Gnomes & Trolls: Homebrew TTRPG Rulz

A roleplaying game is a game of imagination and collaborative storytelling. The players create a character based on the following rules, then they pretend to be that character in different situations as presented by the GameMaster (GM). The Game Master is also a player, but more of a storyteller and referee during the game.

Characters are of different species such as elves and dwarves, and have different abilities and skills that can affect the outcome of the game. Classes of skills, such as Fighter, Thief or Spellcaster define the role of the character within the adventuring party, which is comprised of all the players. When you encounter other characters (known as NPCs or Non-Player-Characters) during the game, such as merchants or monsters, the GM takes on their roles and determines their actions.

As players adventure through the world presented by the Game Master, they will gain experience points that are used to gain levels in their class. As a character gains levels they become more powerful—They can deal more damage when they hit, and they can withstand more damage before they become incapacitated.

A role-playing game doesn’t end at the end of a game session with a winner, like in a boardgame or card game. The characters continue their adventures from session to session, increasing in experience. The story is what happens during the game as the players, acting as their characters, interract with the challenges presented by the Game Master.

Core Mechanic

The Game Master presents the Players with situations, and players respond with what their characters say and do. However, not every situation is resolved through simple narration—instead dice are rolled to determine the outcome.

Players and the Game Master use polyhedral dice for a variety of actions in the game. The dice required is indicated by a capital D followed the number of faces, such as D4, D6, D8, D10, D12 and D20. When multiple dice should be used, the number preceding the D indicates how many. For example 4D10 means to roll 4 10-sided dice, which are added up to get the result.

The most commonly used dice is the D20. The 20 faces afford a lot of versatility for determining outcomes:

The range of the D20 can represent levels of difficulty and the chance of success for an action. The GM will ask the player to meet or exceed a target number by rolling a D20 .

Character Creation

  1. Attribute Scores
    Roll 3D6 for each attribute: Strength, Agility, Stamina, Awareness and Intelligence.
  • Strength: Physical strength. This score affects how much weight your character can carry, and for a Fighter, how many Fury dice you have, as explained later under character classes.
  • Agility: This score reflects your character’s nimbleness, dexterity and coordination. It contributes to your defense by making you harder to hit. For a Thief, it determines how many Finesse dice you start with, as explained below under the Thief class.
  • Stamina: This reflects a characters health and toughness, and how much damage they can sustain before becoming incapacitated.
  • Awareness: This score represents your perception, through your five senses of sight, smell, hearing, taste and touch.
  • Intelligence: This score reflects a characters intellect and knowledge, ability to learn and solve problems. For a Spellcaster, this score determines their initial Focus Dice, as explained under character classes.

These scores (3-18) represent your character’s innate talent. They will be modified based on your character’s species, but thereafter will stay the same.

Your Species modifier is added or subtracted to your Attribute Score. Attributes may not be lower than 1, and not higher than 20.

Character races/species
  1. Choose your character’s Species:
  • Human: D10 Health Die (HD is explained below).
  • Dwarf: D8 HD. +2 Strength +2 Stamina
  • Elf: D6 HD. -2 Stength, +2 Agility, +2 Awareness
  • Gnome: D6 HD. +3 Strength (Surprisingly strong)
  • Fairy: D4 HD. -4 Strength, +4 Agility, +2 Awareness

Humans are the easiest species for players to understand, as we are all human. The attriute scores are not modified, as the game is balanced with human as the default. Human characters are resilient and have a D10 for their Health Die (HD), which is rolled to recover health points (HP)—health points are the amount of damage that a character can sustain before becoming incapacitated).

Dwarves are a familiar species from folk and fairytales. They live in hidden kingdoms beneath the mountains, where they also mine precious metals and gems. Dwarves are master craftsmen and are known for their magical weapons and armor. Stout and short, they have modifiers to their Strength and Stamina to reflect their increased strength and endurance. Dwarves also differ from us in their senses, as they can see in the dark by the subtle light (explained below, under Darkvision) as well as their deep sight, which is like x-ray vision. Deep sight allows a dwarf to see through solid stone and other materials to a range of about 30’. This is one of the reasons that dwarves are such excellent miners, since they can see the veins of metal within the rock. Dwarf characters use a D8 for their Health Die.

