Very cool gaemon, I love the layout and the room looks like fun! I'm eager to see how this ends up, if your past battlemaps are any indication it's going to be great![]()
I'm throwing my weight in as well. Making B&W encounter maps I find is vastly easier since it's much simpler then having to create a cohesive color scheme. Basic principal is a highly trapped room where leaver's open gates to access a chest in the center. Only thing I'm ensure is should I leave the traps open to the DM or detail mechanisms within the center pillar walls.
### LATEST WIP ###
Cheers, Julien
Battlemaps, Town Maps, Tutorials.
All my maps and content are posted and published under this Creative Commons License.Click Here for information on licensing.
Very cool gaemon, I love the layout and the room looks like fun! I'm eager to see how this ends up, if your past battlemaps are any indication it's going to be great![]()
Unsure if I like it with the traps visible. Top right floor blade traps, bottom left spike trap, other two elemental jets fire and frost.
### LATEST WIP ###
Cheers, Julien
Battlemaps, Town Maps, Tutorials.
All my maps and content are posted and published under this Creative Commons License.Click Here for information on licensing.
great idea... so, do you have to pull the levers in the right succesion? ... cause if one lever opens one gate then you only need to pull one to get to the treasure?
regs tilt
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Good you've joined geamon and a very good start, too.