After finally getting the Maneuver Cards done after about five years of working on them off and on I decided to get moving to the Spell Cards. Like the other cards they are a form that you can fill and print yourself. However since there are so many varieties of spells and what they are capable of doing I only made the Page field permanent. The rest of the cells can be entered by the user. The information panel looks just like the other cards but for the cover I opted for a spell book cover with each College having the same colour represented in GURPS Magic. I also added a symbol for each college.
The symbols are from Game-icons.net I’ve made a card for each college and one set of “Generic” Spell cards. Next up will be Psi cards, Path/Book, Ritual, Syntactic, Symbol, and Wild Magic. All but the Psi cards will probably have to have a different format for the information so they may take a little longer.You can view all the Spell Cards HERE
If you end up using them please send me pictures of your cards!
To reduce the extremely large number of tiles I’m creating I’m adding tokens around the tiles. It may use a bit more ink but it also allows you to get more out of your photo paper as well. The tokens will allow you to place stairs, traps, treasure, etc. anywhere you want on your tiles.
These three style door tokens will allow you place your doors within any area on the tiles for the wider Vertical Corridors. Carefully cut them out with a hobby knife using proper safety procedures and you can then either glue one side and fold in half on the grey dotted line or cut them in half and glue them on to thicker card. The backs of the tokens will have information on the type of door. To make this easier and more customizable for those of you using the tiles all token pdf’s will be form fillable. Which means you can enter your own data. The center token in the picture above is how they will all look with blank data fields where as the other two is a representation of how they will look with the information inserted by the user.
Test it out on this pdf for yourself! You will have to download the pdf, Google Docs won’t let you use the form features in the preview.
Because the Horizontal Corridors have to be slightly reduced in width I have created two types of door tokens for each door type. These also will have a form option on the reverse side.
Here are some of the options you can place from getting from one level to another. I manipulated the pit images in photoshop. The top one is a pit down to another corridor directly below it and the bottom one is just a deep pit. I probably should have placed a skeleton on the bottom for scale. If you fold the pit symbols on the grey lines and glue the trap door parts together then glue the bottom (pitt symbol) to a piece of thick card you can have a pit tile with a working door!
Now to make sure that the pdf’s can be used by both A4 and 8.5″x11″ I’ve placed a red rectangle on my sheet representing the size of 8.5″ by 11″. This will make sure none of the pieces will be cut off due to size. Everyone will have to print them with no margins though.
I’d be interested to know what kind of tokens people would like to see.
I’d like to share the 7 inch hex Battle Tiles that I made back in 2009. You can read about it HERE on the Profantasy forums.
For more information on the battle tiles click on the tags to other posts concerning Geomorphs.
If you end up using them please share pictures and if you tend to use them often and you need a new tile then please let me know and I’ll whip one up for you.
Last time I discussed, in my own disorganised way, my thoughts on 7″ hex tiles. Now I’m going to delve into the 4″ hex tile. As I’ve stated a few times before the thought first came to me when I saw the Tabletop Hex Terrain Toolkit on Kickstarter. This is going to be a great tool for making some wonderful terrain for both RPG’s and Wargames. However the scale is just slightly off for my tastes (as discussed here). I may eventually redesign the tool for use with proper one inch horizontal hexes, until then I am making four inch tiles to use for my GURPS Dungeon Fantasy games.
The 4″ Tiles can only support single and double width corridors (1 hex = 3′) compared to the three widths in the 7″ tiles. Also the number of connections is reduced dramatically to the four examples in the following image, compared to the 9 images for 7″ tiles.
Although there are fewer options I don’t think the four inch tiles are inferior to the seven inch. The four inch tiles will certainly allow for more dense dungeons, and with a bit of thought and planning will be able to offer some very complex designs. Also you can make any Hex Dungeon look just like any Square dungeon. All it takes is manipulating the width of the horizontal corridors. If the corridors are the same width they will not match up when a horizontal corridor attaches to a vertical corridor. The horizontal corridor will be too wide.
I can live with this slight alteration as it now gives me more options when designing. I can now have corridors that turn at 90° just like you would with a square tiled dungeon.
