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Terrain
Description |
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MAGIC
DUNGEON - The fourth D&D Unofficial terrain.
Sacred Circle, attack +2, magic weapon.
Print to 24% of its dimension |
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BLOOD
RIVER - The third D&D Unofficial terrain.
19-20 critical hit in meele.
Print to 24% of its dimension |
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CROSSROAD
- The second D&D Unofficial terrain
Print to 24% of its dimension |
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LABYRINTH
- The first D&D Unofficial terrain
Print to 24% of its dimension |
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An
assembly tile for good guys. This outdoor tile makes a great
dungeon entrance. Oh yeah: The broken sword is Conan's!
;) Don't step on the bug, paladins! Tile sponsored by www.atomixgames.com. |
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An
assembly tile for bad guys. As a based I used original artwork
from Bloodbowl which I quickly re-designed in my graphicsprogram.
All copyrights are owned by GamesWorkshop... no credits
to me this time! ;) |
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Here's
the tile that adds another treasure chest to your dungeon.
Is it trapped? Who else died here? Is there a creature inside
the chest? Only you will know! I consider the columns as
blocked areas, the stairs as normal terrain and the treasure
chest as passable terrain which grants cover but allows
line of sight (apply statue rules here). Optional rule:
Commanders standing here get a bonus of +2 to their command
range as they can better watch their surroundings from this
higher position.
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Someone
suggested adding outdoor tiles. Arrows can't shoot through
it. The tree will grant cover, blocks line of sight and
is impassable. Arrows can't shot through it. Optional rule:
Let wolves and hounds make a (will) save saving throw (DC
15) when passing by the tree. If they fail, they are compelled
to stop and mark their territory :).
Tile sponsored by www.atomixgames.com. |
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I
have been asked if I could make a gap tile only. Here it
is! Now you can lay a long gap in the middle of your combat
area. I am aware that 2 squares at the edge of the battlegrid
will stay unused. Either ignore it or print out a 2 square
wide tile of this gap tile here. Let the battle at the bridge
begin! Tile sponsored by www.atomixgames.com. |
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Here's
a log bridge over a chasm. I suggest you treat the whole
log as difficult terrain. As long as you walk on top of
it you need 2 movement points per square. There are small
little black stains on the bark which help you figure out
where the squares are on the tree. I changed the tiles decending
into the darkness a little bit so once you lay gap tiles
next to each other they will look properly. Tile sponsored
by www.atomixgames.com.
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The
first tile. Geat the hide archers and shoot around corners.
Make sure you don't trap yourself with it at your assembly
tile. Tile sponsored by www.atomixgames.com. |
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A
Large Room: This big room is a perfect place for
a climactic big battle. There is plenty of room for several
characters to spread out and wreck havoc. |
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Angles
and Spiders: This oddly shaped room has the remains
of some hapless adventurer who wasn't quick enough to escape
the tumbling bricks from above. An eerie greenish glow suggests
there is still some evil presence here. The hall is choked
with webs and pesky spiders, a nice place to slow down a
party on the run. |
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The
Dead End: This small room has only one way in or
out. It could be a nice storeroom or hideout for a goblin
or two. The larger hall has plenty of room to spread out
and fight. |
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Wizard's
Study: A small room tucked away somewhere deep
in the dungeon. Is it the private study of an evil sorcerer
or perhaps an alchemist's lair? The warmth of the fireplace
seems inviting. Is it a secret entrance to another room?
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