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| | A stalwart dwarf examines the dungeon
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| | An area view of the dungeon
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| The ideas and inspiration for the various dungeon tiles come from many sources. Very helpful were computer games like "Diablo", "Dungeon Keeper", "Baldurs Gate" and other AD&D Games, and of course the dungeon pages of HirstArts and Todd Goss.
The dungeon itself is very easily designed, since no one expects any coherent architecture from a dungeon. So one can just build away and be surprised of the results.
The dungeon tiles have mainly been build using these molds: Flagstone Floor, Fieldstone Wall, Fieldstone Accessory, Dragon Teeth Accessory.
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| | Double Portal Hall
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| | Pillar Tooth Hall
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| The dungeon consists of 5x5" tiles that can be arranges to needs. Standard tiles are such that are 5x5" large and have no special functionalities as stairs, entries or such.
When designing the dungeon I started with imitating parts of the HirstArts dungeons, to get a feeling for dungeon building. As a result some tiles are quite accurate copies of the HirstArts originals, only adjusted to my 5x5" tile system. Examples are the Pillar Tooth Hall, the Large Pillar Hall or the Window Tee Section. Above that I just regards those pieces as ingenious!!
Standard tiles are grouped in categories how they restrict movement in the dungeon.
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| | Corner Rail Room
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| | Window Corner Room
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| | Gothic Corner Room
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| Curves are elements with two walls connected in a right angle. Sometimes there is a Column in the empty corner, so it doesn't look that empty. Curves are nice tiles, looking great without too much work and also being possible backdrops for display cases.
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| | Large Pillar Hall
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| | Window Tee Section
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| TT-Junctions in general are tiles with one single wall .They allow maximum freedom of movement and are very popular with gamers. Many other tiles, such as entries and up-level rooms, are also t-junctions.
There are 2 t-junctions, the Large Pillar Hall and the Window Tee Section. Latter is designed in such a way that it is possible to use it as a connector piece to the sewer and cave tiles.
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| | Twisted Pillar Junction
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| | Large Pillar Junction
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| These were fun to design and to build. Without any experience I just thought it would be nice to have a dungeon tile where there is not a wall around space but space around a wall. So I made the twisted pillar junction. It proved to be a valuable piece and so I quickly made another one.
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| | Entry crypt style
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| Entry / exit tiles connect the dungeon to the main gaming table. I tried to make themed entries but it proved to be rather unnecessary since the cellar under a house rarely reflects its architecture. We play with random entry / exits most of the times and found it very fitting.
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| | Up level room
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| | Up level room
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| | Up level room
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| There are dungeon tiles that have raised sections like the bridge section in the sewer. Those raised sections can be reaches through up-level rooms. They are composed of a wall, a raised door on the wall and some sort of construct to reach the height, a ladder or stairs.
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| | Dungeon heart
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| Accordign to Dungeon Keeper any real dungeon needs a heart. In the game it is a focus point of the dungeon, so I figured it should be an important piece in my dungeon as well.
So I asked myself what could I put into a Mordheim (or Warhammer World) dungeon as a central element? ... Wyrrdstone! The idea of a giant wyrrdstone shard sounded good! And speaking of wyrrdstone, there could be some special rules for this one...
Modelling the dungeon heart was no big deal. Mother nature supplied some real good looking stones that I just had to arrange on the dungeon board. This piece is 10x10" large.
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| | Skull bridge
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| The Skull Bridge is the same design as the Skull Bridge of HirstArts. It should give the dungeon some Moria-feeling as if it was spanning a vast gauge. I like the design very much and the bridge gives the dungeon a little 3-dimensionality that it lacks when comapred to the surface gaming board.
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| | Treasure chamber (without any treasure yet)
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| No dungeon is a real dungeon without a treasure chamber, where would all those monsters hoarde their wealths instead? (Has anyone asked themselves why monsters always have treasure? Do they eat it? Or do they just store it to keep the dust out of the treasure room?)
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| | Jail
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| | A breakout!
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| A jail is something nice. You can lock up characters in a jail and have them break out, you can have them free captives or have them lure monsters in the cells. Ah, so many ideas...
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Any self respecting dungeon needs a lab of some crazy scientist who performs some bizarre experiments here. (The Lab is being planned)
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In Dungeon Keeper we learn that a dungeon needs a temple, or your monsters will get dissatisfied. I thought a temple could be a focal point for a dungeon, so I used a rather large template. (The temple is being built, but not finished yet)
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| | The crypt
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| Dungeon Keeper tells that a dungeon must have graveyard. Fallen mosters are buried there and after some time, a vampire emerges. I did not like the idea of a graveyard unter the earth but a crypt would be a nice addition.
I was not sure about how I should build the crypt, I thought about catacomb style, where the dead are buried in the walls, and a crypt with sarcophagi and graves. In the end, the crypt made it, I added two graves and a movable sarcophagus.
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