Elves are another species known from folklore and mythology, where they are often called “the good folk”. They vary greatly in size, from very small such as Nisse and Tomte (which might be mistaken for gnomes because of their pointed caps), to medium sized elves like the leprechaun, to high elves such as the Tuatha de Danan who are about as tall as a human teenager. Elves are slender and agile, and have a modifier to their strength and agility to reflect that. Elves have keen vision and hearing and also get a bonus to their perception. Elves use a D6 for their Health Die

Gnomes are another species from folklore, very much like the dwarves in their knowledge and crafting of metals. They have the deepsight the same as dwarves, and can see underground by the subtle light as well as they see by day. Gnomes are sensitive to sunlight,so often wear their caps low over their eyes. Gnomes can vary in size, but are generally between 2-3’ tall. Gonks are an unusual type of gnome, which don’t just have a long beard, but fur (and sometimes a tail) over their body! Gnomes are surprisingly strong for their size, often stronger than a man, so have an ability modifier for their strength. Gnomes have a D6 Health Die.

Fairies are an unusual species. Very small, between 6-12 inches, with wings like an insect or butterfly. Fairies bud on a flower or tree in the spring, rather than being born like the other species, and have sap instead of blood. They have a kinship with plants and trees, and can even speak with them. Fairies are often spellcasters, and use illusions to hide from danger. Because of their small size, fairies have modifiers to their strength and dexterity, and a D4 for Health Die.

Beholder Snail

Darkvision

While humans see by visible light, there are some species who can see a wider spectrum such as ultraviolet or infrared, or who can see a subtle light from neutrinos and cosmic rays which permeate deep underground.
Gnomi, such as gnomes and dwarves, can see underground as well as men see outdoors by this subtle light. They also can peer deep into stone with an x-ray vision called deep sight. This is why they are such good miners, as they can see the veins and know where to dig.
Elves can see very far, like an eagle. They can see by very faint light, such as starlight, as well as if it were daylight. Underground, elves can percieve the subtle light in the darkness, though not as well as gnomes and dwarves, only about 30’.
Fairies see by daylight, but in a wider spectrum than men. They can see the earth’s magnetic field, just like birds, and they can also percieve the bioelectric fields generated by living things, called auras.
This lets them see invisible creatures, as well as the true form of shape-shifted creatures, and sense their intentions. They see by normal light, but need a candle or lamp to see in darkness.

Health Points

Health Points (HP): (CON/2) + Your Species HD (per level). As you gain higher levels in a class, you gain an addition Health Die which you add to your total.
Health represents your stamina in a fight and how much damage you can take. HP are regained by rest or by healing magic. A character regains 1 Health Die per hour of rest. When your character rests, roll 1 HD for each hour rested. This is how many health points you recover. You may require several days rest to heal up from an adventure…

  1. Choose your Character Class. A class is a class of skills associated with a profession or craft. You begin with 10 XP, which is the required number of experience points for 1st level in a Class.
    There are many classes of skills, such as blacksmiths, weavers, bakers, brewers, etc. which are not relevant to adventuring, as they require years of apprentiship… If you want to play these NPC characters, choose to be the Game Master!
    Below are the three basic adventuring classes. Instead of adding a lot of bespoke classes, this game encourages multiclassing as you level up!

Fighter

Whether a knight in shining armor, a barbarian wielding a two-handed greatsword, or a meditative monk trained in the martial arts, all these characters are Fighters.

· Fighter: Add your Fighter level to all attack rolls. Damage Die is by weapon type. The number of damage dice rolled is equal to your fighter level. Fighters have training in both armed and unarmed combat, can use any weapon or armor, and has basic first-aid skills in binding wounds: (recover 1D4 HP).

A Fighter has a number of FURY Dice (D6) equal to STR/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Thief

The Thief is much more than just a burglar, but a master of shadows and stealth. The Thief can disarm traps, sneak into guarded strongholds and make off with hidden treasure without alerting anyone that he was even there!

· Thief: Add your Thief level to D20 rolls for hiding, moving silently, climbing walls, picking pockets, sleight of hand, finding traps, and picking locks. The DC of these tasks will be determined by the GM.

A Thief has FINESSE Dice (D6) equal to DEX/2 + Level. You can use these dice to add to any D20 roll, such as attacks, saving throws, and thieving skills. You recover them 1 per hour of rest.

