What's a good Dungeons and Dragons town or city without sewers underneath, inhabited by all sorts of evil and ill-intentioned creatures? With that in mind, I have spent a little time recently finishing a modular set of sewer tiles for our games.
The tiles are carved out of 1/2 inch extruded polystyrene insulation foam board (same as most of my D&D terrain). Each piece has a 1/2 inch base layer topped by another 1/2 inch "walkway" layer. The channels are either 5 foot (one square) or 10 foot (2 square) wide, with 5 or 10 foot wide walkways alongside. Where there is no walkway it assumes "solid rock" negative space.
Step 1, after foam assembly and a black base coat, is a sponging of Folk Art brand "medium gray".
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Step 1 - medium gray sponging |
Step 2 is a sponging of Folk Art "dove gray", a light gray applied more sparingly than the "medium gray". You want to highlight but not totally hide the darker gray, although I admittedly still go fairly heavy-handed on this step. Lighter colors "pop" better on the table during gameplay, and what might look more realistic up close from an artistic point of view often looks dark and dreary during games...
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Step 2 - light gray sponging |
Step 3 is a little bit of spot dry brushing of Folk Art "buckskin brown" (this is a nice rich medium brown color no longer stocked by the local Michaels stores - sad face...). This just aims to give a bit of a muddy feel, and to break up the potential monotony of gray.
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Step 3 - a brown dry brush in spots |
Step 4 is to retouch any "water" areas and edges with black, as you will unavoidably sponge some gray onto these areas.
Step 5 is to apply a brush-textured coat of gloss Mod Podge to the water areas to give them texture
before painting. This is important, as you will be relying on the raised texture of this first Mod Podge coat to give something for steps 6 and 7 to catch on. The dry brushing in the next two steps will not be as effective if there is not some texture for them to pick up and accent.
Step 6 is to lightly dry brush some "buckskin brown" onto the water areas. This needs to be done streakily (is that even a word?) and sparingly - you are looking for hints of a sludgy nasty greenish-brown water, not an outright brown water.
Step 7 is to drag a heavy dry brush coat of Folk Art "citrus green", or a similarly putrid green, over the Mod Podge texture from step 5 (this is why step 5 is so important).
Step 8 is to re-coat the water areas with another coat (or two) of brush-textured gloss Mod Podge. You can see the way I did the brush-texturing of the Mod Podge (in step 5) by how the "citrus green" dry brush caught on that texture. The important thing in steps 6 and 7 is that I was looking for some hints of brown overlaid with a good bit of putrid yellowy-green, but didn't want the end result to totally overlay the black undercoat. I was hoping for a yucky greenish-brown over a still-dark base. I think this gives that effect. It might not be everyone's idea of a D&D under-the-town sewer, but it did achieve the exact result
I was looking for...
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Steps 4-8: brown water, putrid green, and gloss Mod Podge |
By the end of this mini project I've added enough new pieces to the ones I had made several months ago to fill a medium sized Sterilite storage container with a good variety of 5 and 10 foot sewers with 5 and 10 foot walkways, including enough junction pieces to give me good flexibility to create all sorts of layouts. [In other words, probably much more than I will ever need...]
As with the badlands terrain pieces documented a few days ago, I'm not sure how much use I will have of these pieces, but they were fun to make, and the entire project probably took less than $20 in materials and 3-4 hours of time. And most importantly, it was fun...