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Fantastic Maps: The Clockwork Maze $2.95
Average Rating:4.2 / 5
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Fantastic Maps: The Clockwork Maze
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Fantastic Maps: The Clockwork Maze
Publisher: Rite Publishing
by Christopher H. [Featured Reviewer]
Date Added: 04/23/2012 11:03:58

As always, Jonathan Roberts delivers fine artwork for this map, and Rite Publishing delivers multiple formats to meet a wide variety of needs. The clockwork maze provides an interesting encounter location, and the layout is clever, although clearer indication of elevation might be useful (it might also interfere with the map’s aesthetics, so I waffle on this matter). The level of technology on evidence here might be too high for a typical fantasy role-playing campaign, unless you’re playing in a setting like Eberron that incorporates some steampunk-type elements. The “maze” doesn’t seem to have an entrance or exit; the whole thing is surrounded by a solid wall. DMs using the map will need to provide their own entrances and exits.



Rating:
[4 of 5 Stars!]
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Fantastic Maps: The Clockwork Maze
Publisher: Rite Publishing
by Keith (. T. A. [Featured Reviewer]
Date Added: 10/11/2010 13:30:12

I always enjoy the work of Jonathan Roberts. This is another high quality map with the resources for us inside Virtual Tabletops. I wish the other map makers were as considerate. http://rptroll.blogspot.com



Rating:
[4 of 5 Stars!]
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Fantastic Maps: The Clockwork Maze
Publisher: Rite Publishing
by Jeffrey J. [Featured Reviewer]
Date Added: 10/03/2010 15:43:13

This is a set of battlemap-scale encounter tiles presented in both full color and a very viewable greyscale. The standout feature for this series is the effort the publishers went through to make it usable for virtual tabletops as well as printouts: not only did they include the map as a full-size JPG showing all the tiles together, they also put together a version for Maptools—including the vision blocking layer!

The Clockwork Maze depicts a large room (100' by 100') filled with gears and clockwork mechanisms and winding paths through them. The narrow (and potentially dangerous) "corridors" would make an interesting place for an encounter, especially if the enemy were not as restricted as the players due to size or mobility.



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[5 of 5 Stars!]
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