Sneak Attack: You can Backstab for extra damage dice (by weapon type) equal to your Thief level + 1 when you attack from hiding, or if your target is engaged in combat with another character or otherwise unaware of your attack, such as a ranged weapon attack.

To Hide from an opponent the DC= Target’s Awareness score. You can hide even from a target in combat during the Movement phase (though you may be visible to other enemies). Hiding is simply getting into the target’s blind spot (like a Ninja)…

SpellCaster

· Wizard, Warlock, Sorcerer, Druid, Mage, Priest—There are many names for spellcasters, but all of their magic works the same. You cast spells as described below in the Magic section. Wizards also have the knowledge to craft scrolls, wands and staffs, potions and other magic items (with the proper time and materials).

A Spellcaster has FOCUS Dice (D6) equal to INT/2 + Level. You can use these dice to add to any D20 roll. You recover them 1 per hour of rest.

Multi-classing

When you receive experience points, you may choose to add another class if you have enough points. For example you could have levels of Fighter, Thief and Spellcaster. When you are multi-classed and recover Health Points during a rest, you also recover Fury, Finesse or Focus dice (1 per hour of rest), but you must divide the Dice recovered between your classes.

Combat

Initiative & Flow
At the beginning of combat, players (and the GM) roll a D20 for Initiative. The player with the highest number goes first, continuing clockwise around the table taking their turns, Fighters swinging their weapons, Thieves making sneak attacks, Spellcasters firing bolts of magical energy —It is important to remember that players turns are not sequential, but are simultaneously taking place during the same 6 second round.

It is natural for players to want to build off what the player before them did. To keep the suspense, the GM should write down the damage given to each enemy, but NOT announce that they are incapacitated or that they are still up, until the end of the round. Likewise, a player should keep track of how many HP they have left, but wait until the end of the round to announce that they are incapacitated–A character should not be stopping their attack mid-swing to react to what another character is doing during the same 6 second round.

Making an Attack

· Roll a D20.
· Add your Character level to the roll + modifiers (such as from a magic weapon); Fury, Finesse or Focus Dice.
· If the total meets or exceeds the target’s AC, you hit. Roll damage dice based on weapon type.

Armor Class (AC)
AC = (DEX/2*) + Armor + Shield Bonus *round up
Armor Class is capped at 20.

Advantage and Disadvantage

There are circumstances where the GM decides that you have an Advantage. Roll two D20 and take the best result. Conversly, there are circumstances where the GM decides that you are at Disadvantage. Roll two D20s and take the worst result.

Death & Dying

· Incapacitated: At 0 HP, you are out of the fight. All Fury, Finesse,and Focus Dice are expended. Only magical healing or rest can get you back up. Enemy monsters are likewise stunned and incapacitated at 0 HP, and will try to crawl away…
· Instant Death: If a single attack’s damage exceeds your maximum HP, or you are hit with an attack while incapacitated, you die.
· Healing: For every full hour of rest, roll one of your Hit Dice to regain HP. It might take several days of rest to recover all of your hit points.

Magic System

Spellcasters, whether wizards, priest, warlocks, druids or sorcerers, have a number of Focus Dice that they can use each day to cast spells. Focus Dice = INT/2 + caster level. Whenever you cast a spell, you expend one of your focus dice.

Cantrips are simple magical effects,such as detecting magic, igniting a fire, snuffing out a candle, a puff of smoke, throwing your voice, or making a noise, or creating a dim light (like a candle). They use only a tiny bit of power and do not cause damage, and do not count against a spellcasters pool of Focus Dice–But you must have at least 1 Focus Die available to use a cantrip.

As a spellcaster advances in experience the power of their spells increases. A spell like Firebolt does 1D10 damage at 1st level, but increases to 2D10 at 2nd level, and 3D10 at 3rd level. Some spells require the caster to be of a certain level before they can cast that spell.
To cast a Spell, roll a D20 + Caster level, this is your Spellcheck, and determines how potent your spell is and what the saving throw is. A spellcaster can expend a Focus die to increase the spellcheck. If the spell targets an individual, the spellcheck must beat the target’s AC. If the spell targets an area, then anyone within that area is affected, regardless of AC–but they may make a Saving throw for 1/2 damage or to avoid the spells effect.