What I like from the example above is how at any given time the orientation of the dungeon can turn 60° giving the dungeon a more natural feel. If you’re digging a dungeon why would you limit yourself to a grid? Also once you add the double width corridors your increasing your options and complexity. I’ll be adding more as I have time.
I’ve got plans to make full 3D dungeons using the 4 inch tiles and plaster molds such as those you can get from Hirst Arts, Linka World, and 4bot Industries. The issue is I will have to make a lot of custom pieces and custom molds so I’m going to be shelving this project for the mean time.
I think switching from the 7″ to the 4″ tiles was the right choice for me. When I get time I will go ahead and place the 30+ 7″ colour tiles I’ve already made if anyone is interested in trying them out. I’ll do the same for the 4″ but not until I get a large amount ready.
- You can make dense dungeons without so many extra tiles
- Easier to store
- Can produce more random results
- Easier to use “Fog of War” effect
- Only single and double wide corridors, no triple
- No irregular/offset corridors
- Floor textures may not align properly
- Custom 3D parts
If you read back through the blog you can see my slow (very slow) transition of how I make my geomorphs. I started with just making the rooms and corridors and cutting them out at the wall. Looks good, you can do a lot with it, however you need to make separate vertical and horizontal parts for each option. Not very efficient.
Then after several discussions with people I know, one of which was Andorax, from the World Works Games forums (now defunct). The idea of making the tiles Hexagonal in shape that way you can rotate them in any direction without the need to make Vertical and Horizontal versions for each tile.
I made the tiles 7 inches from flat side to flat side to reduce the paper waste. One of these hexes would fit on either A4 or US 8.5×11 sheet of paper. If your using high quality photo paper then you really don’t want to be throwing a bunch of it away. The other nice thing about the 7 inch tile was you could have single (3′), double, and triple width corridors giving you a varied dungeon. Now to connect the walls together when you’re running them at a 60° turn means that the horizontal corridor has to be slightly smaller for the walls to match up at the edge. This way you can place your 4 way cross roads and all four corridors will match up to the next tile no matter how you rotate them. Plus you then don’t have to be confined to just 60° turns as I’ve seen many people do.
I also played around with how to make 3D Hex Dungeons
These were overly complex but a good start. Unfortunately I no longer have the files for these. Then last November during my routine searches for Hex Maps and Hex Dungeons I found the Kickstarter for Tabletop Hex Terrain. You can read my thoughts about it in the blog post linked above. I now have the Hex jigs but I think I’m going to scale them up to get a true 1″ hex and have them laser cut. I can still use the original Hex Jigs for Battletech and Mechwarrior: Dark Age.
Then in December the Hexomorfo System came out using the same conclusions I was using (but only using vertical corridors not horizontal as well) but the smaller scaled 4″ tiles, a bit like the Hex Jig that I discussed in November. My only issue with the 4″ tiles is you can not have triple wide corridors without needing four hexes for the length of two that you would need for single or double wide. I had considered going to 6″ tiles but it would be bulky for the 3D version although easier to build using Hirst Arts bricks. However I’m going to have to custom make 1″ hex tiles for the Hirst Arts as Bruce doesn’t seem interested in making any.
So now I’m currently making tiles for the 4″ system and I’m hoping to get about 100-150 done before experimenting with the 3D tiles. I’ll keep posting updates when I reach them.
HEXOMORFO SYSTEM is created by Eneko Menica and Eneko Palencia and the design is similar to what I have been working on for the new Tabletop Hex Terrain. I’m really pleased as this shows me I was on the right track! They have made it available for 15mm and 25/28mm miniatures. I like to see that Hex Dungeons are catching on! They have even mentioned that they may be making more designs!
I just backed a kickstarter for MDF Jigs to make hex terrain with! Each hex is 100mm Vertical Hex (point to point)
I wasn’t sure if I was going to back it at first. For GURPS I use 1″ (25.4mm) horizontal hexes and for this system it is 100mm vertically which allows for 25mm vertical hexes. However I’ve decided that I’m not going to let it bother me as it looks so nice! Here are the differences between the two.
It will mean that some miniature bases will overlap the hex. However it looks so nice!
Look how amazing that looks! With the risers it would be really easy to place a dungeon underneath the ground and terrain on top! They are expected to arrive in March which will give me two months before Dungeon Fantasy Powered by GURPS arrives in May!
