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No, Hirst Arts. Just...no.
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<blockquote data-quote="H.M.Gimlord" data-source="post: 5502426" data-attributes="member: 79440"><p>OK. Update on Kobold Hall. </p><p></p><p>The second encounter was designed to hook right up to the first for flow. Once the previous room is finished use, then the new level can be added with minimal interruption. The previous level can be used to give a sense of continuity, or it can be removed to save space.[sblock=Pic]</p><p><img src="http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0920.jpg?t=1300743337" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p><p>I decided to go ahead and cover the cloisters where the dart traps are hidden. That way you can reveal the map without revealing the trap. If the players see the suit of armor, they will immediately know something is up, but since you have to bend over and look in, it makes the trap a little more subtle.[sblock=Pic] </p><p><img src="http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0922.jpg?t=1300743561" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]Once the trap is sprung, the top of the cloister can be removed for more accessible play.[sblock=Pic]<img src="http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0925.jpg?t=1300743783" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />[/sblock]You'll also notice that the coffins are really more like sarcophagi inset in the floor. I'll be covering them with a two-floor-tile, and the mold compound advertised in the post above gives me an idea. I can make a bas-relief of my metal knight (pictured above). Then I'll lay the relief on top of the two-tile coffin cover to make a decorative top. After that I'll smash them to make them look violated <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />.</p></blockquote><p></p>
[QUOTE="H.M.Gimlord, post: 5502426, member: 79440"] OK. Update on Kobold Hall. The second encounter was designed to hook right up to the first for flow. Once the previous room is finished use, then the new level can be added with minimal interruption. The previous level can be used to give a sense of continuity, or it can be removed to save space.[sblock=Pic] [IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0920.jpg?t=1300743337[/IMG] [/sblock] I decided to go ahead and cover the cloisters where the dart traps are hidden. That way you can reveal the map without revealing the trap. If the players see the suit of armor, they will immediately know something is up, but since you have to bend over and look in, it makes the trap a little more subtle.[sblock=Pic] [IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0922.jpg?t=1300743561[/IMG] [/sblock]Once the trap is sprung, the top of the cloister can be removed for more accessible play.[sblock=Pic][IMG]http://i571.photobucket.com/albums/ss151/HMGimlord/IMG_0925.jpg?t=1300743783[/IMG][/sblock]You'll also notice that the coffins are really more like sarcophagi inset in the floor. I'll be covering them with a two-floor-tile, and the mold compound advertised in the post above gives me an idea. I can make a bas-relief of my metal knight (pictured above). Then I'll lay the relief on top of the two-tile coffin cover to make a decorative top. After that I'll smash them to make them look violated :devil:. [/QUOTE]
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