Spells

· Magic Bolts and Blasts (D10, 1st level) such as a firebolt, lightning bolt or eldritch bolt that are targeted: The Spellcheck must be higher that the target AC or it misses and has no effect. Magic Blasts target an area of effect and ignore AC, but creatures caught in the area can make a Saving Throw to take 1/2 damage. The number of damage dice rolled is equal to the spellcaster level.

· Illusion spells (1st level) affect the senses or perception. Illusions can cause you to see something that isn’t really there, or to not see something that is there, such as Invisibility. The spell takes hold if its Potency > target’s PER Score. If Potency is lower, the illusion fails. Even when a spell succeeds, there may be a chance each round to make a Saving Throw to break the spell. Roll a D20. If the D20 result is > The Spellcheck, the spell is broken. Invisibility ends if the caster makes an attack.

· Divination at 1st level, divination gives yes or no, or direction. It can Identify the enchantment of a magical weapon. At 2nd level get insight or answers to a simple Who, What, Where, When, Why question. To get a longer response or back-and-forth, increase duration, it is level 3.

·Healing magic (D8, first level). A spellcaster may heal someone by touching them and expending a Focus Dice to restore hit points (the number of dice rolled is equal to the caster level. Similarly, a spellcaster can Smite someone to take away hitpoints! The spellcheck must beat the target AC–If using a weapon, the smite damage is added to the weapon damage.

· Charm or Hypnosis (1st level). Give a simple suggestion or command. The Spellcheck is the number to beat to make a saving throw and resist the charm.. Duration is 1 minute. At 2nd level the duration increases to 1 hour, at 3rd level 1 day.

· Telekinesis. at 1st level (Mage Hand) you can move objects at a disdance, as if you were holding them. At higher levels, the amount of weight multiplies by the casters level. For example if you can move 100 lbs at first level, you could move 200 lbs at 2nd level, etc.

· Protection (1st level). Like a personal force field, a spellcaster can cast an Armor or Shield spell and add the dice (D4) results to their AC for 1 minute. At 2nd level, the duration increases to 1 hour. At 3rd level to 1 day. This bonus to AC is in addition to any AC bonuses from enchantment.

· Enchantment. (2nd level). This spell can be used to enchant armor or weapons. Roll D4 and add this as a bonus to the weapons attack rolls, or to an armor’s AC. The effect lasts for 1 hour. At 3rd level, it lasts for 1 day. (In order to be permanent, the spell must be cast on the item during forging, when it is red hot)

· Teleportation, Conjuration and Summoning spells (2nd level). A spell like Misty Step is a short line of sight teleport for the spellcaster. To Portal others or take them with him to a destination known or in sight, the tier increases to 3rd level. To create a portal to another plane of existence (or world) increases the Spell tier to 4th level.
Conjuring or Summoning an object works in the same way, just with the direction reversed. To conjure up an object from a distant place, such as a book of spells that you left back at the castle—or to conjure a monster from a distant place. is a level 2 spell, To Summon a group of creatures is level 3. To resist a summoning spell, the target must make a saving throw against the spellcasters roll.

· Polymorph or Shapeshift (3rd level) is a transmutation that allows the spellcaster to change his or another’s form. You can assume the shape of an animal of HD less than or equal to your caster level (or the target’s HD). Your Hit Points are replaced with the hit points of the animal form, and your damage type is replaced by the animals teeth and claws., but you can still talk. Your clothing and items are not transformed. The Duration of the transformation is 1 hour at 3rd level, and 1 day at 4th level. The caster can dispel the transformation at will. The target may make a saving throw by rolling a D20 to beat the Spellcasting check.

To create a spell from scratch, consult with the DM to determine the spells Sphere or School of magic (what dice it uses) and how the effects will scale at different spell levels, and how it will manifest, so that you can roleplay how it looks to the other players. Give it a name that will associate it with your character!
For spells that deal simple damage, consider the type of effect and use the following dice:
Kinetic or Force: D6
Life affecting, such as Healing/Smite, Radiance (spectral) or Poison: D8
Energy spells, like fire, lightning, cold: D10

Counterspell & Dispel

· Counterspell (1st level): If you have not begun casting a spell on your turn, you may attempt to counterspell another caster. Make a Spellcheck (D20 + your caster level). The DC is the original caster’s Spellcheck result. Success cancels the spell. You can expend Focus Dice to buff the results of the spellcheck.
· Dispel Magic (1st level): Make a Spellcheck against the original Spellcheck result that created the spell effect.

