursed Ones
Background
In an age long ago, well before any of the known ancestors, when the Ancients walked the world, there lived, and thrived, a cult of the utmost evil.
The name of this cult has been forgotten by history – no mention, no hint, nothing of it remains, except the footprint left deep underground.
Evil things were done by those who worshipped the deities of this cult – nameless things that inspired deep terror and loathing inside anyone who dared even look upon their idols. The atrocities committed unto them would make even the most battle-hardened warrior retch uncontrollably, and beg for a quick death. What was done to innocents were unimaginable by nearly anyone – except those of the cult.
After centuries of thriving, as evil of often does, inexplicably, suddenly, and violently, the cult vanished. The world was glad of their leaving, and chose to make it complete by keeping absolutely no written record of the horror once unleashed by them.
Notes
These are general notes for the module. Feel free to adjust as you wish to the level/caliber of your players.
1. Light sources illuminate out to 20 feet maximum, ending sharply at 20 feet (or less, depending upon the limit of the light source) or half the source distance. Magic lights, if they can be sent off ahead, will seem to disappear once beyond normal range.
2. Darkvision is halved, and sharply ends as well.
3. Dwarves, or others with similar abilities, cannot sense what direction they’re going, distance they’ve covered, nor elevation changes made along the way.
4. The place is deathly still, silence is quite loud here – the barest whisper echoes for quite a distance. That being said, monsters here are equally silent – and deadly as a result.
5. The players will often hear sinister whispers, evil mutterings, and whispering maniacal laughter in their heads as they walk the corridors and halls.
6. Bones lay scattered everywhere, deep blood stains can easily be found on the floors and walls – some even a little gooey, debris abounds, and most things look as if they were shattered in-place in some ancient time in the past.
Enjoy!
Jon
Comments
All - I have added the beginnings of a write-up to the OP.
The small version is attached, the larger is here.
Again, any comments relative to improving this are well appreciated.
Must be a good map: It's already got me blabbering out a story.
Thank you for the comments everyone!