Choosehowever many levels, enemies, secret rooms, traps and items you want. Challenge your friends and the community to master your dungeon or play the countless dungeons of the community.
DUNGEON EDITOR
The easy to learn editor allows you to build exciting and complex dungeons.
SHARE YOUR DUNGEONS
Play the most popular community dungeons or share your own with other players.
UNLIMITED CREATIVITY
A variety of enemy types and items provide almost countless creative possibilities.
PLAY ON THE GO
With the offline mode, you can save community dungeons and play them without an internet connection.
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I've been using the Dungeon Builder set for years, and it has one enormous drawback: there just are not enough molds in the pack! The pack consists out of two floor tiles, two filler strips for floors, two wall sections and two door sections. Given the fact that the casts are pretty thin, the molds pretty tough (they're the same as the lead ones) you really have to let the plaster harden properly before taking your casts out. This means you can make very few casts over a period of time.
Actually, the PA Dungeon Builder molds are still available, from The Dunken Co. The Dunken Co. still has some of the older PA figure molds which PA is just now re-introducing to the rest of the world. I bought their Goblin Wolf Rider mold many years ago, from The Dunken Co., even though PA's web site didn't list it, nor several other PA molds which The Dunken Co. listed.
With regards to the thinness, you could visit your local fishing outfitter, and purchase "pencil lead" weights, for very little money (around US$2/pound), and just cast them out of lead. The molds should allow you 200+ castings, using inexpensive lead. Assemble, where necessary, with J-B Weld, metal epoxy. I haven't done this, but it should be do-able, as Gungnir states these molds are made the same as their figure molds [good for up to 500 castings from Model Metal (melts at 225 F), and maybe 300 out of lead (melts at 400 F+)].
With regards to Hirst Arts molds, do a search on this web site for comments on them. They are highly regarded, but they do have their drawbacks: weight; time-consuming in both casting, and assembly; and the startup cost tends to be high, though they will allow hundreds, or even thousands, of castings to be made from each mold.
Sgt Slag, your lead casting plan won't work, since the molds are supposed to be doublesided: you lay the rubber part on the table, poour in plaster, wait for it to set a bit, and press on a clear plastic lid-thingy to make the stone outline on the topside. Furthermore, when casting in an open flat mold it is nearly impossible to get a uniform thickness and a flat back, so you'ld have to tool each casting. And last but not least, since it's an open mold, I fear the abundant contact with air will cause these molds to burn up faster than the regular closed double ones.
What was nice was the optional mold for doors and trapdoors - I still use those cast trapdoors a lot! The doors had to be cut to size for one kind of door opening, for some reason or other they were not both the same height.
I have to reccommend the Hirst Arts molds, I have about 25 of them, and they are awesome. You can work pretty quickly once you get the hang of it, or even faster with a 2 person crew. My brother & I work in tandem and can do about 15-20 castings (some molds 2-4 times) in 2.5 to 3 hours.
Prince August stoped making and selling the Dungeon Builder's Set, which came with a mold for walls (plaster), a mold for doors (metal or plaster) and one for pit traps (?? mine was missing) for about 10 years.
Best thing would be make your own mold or buy one of the Hirst Arts molds.
I made my own molds using oven baked clay and brush on mold mix called mold builder.
Cost was about $16.00+tax for both items, but I got a lot done.
Thanks, Gungnir, for enlightening me. I've never cast lead in an open mold, nor have I ever laid my eyes on the PA Dungeon Builder molds. My suggestions were completely untested -- I was hoping someone would correct me if I was way off from reality. I will file your information for future reference. Thank you!
Another alternative, is to look at card-stock dungeons, such as what World Works produces. Also, Microtactix produces some similar products. To view them, check out
www.RPGNow.com, and enter the two company's names in their search engine. I haven't used their dungeon sets, but I have used both company's buildings sets -- they are both, IMO, superb. Best of luck. Cheers!
Like an onion, or a baklava, SteamWorld Build has layers. What at first seems like a pretty straightforward city builder just keeps expanding and opening up as you play. After four hours with an early preview build, I'm still left wondering exactly how deep this rabbit hole goes.
Not only am I now running three layers of settlement simultaneously, but this new biome has its own distinct challenges. Along with its unique new resources, it's also infested with insect-like enemies, and suddenly for the first time my bots are drawn into full-on battles. Fights are automated, any guards you've recruited scurrying wherever they're needed, but you can place various turrets and defences to keep key areas safe. When I start trying to excavate the area's ancient tech, suddenly I'm in the middle of a tower defence sequence, with swarms of bugs throwing themselves at my miners as grenade turrets and flame traps pop off all around them.
Goto [ Index ]It's difficult to come up with a generation system that will accuratelyduplicate or replace a Dungeon Master's creativity. For one, if that were thecase everyone would be playing computer games instead, and for another,creating a dungeon in itself is fun -- it's part of why you would want to be aDungeon Master in the first place.
This puts book of this nature (The Dungeon Builder's Guide and Central Casting:Dungeons) in a peculiar quandry. Any game company publishing a tool thatactually replaces an integral part of the game is putting tacit approval on NOTbeing creative and churning out a bunch of random nonsense. The DBG struggleswith this issue and settles it by only providing hints on how to createadventures instead of going into great detail. And of course, anyone buyingthe book wants as much detail as possible, that's why they BOUGHT a GUIDE (thusthe name, Dungeon Builder's GUIDE).
The Dungeon Builder's Guide consists of twelve sections which cover how tobuild a dungeon, a dungeon "approach," dungeon permutations, traps, theaforementioned Autodungeon Engine, and a bunch of dungeon examples.
The DBG starts out broad and struggles throughout the rest of the book tonarrow its focus. Dungeons, by the DBG's defintion, a "dungeon" means anybounded setting within which PCs interact with each other, non-playercharacters (NPCs), traps, puzzles, monsters and/or other challengingsituations. Thus, this term applies to everything from subterranean mines andburial chambers to castles, cities, and extraplanar abodes." This is the DBG'sgreatest weakness. It's basically attempting to tackle not just a dungeongenerator but an ADVENTURE generator, which could not possibly fit into 64pages.
The Autodungeon generator is lifted directly from the First Edition AD&DDungeon Master's Guide -- and you get the feeling that the reason the DBGexists is because of those tables and Appendices G & H from that same volume. Not a bad idea. But then, the DMG was a massive volume and it barely fleshedthose concepts out.
Because of its broad scope, places which by their very nature do not lendthemselves to being automatic or easily generated (aerial dwellings,extradimensional places) have lots of pages wasted on them. The randomgeneration tables suffer as a result -- the aerial generation tables are skewedtowards "anything that can fly," ignoring such things as nationalities andboundaries (aarkocra, a Western concept, and Kenku, an Eastern concept, bothhang out together) and the extradimensional planes are heavily skewed towardsthe wicked and ugly and nasty and strange. Why not a mechanical dungeon onMechanus which would surely drive adventurer's insane? Who says only nuttychaotic guys build dungeons?
Each type of dungeon has another table for room descriptions, with a paragraphdevoted to each room type. In some cases this gets suspciously specific. There's a Library of the Winds for aerial dungeons that seems skewed towards aspecific idea rather than a general concept.
Most noteworthy is the trap section, which includes some goodies that wouldmake even Grimtooth wince, such as "imbues victim's skeleton with desire to'get out'", "replaces random internal organ with fire ants", and my personalfavorite, "lops off victim's head then animates head to attack friends."
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