Category Archives: Arts & Crafts

Dungeon Command Hirst Arts Tiles: Curse of Undeath

Earlier today, Wizards of the Coast posted my Curse of Undeath Hirst Arts tiles. I’ve decided to post some of the pictures that didn’t make it into the article, presented without comment. (If you want the comments, they’re in the WotC article – I had a lot of fun with this build, and left most of my thoughts there) As always, click to embiggify. Enjoy!
Note: The body lying on the altar is from the Reaper Minatures “Altar of Evil” set. Continue reading

Dungeon Command Hirst Arts Tiles: Tyranny of Goblins

Well, here we finally are. The big reveal day for the Tyranny of Goblins Hirst Arts tiles. This particular set actually took me longer than I thought it would. There were several blocks I needed that I either didn’t have ready to go or ran out of. When this happens, I end up splitting my time between casting and construction, which really slows down the process. Plus, one of the blocks I needed I could only cast one at a time, so that slowed things down even further. (Compare that to wall bricks which I can cast about 20 at a time).

This set had a few challenges for me – the two biggest were the doors and the “Temple” tile (I have an unofficial name for each of the tiles), which has steps on it. While stairs on a 2D map are no problem, when you translate to 3D, it creates an elevation issue. But more on all that later. Let’s get started, shall we? Continue reading

Dungeon Accessories: Beds

So I’m still on the Dungeon Command Tyranny of Goblins “bedroom” tile (as I have come to call it). Last week, we did the broken mirror, and this week we’re going to tackle the bed. (The rug was covered in this article.)

This was a quick and fun little project that I was actually able to make out of things I had lying around. I will admit that, as I was putting it together, I mused upon the overlap between what I do and what dollhouse makers do. Although I doubt most dollhouse makers know the difference between a mace and a morningstar… but maybe that’s just what I was telling myself to make me feel better… Continue reading

Dungeon Accessories: Mirrors

As I’ve said before, recreating a map that someone else has made always stretches me to get better at what I do. When someone makes a two dimensional map, they usually aren’t thinking about logistical problems that may crop up for someone recreating the map in three dimensions. So it is as I work on recreating the Tyranny of Goblins dungeon tiles. But hey, you get this cool tutorial out of it, so who’s complaining? Continue reading

Dungeon Command Hirst Arts Tiles

If you have time to check it out, I have a guest post up on Stuffer Shack today. It’s a video tutorial on how to make modular terrain.

It’s a complete coincidence that I finished the first two sets of Dungeon Command Hirst Arts tiles on the same week that Tyranny of Goblins came out. Still, it’s a pretty convenient coincidence. Some of you may remember a few weeks ago I wrote an article on some ways to pimp out your Dungeon Command. Today I present to you the ultimate way to bring the game to life. Short of, you know, actually gathering real monsters and heading to a real dungeon. What follows are pictures of the two complete sets of Dungeon Command tiles in glorious 3D. Continue reading

Dungeon Command Accessories

It’s official. I love Dungeon Command. I got the first two boxes for free as Gencon judge’s swag (thanks Baldman Games!) and had the chance to play with my daughter on Monday. Gameplay is fairly simple, and faster than actual D&D due to somewhat simplified rules and the elimination of dice rolling. That’s right kids, monsters do a set amount of damage, and automatically hit. Players will sometimes have cards to negate all or part of a hit. Of course, there are also cards that allow players to do other cool things as well.

But I digress. This is not meant to be a review of the game (I like it! Get it! Review done.), but rather a few things you may want to supplement your warbands with to enhance gameplay a bit.

Don’t get me wrong – the game pieces included in the box are absolutely high quality. The cardboard is thick and I didn’t have any trouble popping out any of the die cut pieces. The map tiles are also thick and have a pleasant satin feeling finish on them. However, when it comes to a tactile game experience, there are things better than cardboard. (As an aside, I think that this is something Ascension got absolutely right. The little plastic jewels used for victory point counters really add a je ne sais quoi to the game.) Here are a few things that you can add to your Dungeon Command game to boost it to 11. Continue reading

Fourthcore Team Deathmatch Terrain: The Citadel Revised

I’m only doing two terrains for the Gencon Fourthcore Deathmatch this year. The first one can be found here.

This second one is actually a reimagining of a map I did for last year’s Gencon event. (For the record, I didn’t do the reimagining, I’m just the terrain guy.) The first Citadel was much bigger, and had less “interest” than this one. This revised version isn’t symmetrical, and has lots of movement complications – difficult terrain, lava river, varying heights. I actually played on this map a month or so ago, and it was quite fun. I think the Gencon contestants are going to enjoy it. Ok, on to the pictures (because I know that’s why you’re really here).

First, here’s the map I was working off: (as always, click any picture for bigger) Continue reading

Easy Lava Effects

I’m currently working on the Fourthcore Team Deathmatch terrains for Gencon. Every single one of these that I’ve made has posed some interesting terrain connundrums. New hills for me to climb, if you will. That’s a good¬†thing, by the way. It’s made me stretch and figure out new stuff. I’ve learned a lot of new techniques and come up with unique ways of doing things. In short, it’s made me better.

The current project required me to tackle lava. In the end, I was surprised at how quick and easy it was, and thought I’d share the process here. Oh, and don’t worry, next week you’ll be getting the full pictures of the finished terrain – consider this a teaser. Continue reading

Free Full Sized Ship Game Mat: Hellstrider

As promised last week, here is the full map of the Hellstrider, a replica of Fat Dragon Games’ “Sea Dragon,” done in Dundjinni.

I’ve also included it with a water background, if you’d like a more mundane ship, and a version without a grid for all you Maptool users out there. One note I will make about using it in Maptool to help DMs align the grid – the main deck is 5 wide; the mast on that deck sits in the middle of a square. The lower deck is only 4 wide, so the mast sits in between two squares. I apologize for not including more details (like cargo), but I’m currently working on a project, and didn’t have time.

This ship is a traditional “Cog,”¬†which were primarily trading vessels used in the Middle Ages. I will spare you the rest of the interesting internet research I did; I’m sure you know how to use Google if you want to know more, or just want to look smart in front of your players. Continue reading

Court of the Storm Lord: The Encounter and Dungeon Accessory

Last week, I posted the terrain I made for the Fourthcore Team Deathmatch at the Charm City Gameday. I had a blast playing the deathmatch, and I’m really happy with how the piece turned out. But I have this hangup with making terrain: I’m not a big fan of spending more time on making something than I’ll get to use it. Sure, there are exceptions, but for the most part, if something is only going to get used once, I do something quick and easy or not at all. In order to get more use out of it, I wanted to use this piece for an encounter in my home game. Of course, many of the features that are in place for the team deathmatch aren’t really compatible with a standard D&D encounter, so I needed to tweak things a bit. Continue reading