A great looking map and some simple model terrain can go a long way towards making your games stand out. Here are three super easy projects.
A Sign (Post) of Things to Come
I made this little sign post to put alongside roads on my game map. It gives the players a visual reminder of where something is, like the big city, in relation to the combat action. I intentionally left it blank.
To make it, all you need are some small pieces of wood, cut to shape, and some modelling clay for the base. I actually used a kind of papier-mâché, which worked fine. I highly suggest painting the wood and giving it a wash to bring out the grain.
Stalagmite (of Doom)
Stalagmites and standing stones are all over every fantasy world, so having one I can plop down on the map really helps highlight those features.
This is mostly modelling clay, molded into shape and then filed to add some detail. I added chains so that it could be part of a broken bridge or a feature of a jail, surrounded by miserable prisoners.
Well, well, well. What have we here?
Again, water wells are everywhere. You know there’s something down there and you know your players want to find out.
The well was also made with modelling clay, built on top of plastic card, which I painted black. I added chains to look like they connected to the depths below. Some dry brushing really made this model pop!
Incidentally, Chris Shaeffer created an amazing map centered around a well as his entry to round 2 of RPG Super Star Season 9, go check it out.
It’s your birthday, or it will be some time, and to celebrate I’m giving away free copies of my adventure “Lunatic Labyrinth.”
“Lunatic Labyrinth” is a solo or one-on-one adventure for a level one or two character. The adventure is compatible with the Pathfinder Roleplaying Game and includes rules to facilitate entertaining solo play. Continue reading Win A Trip To The Dungeon→
I have to applaud the efforts of the organizers of the One Page Dungeon Contest. Nothing gets people thinking outside the box quite like being forced into a “box”. The one page limitation really forced me to look at adventure design in a way that regular adventure writing does not.
Imagine the scene: A long stone corridor lit only by your sputtering torch, as your hasty foot steps echo off the hard cold walls. Behind you, some unimaginable evil chases you, bent on your demise. And then you turn a corner, into a dead end. You can hear claws clattering on the tunnel floor now, gaining ground every second. Then, in a moment of clarity, you remember the ancient stone key in your pocket. You draw it out and hold it aloft, and with all the air in your lungs you shout “laloona”. The wall before you creaks, sending dust billowing out as the wall grinds past, revealing a new corridor. You run forward, shouting the magical word behind you, as you flee. Turning back to where you came, only a stone wall remains, you can hear the frustrated clawing on the other side of the wall, and know you have escaped death this time. But what mysteries and terrors lie ahead of you in this labyrinth.
The Lunatic Labyrinth is more than just a dungeon, it’s a shifting maze of monster filled corridors that gives the delvers a new take on the good old dungeon and gives the Game Master a new tool for their gaming kit. But I’ll let you be the judge. Download the latest version here.
I would love to hear your comments, especially if you have used the Lunatic Labyrinth in your own game. Happy delving.