How's this for nefarious? The bottom layer, in keeping with what I hazily remember of ancient Egyptian tradition, has the large obvious entrance - which of course doesn't connect to the actual tomb, to avoid plundering. The hallways should twist and turn enough to confuse any adventuring party, especially if you play it old school and don't give your characters a map. I've found that just describing the intersections as the characters see them really helps enhance the labyrin
I wanted to find a middle ground between a rough-hewn natural cavern and a fortified tunnel complex, because let's be honest - I've probably done enough kobolds. Gnolls were a surprising and welcome possibility, as they're not typically civilized enough to go in for fine tunnel work; that said, as slavers, they're probably in a position to modify their environment to suit their whims. Well, THEY wouldn't, but it would happen. Also, this was made with a mind for fans of a cert
Every adventure stops by a farmhouse at some point, so why shouldn't we have a map for it? What would happen in a farmhouse, you ask? All sorts of nefarious things - or, it could be just the pastoral interlude that your characters need. Personally, I don't believe in such silly things as "giving players hope" and "letting players take long rests", but your games might be different than mine. This house is loosely based on an actual converted farmhouse I've been in a few times
I am so happy with how the water effects turned out. I've always been a little leery of drawing a map like this, there are a lot of parts that are a bit dicey, but I think overall I pulled it off. What I like about this map is that you can cut it into pieces to spice up a travel montage. Who doesn't like attempting to ford a swift-flowing river while trying to deal with unseen assailants peppering them with arrows?