Area of Effect

· Area of Effect: A spell can target an area of effect, rather than an individual target, negating AC. The size of the area scales with the Spell Tier, For a 1st Tier spell, the area is 0ne 5’ x 5’ square. At 2nd Tier, the area is a 10’ x 10’ square. at 3rd, a 15’ x 15’ square…

If you are playing with a Battlemat, each 1” represents 5’–so it is simple to see that the area of effect scales up by Area = (Tier)number of squares x (Tier)number of squares: At 5th Tier, a Fireball affects 5 x 5 squares (25’ x 25’).

All creatures within the area of effect are affected, regardless of AC.

Creatures or characters caught in the area may make a saving throw (D20). If the roll is equal to or higher than the spell’s Potency (Caster’s Spellcheck), they take half damage. If lower, they take full damage.

Potions, wands, scrolls

Some spells can be prepared in advance, during the Spellcaster’s downtime, in the form of wands, potions and scrolls. The spell tier must be one that the caster can normally cast, uses the same Focus Dice as normal to craft. It takes a full day to craft an item.

A Wand can hold 6 charges, and is burned up as the charges are consumed. Scrolls burn as the spell is read. Potions are consumed.

Experience & Advancement

Gaining XP (Awarded per session/adventure)

· Monsters: 1 XP per HD of monsters slain or defeated.
· Treasure: Notable Hoard: 3 XP. Extraordinary Hoard: 10 XP
· GM Bonuses: For clever play and goals.

Leveling Up

Level to Achieve XP Cost
1st 10 XP
2nd +20 XP (30 total)
3rd +30 XP (60 total)
4th +40 XP (100 total)…

XP is a running total. You can split XP to multiclass into a new class (e.g., spend 20 XP for Fighter 2, and 10 XP for Wizard 1).

Monsters

The following table is useful for the Game Master when building an encounter for the party. Rather than an exhaustive bestiary, creatures are grouped by weight, with their average Hit Points, To-Hit modifiers, and XP.
To convert a monster from any other game, estimate its position on this chart by weight, and make a note of its Armor Class and any special abilities.

Scaling Rules

· HP:
· <=1,000 lbs: HP = round up(weight ÷ 20)
· 1,001–6,000 lbs: HP = weight ÷ 20 (exact)
· 6,001–16,000 lbs: HP = 300 + (weight – 6,000) ÷ 33.33
· 16,000 lbs: HP = 600 + (weight – 16,000) ÷ 200
· To-Hit:
· <=1,600 lbs: To-Hit = floor(weight ÷ 200)
· 1,600 lbs: To-Hit = 8 + (weight – 1,600) ÷ 1,600 (rounded to nearest integer, max +19)

Monster HD and Damage

Use the To-Hit modifier to determine the number of dice to roll for damage. if a creature has a +1, then roll 1D (by weapon type). If a creature has +6, then roll 6D for damage.
For example, a large Mountain Troll is wielding a two-handed sword (D12). He rolls his attacks with a +6 to-hit, and does 6D12 damage!

OPTIONAL
To make a monster a bigger challenge, such as a “boss”, give it a boost by adding additional hit dice to increase it’s damage, and even an enchanted weapon. Turn a goblin into a goblin-shaman by adding 1-2 levels of Spellcaster!

Colossal creatures( above 6,000 lbs) Ignore AC —treat all attacks as Area of Effects: DC=To-Hit modifier of the creature, Save for 1/2 damage.

DND with Minis vs. Theater-of-the-Mind

Playing D&D is great fun, and I have been adventuring with my friends for many years. We have always played the game around the table with just our character sheet, notes and dice. The DM might have a hand drawn map, but for the most part all encounters are just described in what is called the Theater-of-the-Mind style of play.

TotM can lead to confusion. “Wait, how many goblins are left?”, or “I said I was hiding behind the pillar!”, or the classic: “I didn’t ask you how big the room is–I cast Fireball!” Many of the rules in D&D are very tactical in nature. Players are aware how many feet they can move per turn, their weapon ranges, what the bonuses are for 1/2 or 3/4 cover, and are constantly peppering the DM with questions to clarify the described situation. Miniatures solve many of these issues.

