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22 January 2025
3DRPG isn’t always about a specific STL. Sometimes, we like to showcase other makers and how their brilliant creations integrate with our 3D-printed DnD pieces. Today’s post is about Hirst Arts and a cool modular jail cell we built for our campaigns.
Come on, now. Adventurers aren’t usually honest members of society. After all, they seek fame and fortune and that requires they get their hands dirty more often than not. So, it’s not “if” you’ll have a jail scene in your DnD campaign but more so “when” it will happen.
As a DM, being prepared for the eventual jail cell encounter will save you a lot of angst and last-minute prep time. That’s why we made these modular prisoner pieces out of Hirst Arts molds. For those who don’t know, Bruce Hirst is a founding father of game terrain. There was a time when you basically had Dwarven Forge or Hirst Arts. DM Ben made tons of Hirst Arts terrain and still uses ’em to this day!
DnD nostalgia. Feels good, man. Anyways, let’s briefly explain the terrain need here. Our adventurers have just rooted the evil Night Hag out of her lair in The High Forest. Omin Dran promised them the deed to her property of they got rid of the witch once and for all.
Now, the group has discovered a secret passage inside the basement cellar and is about to explore further. DM Ben will have them stumble across a pair of twins named Barnabus and Stella Whiteglove in a jail cell. They started to catch onto the witch’s (who then went by Lyra Shaw) crimes, so she imprisoned both of them.
What we’ve always loved most about Hirst Arts is its modularity and how well the casted tiles take paint. The downside is that resin-ish material is very fragile so one drop and poof, you’re terrain is toast. We made a lot of our terrain out of the Fieldstone molds, and that’s what we’re showcasing here.
One of our Dungeon Masters and terrain mentors was DM Jeff. Many moons ago, in a Gen Con hotel room, he showed us Hirst Arts for the first time. We were in awe. That following morning, DM Ben went to their booth and basically bought everything. That also led to the very first video we ever posted on our YouTube channel.
DM Jeff had all these terrain tricks up his sleeve. For example, he used a simple wire sheet (from Home Depot) and would snip a piece out with cutters to make these cool removable cell doors. This ingenuity was just epic stuff back in the day (when there were no 3D printers).
We made several different cells to accommodate different amounts of miniatures. One scenario could call for the whole party to share a larger cell. Other times, it could be a single prisoner or contain a cellmate.
Sometimes, we create a tighter map with smaller rooms for the game table (just due to space constraints). Then, when they step into an area, we put a more extensive setup of that specific spot in the center of the table. This way, they can see all the cool, intricate tunnels but utilize a larger tactical space for swinging swords. No one wants to have five characters fight multiple monsters in a 6×6 d20 space.
Let’s discuss the individual planned encounters here. The jail cell is accessible through the bottom left area of the map. DM Ben will put a fire trap there (pressure plate — DC 15 to detect and disarm). That gate will also be locked (DC 15 ). Once they breach that barrier, there will be another series of jail cells (which he will then put on the terrain board in the center of the table).
Next up is what appears to be a dead-end. The party dwarf (who gets a bonus on stonework secret doors) will certainly locate it. A great perception check will give a very faint sound of music. This is where we’re keeping the ghost of Henndi Jemricks!
Poor Henndi’s soul is forever tied to this room. He nearly defeated the Night Hag, and that infuriated her. She decided to doom his soul to this spot as punishment. She even forced him to play music to entertain her (great acoustics in this cavern). She gave him the power through music to make her various things…even additions to her Bastion. This will be such a fun encounter.
The underground tunnel spot in the main picture above belongs to our resident, Umber Hulk. He occasionally appears and doesn’t like company. His job is to make the players uneasy about walking freely down these dark cavernous passages.
That leaves one more room (for now). A very large stone door blocks its entry point (and it’ll be very hard to open initially). DM Ben isn’t exactly sure what he will put behind that spot quite yet (but some ideas are brewing). He always likes to leave a little mystery on the game table. We’re excited to share what comes next!
Until next time!
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