RPG Resource: Click here for home page
 
 
Main Menu
 What's New
 Reviews
 Genre Resources
 Master System List
 Complete Product List
 Shared Campaigns
 Community Content
 General Resources
 Game Companies
 Journals
 Inspirations
 Board & other games
 Copyright Statement

Search



The Little Book of Dungeons: Geomorphs

The Little Book of Dungeons: Geomorphs

Inspired by author/artist's Kristian Richard's "Map-a-Monday" weekly map project on his blog, this is a compilation of a year's worth of neat grey-scale dungeon maps... but even if you have been a dedicated follower and collector of these, it is more than a mere collection of them all in one handy package (useful as that may be). There are some extras, chiefly being several long corridors and assorted 'dead ends' - after all, even a geomorphic dungeon has to end somewhere!

All the maps - and these are genuine maps, not miniatures-oriented tiles - are done in a uniform crisp greyscale, with clever use of darker and lighter areas to allow for different levels, e.g. a flight of steps down (or up) to an area lower or higher than the main part. Being designed on a geomorphic basis, you can clip these out and arrange them however you want seamlessly, certain that you will not have to fold, mutilate or spindle any element to ensure that corridors and doorways will join up. A uniform grid, designed for the conventional 'one square = five feet' scale, is laid over all floors. Whilst fairly grid-like, there is a vast diversity of shapes and sizes of chambers and connecting passages: whatever you have in mind you ought to be able to find something to suit, be it a mammoth underground complex for your Big Bad Evil Guy, a training dungeon in your Adventurers' Academy facility or whatever. If you are minded to a small underground area, this may not be the most appropriate set, even so you ought to be able to find what you're after.

There are plenty of features: colonnaded halls, or a dias, perhaps... not just rooms and corridors. Some rooms are oddly-shaped, some have anterooms or side-rooms accessible from the main one. Areas might be cell blocks or living quarters, chapels, training rooms or chambers constructed for ritual purposes. Useful if you do not draw well, lack spatial imagination or are pressed for time, or just want everything laid out neatly. Let your imagination run riot, this product gives ample scope for somewhere in which it may thus scamper around!

Return to The Little Book of Dungeons: Geomorphs page.

Reviewed: 26 December 2011