Tuesday, 21 January 2020

D: Goblin Lair

Day four and it's the turn of the Goblins...
With this section I drew the stairs the wrong way round and had to re-do them - in the original map key it has "stairs up" and "stairs down" but in the middle of a corridor that tells you nothing!

I need to mark the fireplace in #19, and the Chieftain's Room shows I need better pens - I've got some on order. For these lair maps I also should add the letter for the adjoining sections.

This map is an unusual shape which I thought was a problem - on a two-page dungeon spread you'd have to put this diagonally across the page with the key top right and bottom left - but this would make for an interesting layout.

I was surprised there's no lock on the door joining the Goblins to the Hobgoblins, it's not even jammed - they are simply "watching the door" and "battle ready" - which seems highly unlikely.

The oddest thing about the lair however is the dead-end passageways. There are no less than eight dead-ends on this section, whereas there are only two other true dead-ends in the entire rest of the map (excepting two 10' square alcoves). There's no indication of their purpose, and game-wise all but one of them you can see to the end without going down it. Functionally they might act as time-wasters so you get got by a wandering monster whilst searching for a secret door... It is odd to find such a high concentration so they really deserve some explanation. Harder rock that couldn't be mined? Or a rockfall joining each pair of dead ends together? The right hand dead end looks like a natural cave so could have something unusual.

It looks like tomorrow is going to be a short post.

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