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DungeonZ - The sewers

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DungeonZ - The sewers

Postby Maike05 » May 19th, 2013, 10:13 am

Hi guys, I finalised the Sewer board compatible with my DungeonZ system. Just imagine what Quests you could create with them and SKAVENS!! :)
The system is symetric, thus everything will assemble together perfectly.

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The entrance/exit of the sewers to be put next to a corridor.

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I still have to come up with a bunch of Quest rooms involving water.

Moar here : http://free-dungeon-tiles-to-print.blogspot.be/search/label/Egouts


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Re: DungeonZ - The sewers

Postby Maike05 » May 22nd, 2013, 1:09 pm

Here are the big rooms:

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Re: DungeonZ - The sewers

Postby Maike05 » June 1st, 2013, 7:25 pm

Hello, quick update after crafting the tiles, here is what the board looks like :

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The barbarian has found the guard room :
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The smuggler's den in the sewer:
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Mialee in the corridor:
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Lidda found the smuggler's camp:
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It appears the skaven leader is in the corridor...
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Beware deadly water snakes :
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It appears some dark magic is behind all this :
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The wastewater treatment room, where the gold awaits
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Re: DungeonZ - The sewers

Postby Sjeng » June 2nd, 2013, 2:14 am

This looks amazing! It's a shame the tiles are in different colours though. I would have gone with all grey, and not beige too.
Do you have a special mechanic for fighting/moving in water? Great quality tiles!
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Re: DungeonZ - The sewers

Postby The Road Warrior » June 2nd, 2013, 3:40 am

I agree with Sjeng, these look amazing.

Sjeng wrote:It's a shame the tiles are in different colours though. I would have gone with all grey, and not beige too.


Isn't it beige for corridors and grey for rooms? Makes sense to me.
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Re: DungeonZ - The sewers

Postby Maike05 » June 2nd, 2013, 7:05 am

The Road Warrior wrote:Isn't it beige for corridors and grey for rooms? Makes sense to me.



Yep, that's it! That's for quick readability of the dungeon.


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Re: DungeonZ - The sewers

Postby Sjeng » June 2nd, 2013, 7:40 am

aaah, I see, well in that case it makes sense ;)
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Re: DungeonZ - The sewers

Postby chaoticprime » June 2nd, 2013, 10:13 am

All of this is really quite excellent.


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Re: DungeonZ - The sewers

Postby Daedalus » June 2nd, 2013, 3:50 pm

I expect you'll have these pics on the blog soon. It's a lot of fun to see them laid out as a full sewers Quest. Awesome!

At your moment of triumph, I hope a little potential critcism isn't out of order. Upon seeing everything laid out on a black table, I'm not sure how I feel about the Warhammer Questish black walls. Up close, everything seems pretty clear, but for me farther away they seem to get lost due to thier narrow HQ dimensions. I wonder if the walls would gain clarity if they were in HQ white. I understand black is cool on a black table (I even edged my WQ tiles in black). I imagine this could merely be a result of the photography. How do the walls appear in person, at table length from the players?
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Re: DungeonZ - The sewers

Postby Maike05 » June 2nd, 2013, 4:02 pm

Daedalus wrote:I expect you'll have these pics on the blog soon. It's a lot of fun to see them laid out as a full sewers Quest. Awesome!

At your moment of triumph, I hope a little potential critcism isn't out of order. Upon seeing everything laid out on a black table, I'm not sure how I feel about the Warhammer Questish black walls. Up close, everything seems pretty clear, but for me farther away they seem to get lost due to thier narrow HQ dimensions. I wonder if the walls would gain clarity if they were in HQ white. I understand black is cool on a black table (I even edged my WQ tiles in black). I imagine this could merely be a result of the photography. How do the walls appear in person, at table length from the players?


Mmmmh not quite sure if it would look good with white walls. On the other side, thanks to the blue color, you know it's always a room + the is a door, so that leaves no more doubt!

Another solution could be leaving a space between the corridor and the room with a a door between, like some people do.


Anyway, i'm pretty happy with the final result :)


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