SamuZai
V de-Zigner
V de-Zigner

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HiveGothic (04) Dungeon with a Drill big multi-level map [40x40]

Hello everyone, today I have something interesting for you!

Here is a large map of the dungeon in which enemy forces have placed a large drilling machine. Perhaps they are dungeon robbers, artifact hunters, rebels plotting to undermine the defense lines of allied forces or something even darker.

The map has two levels - the main one and the basements, which will give you even more gaming experience. (In foundry, you can set up an automatic transition between floors, but in other VTTs, you can rearrange players manually).

When I created this map, I already had a plan for how players should go through this dungeon, I will add some pictures with conditional signs to tell you my story, but you can always do everything your own way.

Legend

Players start at a location marked with the letter A and must end by capturing an enemy vehicle at point B.

In the first room with a flooded floor in the corner you see a marker for the transition to another floor (a circle with an arrow inside), players can climb into the tunnel to sneak up to the enemies' living room in the basement. Although they can use the usual staircase in the next room. All transitions between levels are indicated by the same symbol and number - which shows which points of the map are connected 1 is connected to 1, 2 to 2, and so on.

In this basement room, where you can get through the transition markers 1 and 2, there is a key with the number 1 on the boxes. By the way, it is drawn on the Ivasha map itself, players can simply notice it by studying the details. This key unlocks the lock with the same digit. A locked door will meet you further on the main floor. So the key with the number 1 opens the lock with the number 1. I think everything is clear.

In the third room you will see a bridge that leads to a locked door. This door is not so simple and it will not be possible to open it from this side (although you can always let players break it if they have enough strength and equipment). In the fourth corner room behind the locked door 1 there is a descent into a flooded passage (transition marker 3) after passing through it, players will be able to pass the locked door and be on the other side.

A flooded passage can contain many dangers. Perhaps not everyone should go, but only some who will be able to overcome obstacles. It may be too littered with junk for someone not agile enough or strong enough to pass through there, dangerous fumes or local animals may have to fight with them or sneak in unnoticed can harm players or they will have to lift too heavy objects blocking the way. Use your imagination and make a agility or strength check for characters willing to pass. In the middle of the passage, the path is blocked by a grid going deep under the water, now it's time to dive. After all the difficulties are overcome, the character using the transition marker 4 returns to the main floor in room number 5.

The fifth room is quite important, there are three passages from it besides the one from which the character came. The main gate can be guarded by guards or they can be closed with a complex lock requiring breaking. In my case, there were both of these options. In addition, one of the inhabitants of the room may have a key 2, which opens the lock of the door 2 directly opposite the exit from the flooded passage. Attentive characters will notice that the wall near the door has partially collapsed and after passing the agility test, you can get through without even opening the door. The third passage leads to a room with a bridge. There are levers on both sides of the door, I marked them with a gear symbol. If you lower the lever at the same time, the door will open and the group will be able to reunite if it was done earlier. However, the player will have to show invention how to lower two levers at the same time or call someone for help.

In the fifth room, players decide how to move on, through the main entrance to the final room B or use the tunnel with the transition marker 5. The final confrontation is likely to take place in Room B.

There are several points of interest in this room. This is a small tunnel (transition markers 8 and 9) that allows you to secretly cross the open space of the room and a generator that can be part of the plot (it is indicated by a lightning symbol) In my case, part of the power batteries from the generators inside the drilling machine (lightning 2) was used to illuminate the room at the lightning 1 point. In addition, it is in this hall that the entrance to the drilling machine is located - a hatch with a transition marker 7.

Your players can use a different approach to capture the final room - assault fully armed, stealth infiltration, taking a valuable hostage, sabotage such as the exclusion of light and I'm sure there are many more variations that they can come up with

I hope you enjoy this map and you will spend your unforgettable adventure on it and share in the comments how it went! Thank you for staying with us and see you to new adventures!

HiveGothic (04) Dungeon with a Drill big multi-level map [40x40] HiveGothic (04) Dungeon with a Drill big multi-level map [40x40] HiveGothic (04) Dungeon with a Drill big multi-level map [40x40] HiveGothic (04) Dungeon with a Drill big multi-level map [40x40] HiveGothic (04) Dungeon with a Drill big multi-level map [40x40]

Comments

Awesome work!

Morlon


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