Tag Archives: 3D Terrain

The Thing in The Pit

This encounter is intended for 3-5 characters of 2nd level and makes use of current playtest/5th Edition data as of July 6th 2014

This one is a quickie: a room I designed for a one-shot dungeon crawl that unfortunately got passed over. Some of the party will be forced to fend off the slapping appendages of an abhorrent otherworldly creature, while the rest of the team attempts to breach the entrance to the dungeon before the lot of them are crushed. Make certain to have a player character on hand who can pick locks – or else this encounter is far from being fair.



Features of the Area

    Terrain: Each large block of dungeon floor is 10 feet by 10 feet. Any 5 foot squares marked with a star are considered difficult terrain

   The Pit: This yawning chasm reaches far down into the Underdark, where a massive, amorphous beast from the Far Realm is trapped. The drop is 20 feet where tight cracks and crevices leech deeper into the ground. The elastic tentacles have wormed their way up through these openings. Because the uneven walls of the pit provide good handholds, no check is necessary to climb back up (the writhing tentacles may pose their own challenges, however)

   Treasures: The locations of the two treasure caches are indicated by gold sunbursts on the map (see “Rewards” below)

   Exit Door: This sturdy steel door is a half-foot thick and incredibly heavy. It is shut up tight by three identical locks. Passage to and through the door is blocked by a toppled over column (see below).

      •Each lock requires a DEX DC 10 check to open, and some appropriate lock-pick must be used (a set of Thief Tools would suffice, and Proficiency in such tools grants advantage as normal). 

   Broken Columns: One of these collapsed columns has fallen in front of the locked exit door. With the stone ruins blocking the way, it will be impossible to unlock the door.

      •The column is very heavy, and another party member will be needed to lift it, if not completely move it out of the way. A STR DC 10 check is sufficient to lift the column up, allowing access to the lock. This same character can keep the column elevated for several rounds without having to make another check, but must use their action on their turn to do so. A STR DC 15 check will allow the character to shove the column aside and out of the way for good.


The otherworldly abomination is far too massive and durable to be killed by a few paltry, low-level heroes. Fortunately for them, the beast cannot drag its squamous bulk through the caverns below to reach them. Instead, it has extended several of its slimy, mouth-covered tentacles to probe for prey. Though each individual tentacle can be destroyed with some ease, more will take their place, and the creature itself will take little damage. Is the monster regenerating these tentacles, or does it just have a near inexhaustible number on its body? That’s a question bets left unanswered.

•x(# of PCs) Tentacles (40 EXP each)


     Beast Tentacle (Medium Aberration – Limb)

AC 12 (Vulnerable: Slashing)

HP 8

   Available Actions:

Slam  (Within 15 feet of any part of the pit; one creature) +3 to hit (1d6+3 bludgeoning damage); automatic hit and +1d6 bludgeoning damage if target is already restrained

Trip  (Within 15 feet of any part of the pit; up to two creatures) DEX save DC 12 or target(s) are knocked prone

Ensnare (Within 15 feet of any part of the pit; one creature) +4 vs. STR or DEX (target’s choice); on hit target is restrained and may attempt the check again to escape as an action. A tentacle that has ensnared a target in this way may deal it 1d6+3 piercing damage as an action


•Each time a beast tentacle is destroyed, roll 1d4-1 (minimum of 1) – a new tentacle replaces it after that number of rounds has passed.



The tentacles have supernatural blindsight, and the best has enough intelligence to try and interrupt any character attempting to escape. Otherwise, they try to kill and eat every PC (like you do, when you are an amorphous beast)


In the nook in the north part of the room, the skeleton of an unfortunate explorer (wounded by the beast and unable to escape) is crumpled against the wall. Amid the ragged ruin of bones and torn clothes are x1 Healing Potion, a silver ring worth 10 gp, and three raw, uncut gems worth a total of 100 gp

One of the water basins in the eastern section of the dungeon is home to the formation of some uncut precious stones. A STR DC 10 check (advantage if a dagger, prybar, or other tool is used) will free the gems, which can be sold for 50 gp


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Penguincon 2013 After Action Report

     This past Saturday marks my first visit to Penguincon, hosted by Gamers with Jobs. I had been aware of the convention going on here in Cleveland, but assumed I’d be too busy to attend. Wouldn’t you know it, stars more-or-less aligned so that I could go! Board games and the ever incredible “fudge island” here I come! Because of my predilection towards running games (rather than wandering around the con and just having fun like a normal person) I was encouraged to prep a quick one-shot featuring the barely week old release of the D&D Next playtest. 

     Oh right! The newest Playtest! I couldn’t have been happier. Other than my hold-over gripes with feats, this latest (and final!) update to the public playtest is without doubt the best we’ve seen yet.

     In my typical fashion, I prepared copious amounts of glitz and glamor for the occasion. Quality always trumps special effects, I know that intellectually, but my heart screams out to blast a smoke machine down the intricately detailed halls of some modular Dwarven Forge set-dressing. I tried my hand at a few new effects for this very brief adventure.


     I know, I know, it’s a game of the imagination. But I just don’t trust the player’s imagination to picture it correctly! They need help! And LED lighting! Wish I had taken the time to do something fancier with the mosaic tile puzzle (stolen and adapted from a similar trap in the old 3rd edition Book of Challenges). Regardless, that particular trap was exactly as vexing as it needed to be both times, not bogging the players down in trial and error, but still forcing them to think sideways.

     This adventure, a variation and expansion on a previously posted encounter, Curse of The Black Jarl, fratured four (five if you count the Forge of Foresight) quick challenges that varied between combat, interaction, and exploration/puzzle solving. Ultimately I think it gave players a good feel for the speedy combat, and the flexibility of the core rules.