Also I will be able to use these for my wargaming as well.
So I’m kind of handy and creative at sporadic moments. I’m making a 32 page Dungeon Fantasy Campaign Book, A5, to help me whip up my games. I’m a BIG fan of layered pdf’s and fillable forms in pdf so you will be able to do all of that with it. I will also offer it for free to everyone as I have a thing about making money off hobby stuff (stops being a hobby).
Here is what will be on the pages so far
Page 1: Cover, you can insert your own images, Title, Campaign Segment Number.
Page 2: Campaign Overview
Page 3: Campaign Overview cont. Campaign Checklist to help stay on track
Page 4: Text Box
Page 5: Layered Graph section
Page 6: Top half Layered Graph, bottom half Double Column Text box
Page 7: Encounter Sheet. A place to list the encounters and maybe some tick boxes to use for HP/FP tracking.
Repeat Pgs. 4-7 until page 15 (total of 3 sets)
Pages 16 & 17 Middle full page map/image spread
Pages 18-21 Same as 4-7
Pages 22-25 PC overview
Page 26-27 NPC/Monster overview
Page 28 Random Encounter tables
Page 29 Random loot table
Pages 30 & 31 Game notes
Page 32 Back cover, maybe some game aides.
The NPC/Monster and PC overview is just going to be Attributes, a few lines for skill/power so only the most used or important. Armor and a few weapons. Very basic but enough to allow the GM to keep tabs on things without having to scroll through a full sheet.
The Graph Paper pages gives you six layers to choose from
The half page option is much the same as above but only offers the top half for the graph and bottom half for writing. I’ll keep posting as I make progress.
With all three players available this time we did the wrap up from the previous session with the characters returning to town to get their reward for killing the Cave Bear. The Leroy the Ninja was almost blind in the daylight having acquired Darkvision from the cursed stone. After collecting their reward they headed back to the inn where they unloaded some wares and put Leroy down to rest. Sethroy the Assassin went about selling the gem stones and got mixed reactions due to his newly acquired Feral Aura. The jeweler gave him a better deal in fear of this Human with an inner rabid animal, and the weapons dealer gave him half the going rate because he didn’t like the look of him. Meanwhile Kensuke the Martial Artist was walking behind Sethroy completely covered, with hood (like a sith) due to his physical appearance as his skin had not just gone albino, but slightly translucent as well. He borrowed the obsidian knife from Sethroy and left to go shave has he had not done so for almost a year.
Sethroy then goes to the Enchanter to see about making a special cloak out of the Cave Bears unusual pelt and to see if this curse could get lifted. After charging them slightly more than what they just brought back from the tunnels the Enchanter gives Sethroy a quick inspection and tells him to go back to the Inn and he will refer the case to a colleague of his.
That day Leroy introduces Bob his galactic space hamster. Bob has much to say on almost everything but since only Leroy speaks galactic space hamster he will have to interpret. The next day men from the city watch arrive to escort the three to Patriarch Ranz Mentzer the ruler of Cillamar. The Patriarch was once a high priest in the Theocracy of the Lance and is a very pious man. After interviewing them the Patriarch says he feels slightly responsible for their condition. After all if he had had the men to go after the Cave Bear this would never have happened to the player characters. The Patriarch will not abide evil in any forms, nor will he allow the possession by evil forces. To battle this evil he has assigned Theodore the Acolyte and Aloysius the Artificer-Scholar. After a week and a few days of research not only is the crystalline Cave Bear Cloak finished but Theodore found some information about a Swamp Witch to the south Kyleth the Witch Queen is known to be in possession of the Ars Maieficus, a wicked tome of forbidden knowledge sure to detail the cure to the crystal’s curse.