With terrain and miniatures, it is very easy to see who is in the area of effect when the Fireball spell goes off. Miniatures provide clarity vs. chaos, save time and avoid unnecessary arguments.

Theater-of-the-mind may be great for most D&D encounters, and some players think that playing with minis will make the game feel too much like a boardgame. This is a valid. If the Dungeon Master gives a great description of the boss encounter, it can really come to life in the players imagination. However, what gets imagined is going to be slightly different for each player….

This party of gnome adventures is exploring the room, when behind them they hear the scrape of stone on stone…

The Dungeon Master says, “You turn and see a large mountain troll, with a stone axe”. As a player you may wonder what a mountain troll looks like, or how big it is relative to you; whether you should start running or draw your sword.

The DM says, “roll initiative” ominously, as he places the mountain troll mini onto the table. The players eyes go wide. They see it’s size. The immediate, visceral understanding of the threat is an “oh $#!%” moment.

Don’t just describe the threat. Make them feel it…

The moment you place that troll on the table, the game’s tension skyrockets. It is no longer an abstract concept; it’s a physical problem they need to solve. Miniatures are not mere game pieces, but are tools for creating sharper, more dramatic, and more memorable stories at your table.

These are all miniatures and terrain that I have sculpted, and are available in my shop

Gnomes and Gonks as D&D Characters

A Gnome is a mythological creature: A small, ageless dwarf in European folklore who lives underground and guards treasure. The 16th-century Swiss alchemist Paracelsus popularized the term, describing gnomes as able to move through solid earth like fish in water. They are known as Nisse or Tomte in Scandinavian folklore, where their long beards and pointed caps originates. They were also guardians of the home and farm, and popularized as Garden Gnomes in the 18th century. The modern style of “Gonk” Gnome, used as a home decoration, is essentially all beard with only a nose and large cap–They may get their name from a novelty toy from the 1960’s called a Gonk.

As Fantasy characters in Dungeons & Dragons and other TTRPGs, Gnomes are very popular. They are of small size, generally around 2′ tall. They are surprisingly strong for their size, at least as strong as a full-grown man! Because of their connection to nature, gnomes are often Druids or Rangers, but may be any Class.

A Gonk is a subspecies of Gnome. They are a little shorter in proportion, and covered in fur. Gonks are are a more feral wild version of their taller kin, and live underground in burrows. They have a natural ability to shape-shift, which leads to some remnant animal traits in their appearance. Some Gonks even have tails!

Gnomes wear tall cone-shaped felt caps, and take great pride in them. You can tell a lot about a gnome and his social status by the height of his cap. Caps are often embroidered and ornamented as well. Gnome warriors wear tall pointed helmets, which can also act as dangerous spikes to deter the big stompy feet of Trolls. Gonks also wear caps, and usually wear them pulled down to their nose to protect their sensitive eyes.

Miniatures now available directly on Etsy!

If you have been wishing you could use one of my Gnome miniatures for your next character or campaign, but do not have a 3Dprinter, now you can buy physical miniatures directly from me! I have added a Miniature section to my Etsy shop. These miniatures are printed by me in a durable ABS like resin. They are 28mm scale (1:56) for tabletop games like D&D or Pathfinder.

These are just the first available– I will be adding more as I have a chance to print and paint. Make your next character a Gnome!

PuzzleLock Sewers & Undercity

Large RPG Cities, just like Rome or Paris, have sewer systems for the primary purpose of drainage–to keep their streets from flooding. The sewers channel storm water away from the city.

Whether your RPG campaign is set in Balder’s Gate, Calimport or Waterdeep in the Forgotten Realms; Beneath the sprawling streets of Ravnica, or in the underground canals of Sigil in the outer planes, your adventures are likely to take you into the Sewers and Undercity….

PuzzleLock Sewers and Undercity is a 3d printable terrain for 28mm tabletop RPGs. The tiles connect like a jigsaw puzzle–there is no need for clips or magnets, and the tiles require no supports for printing.

There are 23 .stl files in the set, each one exquisitely detailed to create an immersive environment. The modular design will allow you to create an endless labrinth of Sewers and Undercity.