     What was cool for me was getting to run two groups of players through the same adventure, using the same party (six pre-generted characters, with six players in each of the two sessions). The groups were able to compare notes afterwards and see who had the simpler solution to puzzles (“Oh, you guys just used the doors as a bridge…we got set on fire a lot.”) At the end of the day there were no complaints about the system getting int he way of the fun, the final boss was tweaked just right, and each character had a place to shine regardless of the player’s level of experience (we had some newbies to D&D!) And once again, my sincere thanks to all those who joined me for the game – glad you liked it!!

     I’ll look into formatting the adventure into a friendly and readable PDF, with map and mosaic tile floor handout. It ran between 2 – 2.5 hours making it ideal for this kind of convention play. I think I’m learning my lessons from D&D Encounters well.

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Posted by on October 3, 2013 in Uncategorized


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Look, I know, RPG’s – “Games of the Imagination” – I get all that. All you should need is a pen and a character sheet. But I love props, scenery, miniatures and other gaming toys. LOVE them. I think most gamers tend to be very visual people, and that’s why Dry-Erase-Grid-and-Minis is the way most groups run their game – whatever the preferred system happens to be.

But for me, that isn’t enough. Miniatures help us resolve the distracting dissonance of spatial minutiae so that we can shove our way to the story and action without interruption. I love that about them. But why not go all out with 3D terrain and dioramas to help all the players agree upon “what this inn looks like”? It might take some of the heavy lifting away from the player’s imagination and agency, that’s true – but it also strengthens the shared experience and helps to limit player confusion about what is going on and where those barrels of pitch are relative to the minotaur cultists. A clear “stage” picture can also inspire creative choices – I might not have considered swinging on a chandelier until I saw your carefully constructed toothpick chandelier hanging over the dragon’s head(s).

I always envied the “Warhammer 40k” and “Warmahordes” guys for their piles of miniatures and fancy terrain pieces. But I had to face the facts: I lacked the talent (and more importantly, the money) to scrape together the resources necessary to carve out my own 3D dungeons and structures.

Or so I thought.

My expensive yet rewarding delves into the world of Dwarven Forge terrain pieces was just not sustainable. I had enough 3D dungeon terrain to get started, but I needed more: more generic, flexible pieces as well as specific dungeon dressing. I needed longer hallways, narrower passages. I needed items that DF – for all it’s quality and awesome products – did not always have available. I needed to start a few DIY projects.

Enter the Hirst Arts Castle Molds. Silicon molds for use with common hobby plaster, you can use and re-use these to cast your own 3D dungeon components. It’s more work of course, since you are required to craft, assemble and paint your own construction materials – but that alone is incredibly rewarding.

I’m extremely amateur here in the world of table-top modeling, but wanted to share a few of the pieces I’ve been working on. This entry-level sort of stuff still looks good and is endlessly useable in your game. If you’ve been kicking around the idea of trying a few such projects I encourage you to dig in – to get terrain that looks half-way decent is not as hard as it seems.

•I started off my foray with a few simple 1×1 columns. I needed them for an upcoming session, and they turned out pretty well. A simple place to start.


•My Dwarven Forge sets were great for establishing some fancy rooms, but I found myself in need of a few long hallways as well. The challenge with 1 square wide halls is that most miniatures pop off their base on the sides (weapon hands extended, tentacles dangling, bulgy monster muscles, etc.) – making a single square width a tight fit. To make my narrow hallways more useful in play I slipped a half-tile next to the floor tiles. Technically a 1.5 inch wide hall, but infinitely more practical for the table.


•I wanted to try my hand at something a bit more complex, so next I made a 2×2 floor tile with an arcane ritual circle on it. A little sloppy, I admit, but from far back it gets the job done. A nice clean stencil would have made this turn out a lot better.


•Next I went…a little…crazy. I’d seen cool use of small lights in newer Dwarven Forge Catacomb sets and was inspired to try my hand at integrating cheap, battery powered tea-lights into minis terrain. Thus I came out with a large brazier and hearth/forge. I’ve yet to get a chance to use these in play, but I was pleased by how they turned out.


•This large room (still in progress at the time of this writing) was originally an ambitious project to recreate an old 2D dungeon map I had into fully realized 3D. It dawned on me, however, that all the narrow rooms and tight corners (as well as the fact that this single chamber alone took hours to construct) meant this was probably more time consuming than it was worth. Not to mention the difficulty of transport! Though sturdy enough for table play, these plaster models need to be treated with some care as they are rather fragile. It makes the bigger pieces more susceptible to chipping and damage. Thus I settled for having a spacious, elbow shaped chamber.


•The sacrificial altar was much more of an experiment. I had seen a few “how-to’s” on Youtube regarding budget terrain that made use of old packing material. One of the few upshots of my dayjob is that packing foam and bubble wrap are in abundance. Taking this particularly interesting piece of porous black foam, I decided to try carving it into a raised dais. The upside is that this material is malleable enough that you can slide the base of most miniatures into it – allowing minis to stand on the narrow steps I hewed into it with an exacto knife. The problem is that the sides did not take paint very well. Ultimately it would have looked better if I had chopped up the edges of the surface to give it a more worn, stone appearance.


….and in back….


All that said I was happy with how gross a quick dry-brushing job made the altar look! Drippy, disgusting, head-blood!

I’ll likely post future projects here as they get finished up. Next up is a two story guard tower: just as soon as I can figure out an easy way to get stairs/ladders working without needing to procure a new mold set….

3D Terrain Craft Corner

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Posted by on July 17, 2013 in Uncategorized


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