I got a fair few more of the heroic Maps cave sections completed for the D&D group. Here is what they look like in action.
I am very pleased with the results of the tile making, the players enjoyed them too. I will certainly continue to use them for this adventure; in the future, who knows. i have yet to build any of the Fat Dragon cave pieces.
If you want to see more of this let me know in the comments section. I might also do close ups of the party of adventurers.
The temple of the Serpent Folk
Note, it was sunny for a change, the actual tiles look quite a bit darker in real life.
The raised section in the main cave is a layer of cardboard thicker. In game this represents 10 foot of height (2 squares). I could have done similar with the steps leading up, but the individual steps were too narrow to support a mini, so there seemed little point.
The party defeated the Serpent Folk here, ending a long encounter. They have explored further (looking for the wizard's captured father), and are just about to encounter more creatures in another section with different tiles.I am very pleased with the results of the tile making, the players enjoyed them too. I will certainly continue to use them for this adventure; in the future, who knows. i have yet to build any of the Fat Dragon cave pieces.
If you want to see more of this let me know in the comments section. I might also do close ups of the party of adventurers.
They are looking really good, but i also understand your comment about steps. Difficult to do to scale.
ReplyDeleteIndeed :)
ReplyDeleteThe whole 2.5D process is an exercise in forced vertical scale reduction. As long as it is clear what is what (and where) then I am happy with the process.
At the moment I am only bothered about showing the different levels if that is likely to be significant in play, so for instance if a ledge requires a climb roll ot reach, or provides a safe(ish) perch for snipers.
I have found that the more I show different terrain features, the more the players will use them.