Water Geomorph Map Contest Ending Soon!
Our current #GeomorphMapContest ends soon. (Late Monday night/early Tuesday Morning June 15/16.) See the full rules second half of this post and check the early entries here.
As usual we’re revealing the entries to date.
First up is Kristian Richards:
Andrey Makarov of Russia’s Pen & Paper RPG site contributes a magic aquarium:
Next up is Brian Benoit of Roving Band of Misfits:
Dave McAlister sends in two designs:
Rodger Thorm Submits three water caverns to the contest:
Peter Regan of Square Hex sends two entries to the contest:
He adds this note about the first design: Years ago the Dwarves discovered this natural cavern while mining, and found that it was plentiful with fish. Now the Dwarves are gone, and goblins live in the once splendid Dwarvern Halls. The goblins don’t fish in the cave’s waters though. Something terrible now lurks under the water. Long, suckered tentacles lie coiled beneath the surface, ready to snatch anything that dares to cross the bridge above. The goblins use the bridge as a test to initiate young warriors. Arrows are fired across the bridge and the goblins dash across to retrieve them to earn their places as warriors of the tribe.
And our most recent entry is by Erin Smale of Welsh Piper:
A slow but steady trickle from the fountain in the north overflows down the stairs to flood the lower chambers to a depth of 4′. Traversing the submerged areas slows movement to 1/2 normal. There is a 4/6 chance that the lead character loses his footing at the submerged stair, falling headlong into the 10′ depth (if armoured, he risks drowning). The sigil in the central chamber is on the floor and cannot be read while submerged, but turning the crank behind the portcullis in the west opens the floor grate to drains the water (in 1d4 hours). The sigil provides a beneficial magical effect (GMs should roll a random potion and apply the effects to each PC for 7-12 turns).