Only $19.95
on Cults3D

No supports required!
Tiles connect like a jigsaw puzzle!
Create an immersive environment for your campaign
check out the video!

copyright ©2019 William Sutton.
For personal 3D printer use only. Files may not be shared, remixed, or redistributed.
May not be reproduced by other means such as molding and casting without written license. All rights reserved.

PuzzleLock Playsets

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In February, I debuted the PuzzleLock Caves and PuzzleLock Dungeon at Con Nooga in Chattanooga. The response was very good, so tomorrow we are launching a Kickstarter to fund the creation of more PuzzleLock playsets!

These playsets are 28mm scale terrain for tabletop role-playing games like Dungeons & Dragons. They help create an immersive gaming experience. They are printed on a $200 home 3D printer, and I printed the entire dungeon on a $20 roll of filament!

Unlike other systems, PuzzleLock doesn’t require any clips or magnets. It goes together like a jigsaw puzzle!

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The Caves are 100mm point to point and about 35mm tall. The sides of the hexagons are 50.8mm (2″) and can connect to any other PuzzleLock playset.

The PuzzleLock Caves are available NOW at Cults3D:
https://cults3d.com/en/3d-model/game/puzzlelock-caves

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The Dungeon set includes a “stair jack” for placing minis on the steps, and also a couple of “grid-painting” jigs for gamers who prefer a 1″ grid on their tiles.
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The dungeon tiles are 50.8mm ( 2″) square, and about 35mm tall. They work with all other PuzzleLock Tiles.

Dungeons are available NOW
on Cults3D:
https://cults3d.com/en/3d-model/game/puzzlelock-dungeon

All of the PuzzleLock playsets are delivered as .STL files, which are 3D models that can be printed on a home 3D Printer.

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The Kickstarter was 857% funded! Stretchgoals for Traps & Secret Doors and Sewers & Undercity were unlocked and will be available on Cults3D after they are sent to backers.

Puzzle-Lock

After working on my Caves project, I started thinking about all of the different “locking” options that are being used to connect the terrain tiles on the tabletop. I had an idea of interlocking the tiles with a jigsaw puzzle connection, which would be identical on every side. That would allow you to lift a tile from the table and replace it with a “trap” tile or “secret door” tile without disturbing the rest of the dungeon!

Puzzlelock_WIP_01

I started with a standard 2″ tile (50.8mm), and started working out the geometry for different polygons: 4-sided, 6-sided, 3-sided, etc. to allow the most flexibility for laying out a dungeon…

Regarding scale, I wanted  the walls shorter than the standard 2″ height, because terrain blocking line of sight for the miniatures was one of the complaints that I read in the Facebook group (3D Printing for Gaming Terrain).  I decided to design the walls about 32mm tall, which would be about 8′ tall at 28mm scale. This should leave enough height to detail the terrain, but give greater visibility to the miniatures.

Another thing that I noticed when I looked at other terrain systems, was that the details and the “dungeon dressing” of many props was not at a consistent scale. For 28mm miniatures, the scale is supposedly 6′ from the soles of the feet to the top of the head (for a human sized miniature). That scale (1:56) is 4.17mm per scale foot.

Puzzlelock_WIP_07

Using this as a guide for my measurements, I hope that this terrain will look better with the 28mm miniatures that players are using for D&D, Pathfinder or similar RPG.

Puzzlelock_WIP_02

The Caves system that I already designed, also works well with a puzzle-lock. And since the hexagon is designed with 2″ sides, the caverns will easily work with the dungeon tiles.

Puzzlelock_WIP_04

The puzzle-lock system should work with any type of tabletop terrain tile, such as sewers, burrows, etc.  My plan is to finish up my own set of puzzle-lock .STL terrain files, and then launch a Kickstarter campaign to sell it.  Part of the set will be the basic puzzle-lock shapes, which can be used to adapt existing terrain .STL files to this system using Meshmixer! So if you have already purchased .STL terrain for your game, you will be able to modify it.

I would also like to make the shapes available to other designers, so that they can offer a puzzle-lock version of their 3D printable terrain.

PuzzleLock Caves are now a part of the Caves terrain set available on DriveThruRPG:

Puzzlelock_Caves_Chart