updated on March 3, 2019.
I am slowly but certainly removing the ‘S’ parts of the maps that show secret doors. I tried running some of these maps through a virtual table top ( VTT). Not showing the secret door is very difficult, if not impossible in some doors. So i am removing them. When I am done the only letter ‘S’ seen on these maps will be to mark a corridor/passageway S.
The different floor types, and wall types is to show different minerals like limestone, granite, etc. I wont be naming which ones are which one. I leave that up to the referee that uses these maps in their game world.
Currently also making levels 5 through 7 larger. There is a waterfall on level 4B I never drew the lower levels catching that water. So these lower levels will be extended out, as I have the time, to include column B for levels 5 through 7.
I haven’t decided to make all rows and columns of maps, or just to make two row paths out to the new areas.
end of March 3, 2019 update.
This is a large adventuring area for player characters. We never finished gaming in this dungeon, and I never finished drawing it. I came up with it in 1980. I did a web search recently, 2015 and 2019, and found the name ‘Dwarf Home’ and ‘Dwarfhome’ being used by a number of other sites.
Level 6 and 7 are a work in progress. They were never completed in the 1980s and so on down to level 11. Which is tremendously huge. Why, you could fly a dragon in there, and have room to turn it around… :-)
I made the large area rooms and corridors, then went back and added additional rooms as needed by who was where, storage areas, etc. So room 150 isn’t always near room 151 on each level. This will become clear as you look at the level maps.
I have numbered these rooms as I drew them. So, on the map, the room numbers appear to not be in any sequence. This also makes it harder for any players to cheat by glancing at the map and room descriptions. I wont put stats for the monsters, but I’ll name them and give their weapons, and any treasure they may have. I decided to come up with a ‘ratio’ as mentioned in the 1E DMG.
There are monsters in approximately two-thirds of the rooms, with treasure and traps at about the same ratio if there are monsters in that room. Some rooms have traps and treasure, some have monsters and traps, some rooms are empty, etc. I used ‘dungeon debris’ in various corridors and rooms. Thats the ‘x-number’ locations on the map. A list of suggestions is in the back of the 1E DMG. I came up with my own list of 54 items, and used it for level 1. Here is the list of 101 items for levels 2 through 5. Some of them I placed randomly, some were ‘warnings’ as to what the players would encounter in a particular area.
I came up with total experience points, treasure, and traps for each level. And figured from that how many characters would be able to advance a level. Sometimes that worked, and sometimes not as some players didn’t game every session, changed to another game, or decided they didn’t have enough time to play after all.
Note that much of first and second level are areas of contention. They are trying to take over what they think is an abandoned area. Its not abandoned. There are dwarves down below, on third level. But those Dwarves do have some peculiar ideas about what has happened up on the surface of Crestar. Very peculiar ideas indeed… Or someone is telling them lies, in order to manipulate them.
The room dimensions are: left to right by top of paper to bottom of paper by height of the room. The cubic feet is there to help me determine area of affect for a fireball. In First Edition, fireball has so many cubic feet of affect, that flame/pressure has to go somewhere… particularly if the room its being cast into is too small to contain it. More than once, but only once per group, adventuring party got bit by this. Most of the characters survived to fight another day. Why yes, some of the ‘cast fireball and think later’ players were verbally berated by the other players.