|
|  Voidgamers Home | Printer Friendly Version |
|
By BARBARI0N - Dec. 31, 1969 MOLDS USED:* #50 (Wizard’s Tower) - The large bricks for the outer wall * #56 (Tomb Mold) – The sarcophagus * #71 (Fieldstone Accessories) – The sconces * #80 (Dragon’s Teeth Accessories) – The large runed pillars * #250 (Small Brick) – The inside wall and rubble * #265 (Large Flagstone) – The floor and some rubble * #266 (Flagstone Accessories Mold) – The skeleton pieces OTHER MATERIALS: * Hobby Sand * Thumbtacks – the spikes in the pit traps * Color Inkjet Printer – For printing the images on the “plaster”. * Sculpey Clay – for building up the corners under the sand MEASUREMENTS: 7.5” x 7.5” with 2” walls TILE DIAGRAM: Key: B = Blocking Terrain; H=Hindering Terrain; C=Clear Terrain; T=Pit Traps B B B B B B B B B B B C C C B B T T T B B B C B B CONSTRUCTION: FLOOR: I used the 1.5” flagstones from mold #265, mounted on foam core board. The tree squares just inside the doorway were not glued down to serve as covers for the pit trap. After the tiles were painted, I rubbed hobby sand into the low points between the flagstones to give the effect of sand covering the entire floor. I build up the corners of the room with Sculpey oven bake clay and covered it with more hobby sand to make the piles of sand along the walls. Some of the rubble is made up by breaking the individual stones from one of the Flagstone molds. WALLS: The outer edge was made from the large bricks from the Wizard’s tower mold. I then used bricks from the Small Brick mold to create the inner wall, leaving one section bare where the wall is damaged. For the pillars I used the large rune-covered pillar from the Dragon’s Teeth mold. One half of the pillars needed to be split in half to give a 3/4 circle so that the pillars could be joined cleanly to the outer wall bricks. (It took a few tries, but by scoring it fairly deeply with a knife I was finally able to get a fairly clean split.) I chipped off a few pieces of the pillars with a knife and glued a few of the broken pieces to the floor near the pillar. The “painted plaster” effect was done by printing some Egyptian images on an inkjet printer. I yellowed the paper by wetting it with lemon juice and holding it near heat until it darkened. I used waterproof black ink, but the colored ink was not waterproof, so that it faded as I worked the paper giving it an even more aged look. Once it was glued onto the walls, I scraped the paper with a dull pocketknife to give it a more worn look. As a final step, I slapped some pre-painted sconces on the walls for decoration. THE TOMB: I just used the sarcophagus straight from the Tomb Mold. The only modifications were that I used a larger brick in the bottom so that it wasn’t as deep inside and I used a knife to chip the side and lid and left the pieces lying near the sarcophagus as rubble. For Mage Knight Dungeons play, the sarcophagus may be treated as an artifact or as a set treasure. THE PIT TRAPS: I used a double layer of foam core board for the base of this tile so that I could set the pit trap one layer below the main floor. I used thumbtacks for the spikes, which I pushed up through thin cardboard. This was glued to the lower level of foam board. Once in place, I added one skeleton piece from Flagstone Accessories mold to each of the 3 pit trap squares (I broke two for variety). After the skeletons were painted, I added the sand around the spikes. I had to cut a hole in the upper layer of foam board, leaving just enough of a lip to support the floor tiles, then glued the two layers of foam board together, lining up the spikes with the hole in the layer above. Once it was done I realized that getting the floor tiles out to reveal the pits was a pain, so I added a small stone to the corner of one tile to allow it to be lifted out more easily. For Mage Knight Dungeons play, treat an unrevealed pit trap square as clear terrain (i.e. 1 movement point to enter). But once the square has been entered, a roll must be made to disarm the trap. A base roll of 12 is required to disarm it, applying the usual modifiers for special abilities (nimble, stealth, sneak attack), but not for carefully disarming. If the trap is disarmed, the player gains 50 experience points and the trap is treated as a clear square for the remainder of the game (mark with a token), and the player may continue their movement. If the disarm roll fails, the pit trap is revealed (remove the covering floor tile). The Hero takes damage equal to the roll of a single die, and the current action ends. A revealed pit trap square is treated as hindering terrain for the remainder of the game with the exception that whenever the square is entered, a die must be rolled. On a roll of 1-3 the Hero takes 1 point of damage and ends its action.
You must be a registered member to post comments. You may sign-in Here. |
| Shortcuts |
|
|