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I think a 'site map' of the Dwarf Home page links is a good idea... before any of us get lost.
overview map of the Dwarfbas - Dwarf Home area. | Close up of the Dwarf Home area.
Close up of Dwarf Home entrance | Dwarf Home site map
sketch of Dwarf Home hills 931x542 pixels at 291 Kb
Each of these pages has 2 methods to reach the details. 1) a set of labelled links, one for each map page, that when clicked leads to a larger png map and room descriptions for that map. 2) a map page of small png files that when clicked leads to a larger png map and room descriptions for that map.
Level 4 and 5 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... :-)
Why ? To reduce the chances of cheating by the players if I mistakenly blurt out the room number, or they see the room descriptions.
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.
Overall ortho type drawings of Dwarf Home.
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.
So 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 one, 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.
I will also type up the list of waring factions, and a list of whom their buddies are, at a later date.
Note on room dimensions: 20' x 10' x 10' - 30' x 30' x 10' means those are 2 areas of the same room, to make it easy to calculate the room's volume. I'm not subtracting one room dimension/area from another one. Dwarf home legend CC2 map annotated to show what I mean.