This post is part of a series where we show how to make 3D dungeon accessories for your game. If you don’t use 3D props, we always include a list of ways to use the dungeon feature in your game, even if you don’t use the physical piece. You can check out the whole series in the menu bar link, above.
I’ve been following, with great interest, Project Red Rover over at Ben’s RPG Pile for the past few months. He’s recreating the 4e adventure Pyramid of Shadows in Hirst Arts blocks. A few weeks ago, he posted instructions for a trapped corridor using the Egyptian blocks. The idea is that a PC moves past a certain point in a corridor, and a wall drops out of the ceiling behind them, cutting them off from the rest of the party. I thought the idea was brilliant and easy to make. I wanted to re-create it with the Gothic Stone molds, using my corridor creation style. What do I mean by that? The project over at Ben’s RPG Pile uses corridor walls that rest on top of the floor tiles. When I make corridors, I glue the walls to the sides of the floor (makes my pieces compatible with Dwarven Forge). So, in my version of this project, there will be a width of corridor difference as well as a height difference that needs to be accounted for.
You will need mold 45 (Gothic Dungeon Builder) as well as your standard brick and floor molds. Specifically, you need the two small arch pieces from this mold, as well as the two “sealed catacomb” pieces that fit under the arch.
To create the trap wall, you’ll need the aforementioned sealed arch, two 3/4 size bricks, and 5 regular bricks. Below is an “exploded” view of the wall that slides into the corridor:
You can make the corridor as long as you want, but I would recommend no shorter than 3 tiles long.
One of the things I learned a while ago is: when building pieces that are supposed to fit together, don’t build them separately and hope they’ll fit together when everything is done. So, you’ll want to build your trap wall first, and then have it in place when you build your corridor walls. In this way, you’ll be guaranteed that the pieces will fit together. Even so, you may end up needing to sand a bit to get it to fit well, especially the bottom half of the trap wall. Paint it up, base it, and you’re done!
Note: I obviously misjudged the height of my corridor walls, and didn’t have time to fix it before the pictures were taken. It was easy enough to fix with floor tiles, so that the trapped portion of the corridor lines up with the rest of the pieces.
How can you use the Trapped Corridor in your game?
- The falling wall splits the party. One side of the wall is engaged in combat, while the other side has to solve a puzzle to open the corridor back up.
- There are a series of these “air lock” doors that the PCs have to leave open or shut in a certain configuration to make something happen. This will require splitting the party.
- The trapped wall does not slam shut, but rather closes slowly. The party has one round to choose which side of the wall they’re on. Both sides of the wall offer disadvantages.
- The wall acts as a secret door at the end of a passage.
- Or, it is simply the end of a corridor… or is it? No, it really is. Really.
How would you use the Trapped Corridor?