The following day the three head off with Sethroy on horseback, Kensuke and Leroy on foot and Aloysius will be accompanying with two ponies, one laded down with boxes. The first three days of travel are peaceful but on the fourth day the party is attacked by bandits. I mean who wouldn’t attack some one who is obvious a minor lord with his expensive cloak, 2 retainers (only one that has weapons) on foot and an old man with two ponies laden down with what is obviously treasure. The party refuse to pay the ‘toll’ and Leroy rolls a 4 on perception! He easily spots the three bowman hidden in the brush. The following battle takes about eight seconds as Sethroy and Leroy throw knives at the bowmen and Kensuke powerleaps to the man in the road and paralyses his legs and arms with pressure points. Leroy then Power jumps to the bowman who is still recovering from the surprise of the knife in his chest and in three quick strikes (even after penalties) there is an explosion of bits of flesh, bone and blood has his Ninja-To slices through the unarmored bowmen. By now Sethroy finally gets to the third bowman (dodging a shot on the way) and dispatches him cleanly. The three tell the bandit on the road to go back to his farm and lead an honest life or they will be back to punish him.
That night everyone has strange dreams of something evil chasing them towards the obelisk. When they wake up they have gone through another transformation. The rest of them have gone albino and dark vision and Leroy has gained Feral Aura. The group now has a dilemma as they can no longer see properly during the day. Not to fear says Aloysius as he pulls out a weird head contraption with leather straps, brass tubes and rose quartz enchanted lenses. I can see fairly well with my Nocturnal Occulus! The party camps for the rest of the day. Aloysius shows the group his hand held repeating catapult, although it really should be mounted on a tripod as it is very unbalanced, and not very accurate but works well to pepper an area with small stones.
That night the group move slowly (as the horse and ponies can’t see that well) and enter the swamp. Their feral aura works in their favor as most of the wild animals stay away (it was at this point the GM remembers the horse and ponies should have reacted to it and decides it’s better not to mention his mistake to the players). After a day in the swamp the party find a series of foot bridges going between ‘islands’ in the swamp. Following it brings them quickly to a scene of carnage as Orcs lay scattered around their barred wagons. Something very large hit these Orcs. Kensuke does not believe in Orcs and insists they are just really ugly humans with bad dental hygiene. Aloysius swears as he realises that the orcs are using Blight Weapons! He describes the evil process used to create them to the characters and the characters decide to leave them behind. The characters conclude that the wagons are meant to either hold prisoners or slaves due to the shackles on the inside and the iron bars.
After a short time following the bridge network the players see a group of Orcs huddled on an island, they are certainly afraid of something but there is no light for them to see. The characters call out to the Orcs from a distance and the Orcs reply in thier own language and shake their Falchions in the air. The group spend several minutes trying to decide what to do with the Orcs when just then the GM has had enough and shouts. Only one player jumped (sadly) so he was not able to react when a large Dragon falls from the sky behind the Orcs and starts attacking them relentlessly. The Horse and Ponies should have bolted but the GM forgot about them again. Leroy and Kensuke Power Jump into the fray doing an Eiffel Tower on the way while Sethroy runs up and Aloysius starts setting up his repeating catapult.
It is obvious that the Dragon is behaving strangely and seems to be sick. Kensuke unleashes a barrage of attacks on the Dragons neck while Leroy pummels it with his tonfa’s. The crushing attacks appear to be doing minimal damage to the dragon. By the time Sethroy arrives the dragon had not managed to land a single blow on the heroes. Leroy has now focused the attacks on the dragons Eyes (missing most of the time) and Sethroy attacks with a swing and a lunge. the first weapon to actually puncture the dragon and Sethroy is rewarded by a splash of acid on his hands causing a bit of pain. Now the dragon is extremely enraged and bites Leroy however the GM rolls a 2 for damage and Leroy’s Ninja armor soaks up the damage and the dragon looses a tooth. A few more rounds and the players dispatch the dragon and the creature seems to have some form of necrotizing fasciitis. Some of the scales are in good nick and Sethroy and Aloysius start to plunder the creature while Kensuke and Leroy scout out the area using a map they found on one of the Orcs corpses.
40 minutes later they come on an Orc Stronghold made of Wood with a 20 foot high Wooden Palisade. The Towers have Goblin Guards which Kensuke says are just ugly midgets. [I should point out by now Kensuke agrees that Orcs had existed but all the ones he has seen are now dead so they are extinct, just like dragons. <sigh>] Using their Super Jump, a DX check, and a stealth roll at -2 the two Super Jump to the top of the palisade wall and climb down. Inside they find two slave pits with Humans, some Elves, 3 dwarves and 2 gnomes. Here we end the adventure as we ran out of time.
After 40 minutes