I bet those players of yours automatically head off for the cave! :P
My home players are incredibly safety minded. Doesn't mean they don't make mistakes though. For something like this, not sure what they would do, but clean out the upper levels then go for the cave last, is my guess.
Preliminary Sub-level 01, part 02. Note The Toxic Room. Could this have been their real downfall ? The monster from the cave just wanted tghem to clean it up because it was leaking onto him ?
Maybe, maybe not. Oh, lots of secret doors on this map. More work to be done.
The Dwarves hired a tile expert. He started, said he had to go back to get more tile, and never returned. Not returning might be due to reports of a dragon down river from this location. So they hired a local to teach the kids tile making and they continued to tile the walls of their abode.
Preliminary sub-level 01, part 03. This has several secret doors. Dwarves hiding things from the other dwarves by magic, special runes, paranoia. Could this be an influence of the Evil down below in the cave ? Food, clothes, weapons, and armor. A very bad idea.
Convoluted passageways make for better defenses. Or they don't. My players didn't like them when I used them, but they were more careful due to traps being there.
Here is the trick with long corridors. Bullseye lanyerns in ad&d had an 80 foot range. Put an opening about 100 feet down that corridor. The charactewrs wont see it from 100 feet away. When the character party gets to 80 feet from that opening, they will see it. Maybe a dim view of it from 90' down to 80' A boulder or metal wall closes their retreat off.
Now, the side room/corridor could have nothing in it, a weak force, or a strong force of monsters.
No doors or easily used doors, taking adventurers around the two secret areas that could have treasure ni them. Two large chests opened, one small one still there. Looks like the last party through here lost some members.
Looks like the shadows on the wood, etc. need to be reduced.
That has lead me to wondering that if every DM marked where every player ever lost a life on each map, if the floor in any map would be visible for the bones!
Still don't like the tile walls, but that's probably just me. Otherwise a nice map
There are dead adventurers in B1 Quasqueton module from TSR. The first dead being the player characers see. A small group that didn't make it much past the entrance.
Comments
I bet those players of yours automatically head off for the cave! :P
Next maps will be the dungeon levels.
Maybe time to go independent and get yourself set up on your own account?
Maybe, maybe not. Oh, lots of secret doors on this map. More work to be done.
Now, the side room/corridor could have nothing in it, a weak force, or a strong force of monsters.
Looks like the shadows on the wood, etc. need to be reduced.
Still don't like the tile walls, but that's probably just me. Otherwise a nice map
There are dead adventurers in B1 Quasqueton module from TSR. The first dead being the player characers see. A small group that didn't make it much past the entrance.
The 'last defenses' should be more like 'last defenses for this level', but I didn't want to clutter up the map.
Not sure what I'll put in the three connected rooms center over to the right side of this map. Maybe just leave them empty of all but dust.
Starting to show more rot. A large circular room with fallen columns, and apparently killed due to rocks and columns falling.
This sub-level will start to show more deterioration due to battles and less construction and more taking advantage of what was already there.
Looking for caves to save labor may be what woke up the balrog-type demon down below. Familiar/similar, but these dwarves aren't looking for mithril.