u/safabinho93

Level 3 Sargauth map I made

Level 3 Sargauth map I made

Following the map posts I’ve been making for my campaign, this is the last completed one I currently have, and also the one where I changed the most from the original material. You can still run it normally by simply ignoring the staircase direction arrows. I’ll list the changes and the reasons below:

Changes:

  1. I swapped the entrance and exit locations for Level 3.
  2. I removed the northern corridor leading to/from Drow Town.
  3. I blocked the Drider tunnels.
  4. I removed one of the entrances to Skullport.

From this point onward, there will be some spoilers.

Reasons:

  1. Encountering Azrok first is much “safer” for the players, and it makes the climax of having to confront the drow to leave Level 3 much more impactful to the story, while also avoiding the anticlimactic possibility of them killing the floor’s “final boss” before even meeting Azrok.
  2. Having the Legion control the entrance to Level 3 and the only route to Skullport creates a great opportunity to expand Ulquess’s role within the Legion. In my campaign, I made it mandatory to have his explicit authorization to enter Skullport.
  3. Blocking the Drider tunnels doesn’t make much difference if you’re playing with the standard orientation — you can just treat it as a narrative element and keep the hidden passage obvious. But if you decide to use the reversed orientation, this change prevents the players from simply walking straight into the dwarf temple controlled by the drow. In my case, I made the hags aware of a hidden passage within the blockage, which gives the players a good reason to ally with them in order to “skip” all of Drow Town.
  4. I removed one of the Skullport entrances for the exact reason mentioned above, otherwise the players could just enter through the river and only be forced to pass through Skull Island — which I fully intend to make an absolute nightmare for them hahaha.
u/safabinho93 — 9 days ago

Level 2 Arcane Chambers map I made

Hey guys, I recently posted a version of Dungeon Level 1, and some people asked for the other versions I’ve made, so I’ll keep posting the ones I already have finished whenever I can.

I made a few changes from the original material, and it ended up revealing some assets that were supposed to stay invisible as if they were part of the map, so make sure to check everything over before using it

u/safabinho93 — 11 days ago

Level 1 Dungeon map I made with my vision of Undermontain

Am I the only one, or do most of the floor maps feel kind of lifeless?

I’m getting ready to start running WDOTMM, and I spent a lot of time searching for maps of the different levels. But honestly, most of the ones I found don’t really seem to take into account how creatures actually live inside Undermountain. The maps usually feel pretty inhospitable in terms of natural resources, signs of day-to-day life, and so on, as well as very monothematic and monochromatic.

So I took the liberty of reimagining the maps a bit, trying to add more signs of life: spreading vegetation, waste, environmental storytelling, etc. I also included some of the modifications I decided to make to the overall story.

Since the maps are huge, I’ve only managed to finish Levels 1 through 3 so far, and for now I’m only posting Level 1. If people like it, I’ll post the other two as well.

PS: I’d also like to take a moment to thank all the artists who make assets available, especially 2-Minute Tabletop, which is where I got almost everything I used to build my maps. The final version of this map ended up using more than 12k assets placed over the module’s default blank map, so I definitely wouldn’t have been able to do it without their work :)

u/safabinho93 — 12 days ago