Maps

Before the game, the GM will map out the Underworld and create detailed notes about each room’s contents. They will also create a basic map for each dungeon level for the players: this is your guild’s in-character map.

Your map lets you tell the GM where your guild wants to go. For example, you might say, “We’re going to head towards Room 202.” Because the room numbers will be the same between the GM’s notes and the player’s map, the GM can turn to their description for Room 202 and continue play with minimal page flipping.

The player-facing map does not contain any information about the contents of dungeon rooms. However, each map should:

  • Show the basic outline of the rooms;

  • Show the paths through the dungeon; and

  • Be keyed, with each room having a different number.

Although you’re given some information on the map, it might not be complete! As you travel, you might find hidden rooms that you can draw directly onto your map. Exploring and discovering secrets is the fun part of play!

As you fill your (mostly) blank map in with notes about the rooms, traps, and dungeon denizens you encounter, you’ll be able to make informed decisions as you explore.