|
Post by gamemasterkenn on Mar 17, 2013 22:04:44 GMT -5
So I've wanted to do this since I discovered the DM Scotty method and I've finally gotten started. I am going to be running my players through a slightly modified version of the classic 1975 1st Edition module Tomb of Horrors. I decided to make it kind of Moorcockian Vanishing Tower type dungeon that is the temple of a Dark Lord of Death that has appeared in the desert lands that the players currently find themselves. They have been quested by Queen Maab of the Unseelie Court of Fey to retrieve a Ring of Darkness that, you guessed it, happens to be in the Tomb. The original module has a pumpkin skull face hill below which the Tomb is found. I decided to do a Skull hill a little differently since I found a pretty cool starter at Pet Smart in the aquarium section. Here's a copy of the dungeon map with the areas that I've mostly finished highlighted in blue. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:06:13 GMT -5
This is a stock photo of the Skull Mountain Exotic Scenery I got from Pet Smart so you can see what it mostly looked like before I worked on it. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:08:59 GMT -5
Here is my Skull Mountain entrance to the Tomb of Horrors. In the original module there were 3 ways in (2 were only traps). I closed off all the openings and made 2 of them with removable entrances... The players have to make Perception rolls to find one or both of the concealed entrances. The third entrance I decided to make a 'slide' from the gaping mouth of one of the skulls near the top. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:09:47 GMT -5
One of the two hidden entrances exposed. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:10:53 GMT -5
The 'slide'. Should I, or shouldn't I? What's the worst that could happen... Bwhahahahaha... Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:11:37 GMT -5
Back side of Skull Mountain. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:12:19 GMT -5
Concealed entrance number 2 revealed. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:13:53 GMT -5
Map Area 1. This is a cobweb filled chamber with fake doors at the end. It also has loose, collapsable stones above the entire area. Players enter and mess with the doors... ouch! Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:14:59 GMT -5
Map Area 2. This has a sliding stone wall that can "squash players to jelly" quoting the module. Mmm... Jelly. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:16:09 GMT -5
Map Area 2 with Stone Wall rolled into place. Was that the sound of crunching bones? Nah, must have been my imagination! Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:20:12 GMT -5
Map Area 3. The REAL entrance to the Tomb. Probably has the most famous, cruel and deadly D&D trap of all time there at the end. This is supposed to be a mosaic floor with a red pathway pattern leading down to the misty portal and the green devil. The walls are a painted fresco and four area are shown in the illustrations provided in the module so I put those wall sections up. The bronze box held by the two Anubis figures, the monster inside a prison, the green devil and the misty portal. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:21:28 GMT -5
Close-up of the prison and Anubis figures. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:22:25 GMT -5
Oops! Someone triggered the pit traps. Actually, these trigger individually but I put them all down for reference. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:23:08 GMT -5
Anubis' and Jail with pits. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:24:14 GMT -5
Map Area 3. Misty portal with 3 colored gems and the scary Green Devil. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:25:59 GMT -5
Map Area 3. Close-up of the Green Devil. I took the illustration from the module and colorized it for this and the Anubis figures since they had direct, facing representations. The Jail area was at an angle so I just made from scratch. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:30:48 GMT -5
Map Area 3. Close-up of the Misty Portal. I made a box and cut the portal out of the front. I cut out and affixed a translucent page protector sheet (the kind you put paper inside of and put in a 3 ring binder) to make the area less see-through. Behind that translucent 'wall' I tore up a piece of cotton to make the 'mist'. I hot glued colored beads of the appropriate colors to represent the gems around the portal. To crank things up a notch I put a color-change LED light inside so that the portal glows. I'll put a video of it and the skull mountain in the Video section as well. I was very pleased by how this turned out. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:31:51 GMT -5
Misty Portal back 'hatch' where I have the LED light. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:33:40 GMT -5
Map Area 8 & 9. This is a series of doors and traps and lots of secret doors. I did each room that had a secret door as a single area with no entrances or exits. I haven't made additional doors for everything yet. Mage Knight doors are pictured here. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:35:10 GMT -5
Map Area 10. The Hall of Spheres. I don't have this area finished yet. I am going to be putting colored disks on various areas of the walls. Some of these are traps, some are crawlspaces, etc. The two doors shown are false, trapped doors. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:36:20 GMT -5
Map Area 11. Small chamber accessible by one of the crawlspaces from the Hall of Spheres. I haven't done the crawlspaces yet and I'm not sure I'm going to... haven't decided yet. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:38:08 GMT -5
Map Areas 13 and 7 (small room). This is a chamber with 3 treasure chests. Trapped of course. This module, if you've never run/played in it has an enormous amount of loot for those who actually live through it. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:41:32 GMT -5
Map Area 14. This is a chapel. The pews and especially the candelabras were fun to make. Made the railing with very thin wood dowels. The candelabras area made from two bronze beads each tarnished with black paint and 6 cut up toothpicks. There is supposed to be a glowing blue altar that I haven't made yet. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:42:20 GMT -5
Map Area 14. Closer view of pews and railing. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:43:45 GMT -5
Map Area 14. Close-up of candelabra. It was supposed to be a bronze one with 5 candles. Changed it to six each because there are 12 Dark Lords in my campaign and each is represented here. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:47:20 GMT -5
Map Area 15. To the left of the chapel is a secret door leading to a stairway down. This is it. There are a bunch of doors and pit traps that follow. I haven't done either of those yet but I did do the hallways. Note that these areas are 5' wide instead of the 10' wide shown in the module. I messed up when I started making it then decided that I liked the single-file doom feeling that it would give the players so I kept it. Guess I should point out that old school dungeon maps like this typically used 1 square = 10' so when you see 3 squares it's what you would normally think of as 6 squares on more modern maps. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:49:05 GMT -5
Map Area 15 continued... Don't actually have room to show its full length with all the tiles laid like this. Anyway, this is where 3 doors and three pit traps should be. There's also some things that shouldn't be ignored here... If you want to continue. Attachments:
|
|
|
Post by gamemasterkenn on Mar 17, 2013 22:52:54 GMT -5
Map Area 16. At the end of area 15's really long hallway is a door (not done) and then a fun barbecue awaits the players. Can this be the End? Better to burn out than to fade away I guess... Well, that's Part 1 of the Tomb of Horrors and all that I have, mostly, finished. Now I just have a few details to work on, doors to make and then on to crafting Part 2. Wish me luck! Attachments:
|
|
|
Post by Efilion on Mar 17, 2013 22:55:55 GMT -5
Just awesome O.O
|
|
griffonwing
Tool Gatherer
Suave swabby, savvy?
Posts: 97
|
Post by griffonwing on Mar 17, 2013 22:57:29 GMT -5
All very nice. Looks like a ton of work but very well worth it!
|
|