New DungeonMorphs Coming Soon!

A Sewer Geomorph by Glynn Seal

Early next year, Inkwell Ideas will celebrate the 10th* anniversary of our first Kickstarter: DungeonMorphs! The new sets will have the following themes: Sewers, Lairs (Caverns), & Crypts. As usual, we’re working with Dyson Logos & several of the other designers from our first Kickstarter. We’re also adding the talented Billiam Babble, Alyssa Faden, & Glynn Seal to the project.

Want to be informed when we launch?  Follow this link, then click the “Notify me on launch” button!

As before, these designs are done on a 10×10 grid with two corridors/exits on each side. The sewer designs add a sewer connection in the middle of 1, 2, 3, or all 4 sides.

Also like past sets, we’ll have the designs engraved on 1″ dice and done in an old-school blue style for 2.5″ cards as well. Initially there will be 6 dice per set & 54 cards in one deck with all the new designs. (6 sides per die, 6 dice per set, 3 sets, but 2 designs per card). We’ll also have a “Designers Edition” of the cards (at least in PDF, maybe also printed as a stretch goal) using each designer’s original style. Through stretch goals, we’ll add more dice & cards to each set!

We will also be making another book of encounter ideas for all of the new designs.  Here is a sample by Aaron Canton for the Sewer Geomorph above:

Encounter Concept

This section of sewers used to be occupied by a thief lord. Recently, however, he was killed by sewer oozes, and those oozes now control the entire area.

Upper-Right Quadrant

From the right side top corridor, the other quadrants can be seen, as well as the stone island in the middle of the sewer water. The room contains several few wooden planks which can be positioned to provide a bridge between this quadrant and the central island. Once on the island, the party can use the planks to cross to any other quadrant.

Upper-Left Quadrant

The room from the top-side left corridor can be simple storage or an extra room related to the adjacent tile.

The corridor from the left-side top leads to another narrow ledge like the one on the opposite side.  This corridor has no planks to help the PCs cross–they’re on their own.

Central Island

A sturdy one-room cabin has been erected on this island, but its doors have been smashed and the building is in disarray. The luxury furniture and contents have been destroyed, though the party may find an intact trophy axe buried under rubble. A crest on the door shows the insignia of the Thieves Guild, and the thief lord’s bones can be found against the back wall.

There are traces of ooze strewn throughout the cabin, and they start to quiver as time passes. If the party spends more than ten minutes in the building, makes a loud sound, or drops anything in the sewer water, several oozes will climb up onto the island and attack the party.

Lower-Left Quadrant

A life-sized statue of exquisite quality is here. Candles have been scattered around it and a torn fragment of a scroll reveals that the thief lord worshiped this statue, believing it to depict a deity that protected thieves. The statue has genuine sapphires instead of eyes, but any attempts to remove the sapphires will set off a jangling alarm which presumably would have alerted the thief lord; it also summons any remaining oozes to attack whoever disturbed the statue. If there are no oozes, the sapphires can be removed with a knife or another tool. The statue also has a hidden button on its back.

Near the statue is a locked chest. The lock can be picked or bashed open. See your favorite treasure generator for determining the contents.

Lower-Right Quadrant

One section of the sewer walls has a slightly darker color than the faded stones surrounding it. When the button is pushed on the statue in the lower-left quadrant, this part of the walls will slide down, opening up a narrow channel which leads to a new corridor.

Additional Ideas

King Ooze: A king ooze has set up shop in the destroyed cabin. He demands tribute to allow the party to pass, and if the party cannot pay, he orders them to go fight a rival tribe of oozes further up the sewers. If the party refuses to do either, he attacks, and all oozes in the vicinity enjoy bonuses to their strength and damage as long as the king ooze is alive.

Alternate Scenarios

Corrupted Nobles: The secret tunnel leads out and up to a noble manor, and a note found in the passage implies that the manor’s inhabitants may be in league with the thief lord. The party may try to lure the nobles down into the sewers so as to capture them and bring them to justice.

(*Technically the Kickstarter launched in March 2011, finished in May 2011, and were shipped at the end of 2011 so backers got them early in 2012.)

3 Comments on “New DungeonMorphs Coming Soon!

  1. So cool! Any chance they will get added to the DungeonMorph Tiles (or be available as a stretch goal)?

  2. @EdgeWiseInAnnArbor
    Here’s the issue/reason I’m still thinking about this… the designs are originally done with a 10′ scale in mind… but those 10″x10″ tiles have to have a 5′ scale–otherwise they’d have to be 20″x20″ which is not easily/economically printable.
    With the prior set we just fudged this and made some small one square rooms a touch bigger where possible. Maybe folks don’t mind much? We don’t have a lot of furniture & such on the dice & 2.5″ card versions anyway so maybe it isn’t a big deal?

  3. So I also own some of the https://lokebattlemats.store/ and the A3 12×16 when folded out to 24″x16″ is almost cumbersome at my table. The 10″x10″ tiles where one square equals 1″ is just perfect. I’m perfectly fine with some fudging since I never noticed. I took Dyson’s https://dysonlogos.blog/2021/11/27/six-sickly-sewermorphs/ (I’m also a patreon of his), crudely vectorized them, scaled them to 23″x33″, and then chopped them into 8.5″x11 pages to cut and paste together into 10″x10″ tiles and they turned out fine here: https://docs.google.com/drawings/d/1u8pxcdI95yliMLGnSK-spWyVtEYomJXx79JnRc0fPMI/edit?usp=sharing