Crystal Mine: a D&D Map

I wanted to share a map I created and used in a D&D campaign, my thought process in creating it, and my intentions behind the different decisions I made. This map went over well with my players and so I felt it would be interesting to discuss it. I also felt that it highlighted my skills as a level designer. And so, let’s take a closer look at this map…

This map was created as a part of a campaign for Dungeons and Dragons 5th edition that I created in Roll20 called Undying Light. Players were tasked with saving a dying world by slaying 4 failed champions and using their souls as an offering to keep the world from darkness. In this map, players must navigate through a once abandoned mineshaft that has been taken over by a group of soldiers that are collecting the strange crystals from within. Players have to navigate their way from the bottom of the mine back up to the surface after finding a way in through a cave system. The black semi-circles represent the entrance and exit, with the entrance being in Room 1 and the exit being in Room 4 Players start on the leftmost entrance, and have to work towards the right side.

There are two enemies in this map. The green circles represent soldiers armed with swords, and the blue circles are soldiers with crossbows. These soldiers are very simple in how they attack. Sword soldiers approachthe players and attack, working to position themselves between the players and the exit to the cave. They may also work to separate players where possible. The crossbow soldiers remain at a distance at all costs, avoiding being near players and shooting at a distance. They have a special ability to detonate exploding barrels, which will be covered in a moment. The two enemies types work together to keep players from moving forward. In a scenario where players are able to move through the cave too quickly, reinforcements can be called.

The main hazards of this map is the explosive barrels. These are indicated on the map with a red circle with an X in the center. These barrels can be detonated by players who attack them with fire based attacks, or by the crossbow soldiers. If triggered by the crossbow soldiers, a chain reaction is caused, detonating all the barrels at once. Once that happens, massive sections of the cave are destroyed, and parts of the cave collapse. Once that happens, the map changes from the first map shown to the second one. If players are standing within 15 feet of the barrels, they take large amounts of fire damage. If players are standing where rocks fall they can be crushed, and will need to either dig themselves out or be dug out.

I designed the first map to put players at a slight disadvantage off the bat. The enemies are at a distance, but the terrain is designed to prevent players from advancing. In Room 1, players have plenty of room to look around and get an idea what’s going on. The barrel in the first room is there to inform players of the hidden danger ahead. The enemies do no have direct sightline so that it is possible for players to use stealth to gain an advantage. Enemies will inevitably spot the players before they can leave the first room. If the players do attempt to push straight to the exit, they can be ambushed by enemies in Room 3. Room 3 is a side room that contains 3 enemies to attack players if they are too bold. This may be a large threat, but the two barrels inside can be used to kill them, especially if players are quick to react when entering the room. Room 2 is a smaller room with the intent of slowing players down. With limited room, players are at a disadvantage. It is easier for the enemies to defend from this room. Room 4 is the final chamber before the exit. The small entrance is a limitation on players, forcing them to enter single file. This is also a great place for the crossbow soldiers to retreat too, giving them more range to shoot from.

The second map is designed to come into play right as the players are reaching Room 2. Ideally, the soldiers will detonate the barrels when the players enter Room 2. Room 2 becomes a dead end, forcing players to backtrack. This is an added challenge for teams that push as a cohesive group. Teams that split up will have trouble reuniting now, putting players that are on their own in potential danger if they need backup. It also gives the sword soldiers an advantage, forcing players into smaller hallways. Room 1 and Room 3 have merged into one large room now. This gives players more space to work with. It also allows the crowbow soldiers an advantage. Sword soldiers may struggle in this room. The entrance to Room 4 gives the sword soldiers another advantage. The change in the map makes this entrance easier to defend.

My goal with having this map that can change in appearance was to add more depth to a relatively small area. I wanted a map that was more dynamic, and interactive. Players could change portions of the map themselves if they were quick enough. The explosive barrels would constantly shift who has the advantage. I felt that this would make for an engaging combat.

Crystal Mine: a D&D Map

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