Catacombs Dead Ends

Post Reply
jgardner44
Ogre
Ogre
Posts: 691
Joined: Tue Mar 16, 2010 6:59 am

Re:Catacombs Dead Ends

Post by jgardner44 » Tue Apr 09, 2013 9:08 pm

Those all sound like good ideas to me. I love doors and collapsed passages.

User avatar
jackattack
Minotaur Lord
Minotaur Lord
Posts: 3359
Joined: Sun Mar 04, 2012 12:47 pm

Catacombs Dead Ends

Post by jackattack » Tue Apr 09, 2013 8:44 pm

This is not a post about the kickstarter, or DF's new Game Tiles.

I'm sorry. Don't hate me.

It occurred to me that dead ends and blocked passages and sealed doorways can be very useful for a couple-few reasons, and should be added to one of the upcoming Catacombs expansions.

A collapsed section like the Dead End Short Passage (WA2) would allow us to imply a much larger setting than we might have sets for, without leaving open doorways or passages that players will inevitably want to go through. A debris inset for the arched Catacombs doorway could double as a barrier to movement, and DMs could drop it on unwary PCs in ancient or trapped tombs. A short freestanding wall piece sculpted like a wall of iron might be an impenetrable seal blocking older, plot-irrelevant sections of the tunnels.

Or, barriers might just be obstacles that coincide with good places to take a break -- "while the party digs", grab a snack or stretch your legs or set up the next area of the dungeon.

One or three pieces could add scope to even a small Catacombs set-up, without requiring lots of sets or continual dis/re- assembly of pieces.

Thoughts?
Favorite Pieces: Chasms, 45 Degree Passages, River & Lava Banks, Ledges, Large Curved Walls, Elevation Arch

Post Reply

Return to “Fantasy Master Maze products”

Who is online

Users browsing this forum: No registered users and 4 guests