MEGADUNGEON MONTHLY E-zine

Post/Author/DateTimePost
#1

yellowdingo

Jul 05, 2010 8:30:35


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I'm looking at creating an E-Zine (PDF) created by a Mailing list of DMs. We would all submit a map to the E-Zine This map would describe a 100 feet x 100 feet area where the grid is made of 5 feet squares which is part of a larger MEGADUNGEON.
So we would submit to its Growth on a Monthly Basis a single Map (or as a one off if we had lots of DMs submitting to the Map).

You would email your map to me as a JPEG? at my email address: reddeerrun(at)hotmail(dot)com and i would put all the Maps together in a PDF and send the ezine to all submitting DMs on the Mailing List.

I will put up a first Map for the Style on my next post (unless you think it would look cooler if everyone had their own style) so it looks more like a patchwork Quilt of Maps.   


 


Anyone care to email me any Licence for Creative Commons that we might need to put in it (if at all)?



Sean

#2

yellowdingo

Jul 05, 2010 9:32:29

Map Zero: The Entrance to our Megadungeon: 
THE OUBLIETTE OF MADNESS




#3

yellowdingo

Jul 05, 2010 10:05:10
Those are Undermountain maps.



What are? The powder Blue style? The maps (the one in the Banner and the Map Zero) are both Originals.
#4

yellowdingo

Jul 05, 2010 10:24:14
Those are Undermountain maps.



What are? The powder Blue style? The maps (the one in the Banner and the Map Zero) are both Originals.

The two maps on this thread, they look alot like the old Undermountain maps.




I wouldnt know about UNDERMOUNTAIN (Never Seen it/Owned it/Used it). The Powder blue style was commonly used for Maps printed on the inside of a D&D Module Cover.
#5

feyberry

Jul 06, 2010 0:59:16
If this is for 4th edition D&D, this is too closed and narrow.  The game mechanics for 4th edition work best in larger, more open encounter areas, even if they span multiple rooms and corridors.
#6

yellowdingo

Jul 06, 2010 21:17:05
If this is for 4th edition D&D, this is too closed and narrow.  The game mechanics for 4th edition work best in larger, more open encounter areas, even if they span multiple rooms and corridors.



It will meerly force you to change tactics regularly.
#7

yellowdingo

Jul 06, 2010 21:24:06
Adjacent Map Sections:

MEGADUNGEON SECTION ZERO MINUS ONE


Basically I am working my way along the Boundary.
#8

yellowdingo

Jul 11, 2010 16:33:26
So, in other words, it is a rim job.



Anyone else care to comment? Any Map Sections? Should the entry be different?
#9

EscherEnigma

Jul 11, 2010 17:06:15
Argh!  The puns!
#10

yellowdingo

Jul 13, 2010 8:15:01
So what are we looking for? Two different Megadungeons? One for the 4E engine?

AREA 1: SHRINE OF YA XGG

 

The PCs are set apon by ten 'mummified' skeletons disguised as statues in painted plaster.
#11

jeff-heikkinen

Jul 16, 2012 23:17:04
Those are Undermountain maps.


You misremember (that, or just plain rumor-monger, but I'll be charitable and assume it's just a case of misremembering). Undermountain had its own distinct look - tan on black with lots of orange and yellow fills. These look nothing like the Undermountain maps. They're (quite intentionally, I'm sure) aping TSR's early 80s house style - in other words, the look of a lot of the classic adventures from about a decade before the first Undermountain boxed set - though the shade of blue isn't quite right.
#12

jeff-heikkinen

Jul 16, 2012 23:21:42
I'm not sure a classic megadungeon for 4E works without house ruling in a less generous system for resting. Otherwise you lose the whole attrition element.

In any event, one thing that megadungeon design and 4E have in common is that they work well with lots of space and with a lot of areas having more than one approach. From the admittedly small sample here, I'm not seeing this element. (Actually, the piece in your banner looks promising, but not so much the geomorph-like other bits you've posted). Also, of course, there shouldn't be such a thing as the entrance - there should be at least two and preferably more, including some that skip past the first level.