![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgoAwmNd4jbZIwp5E1dIz2JJVRFyy5hFXJ6zSomWmgLJdFMHXEUKDIwWoV5H7yiyM-9tch3BHTOct02lcAXhI0pfLLLiQiB6gi1uZTA4XfLpU5u6n8yRz5b-PXhU2UPEoKLWLHhSF0adMjT/s200/s8geo.png)
Here's a return to the Stonework and Statue series of geomorphs: S8, the Stone Sentinels. Two large statues of knights flank either side of a door. Whether one or both is animated or merely concealment for a trap, or just an innocent indicator of a special area, is up to the GM. Beyond the door are stairs up to a large room with no other obvious exits. However, there's a secret door on the opposite wall leading to a descending staircase. And below this room is a smaller, disconnected 20' square room.
As an added element of interest, there's a small hollow space skirting the room in the lower right quadrant. Could be a hidden treasure cache, could have some other significance, or could just be an annoying red herring.
The model
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhlZJk7uL-hi3Sh03w3cPDEOchLm_S7SCARgnDTPSLJYAmxK8ETZdMhuDTuw1ajgid5I8gJvEFIAZZ0j0bTZAyR3yaJf_-mFMe_fgPsn8mzuDkpucjVVFRehfqGcuzuFUkPd42Q6OzP8y-_/s200/sentinel_face.png)
I really love the idea of these geomorphs.
ReplyDeleteOne tweak I'd make, though - each geomorph should have a Player POV version, e.g. the one above but with the secret passages missing. That way, I could print both, and lay out a partially covered player version as a dungeon tile.