A closeup of the silt sink that a character might fall into.

Silt Sink

Remember the box with the pit? I decided to reuse it with a veneer to simulate the silt sink in the first encounter of “Revenge of the Marauders”. It doesn’t add much since the characters might be surprised by the silt sink once then they see it, but it’s one of those props that make it fun. There’s nothing like seeing your mini vanish into silt. (more…)

The result of the group's setup.

Canyon Pass

As the characters flee Slither in “Marauders of the Dune Sea” I changed the last encounter to have them choose where they would make their last stand against the outriders. With some good role-playing and some good skill checks, they evade Slither long enough to find the exact location they wanted to meet the coming enemy. With one of the players doing some extra things, the group is allowed to make their way to canyons rather than meet the outriders on open desert. This translated into me providing the group the pieces of canyon and sand terrain and had them assemble it however they wanted. (more…)

skimmer1

Construction of “The Revenger”

I’ve the an idea for some time to begin a paragon tier Dark Sun game that features a silt skimmer as both the base of operations and means of conveyance for the characters. Though such a campaign is likely some months away I decided to build the ship early so I can get it right and show everyone since it won’t reveal anything about the adventure (other than it starts on the Sea of Silt). (more…)

Final model for the "Crown Wyrm" encounter of "Marauders of the Dune Sea".

Simple Doesn’t Have To Mean Boring

In one of the final encounters of the “Marauders of the Dune Sea” adventure the group enters it’s most important battle. The battle is set in a 15×12 cave with a 4x4x4 pit in the center, two fountains, and an alter. It’s quite a plain looking room and my original intention was just to draw it on my battle mat. But for the finale of the adventure I couldn’t diminish it with such simplicity, so I decided to create a 3D set where combat would take place. (more…)

ancestor_hall

Going Down Means Building Up

An upcoming encounter calls for the players to go down a passageway and then down some stairs into a chamber. As I am fond of ensuring my players have as 3D an experience as possible on a 2D grid, I wanted to create that stair case. (more…)

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