DIY Miniature Terrain: Glowing Pillars
Pillars are a common feature in many dungeons and ruins, and magical pillars can provide an interesting terrain feature for encounters. I’ll show you how with a few supplies from your local craft store you can make great looking glowing pillars to enhance your next game.

To make four glowing blue pillars, you will need the following, all of which can be found at Michael’s craft stores:
Components
Fillable Pillar Set
These are the core of the project. The columns themselves are almost exactly 1″ by 1″, which is perfect for D&D, though the top and base are larger (around 2″). Fortunately, they can be removed. The pillars come in 4″ and 6″ tall (I chose the 4″ for my purposes).
Ashland Blue Submersible LED Lights 4 pack
To make the pillar glow, we need a light source, and these bright blue LEDs do the job nicely. Of course, if you want something other than blue pillars, look for another color LED instead. You’ll need lights that are no wider than ~1″ in diameter, and no taller than 3/4″.
Liquid Water Gems, Blue
The trickiest part of this build was figuring out a way to get the column to actually “glow”. The LED needs something to illuminate otherwise it will just look like a clear plastic column with a light at the bottom. That’s where these water gems come in. These little spheres are made of a polymer that absorbs water, and will scatter the light we shine through them. Getting them in the same color as the LED enhances the overall effect.
Additional supplies you will need include:
- Plastic wrap (e.g. Saran Wrap)
- Electrical tape
- Four dimes
- Water
- Scissors
Build Instructions
- The submersible LEDs that we bought are too big to fit into the pillars as they are. Fortunately, they are easily taken apart. Simply grab a hold of the clear plastic top with one hand and the colored plastic bottom with the other, and twist the top counterclockwise. With some luck, it will unscrew, allowing you access to the LED light resting in the bottom piece. The light is part of a smaller plastic piece that also holds the batteries. Remove this whole piece (light and batteries, which I will call the “assembly” for easy reference), and put the plastic top and bottom aside (they won’t be used).
- Take a plastic pillar and remove the top and bottom pieces. Notice that inside the pillar there are actually two cavities (it isn’t hollow completely through): a large area, and a small one. The small one is going to house our light.
- Take the LED and battery assembly you removed from the submersible light housing and set it in the small section of the pillar so that the light points toward the larger section. You’ll probably want to put the batteries aside for now, if they haven’t already fallen out. It will be a tight fit, so you’ll probably need to set the pillar on a hard surface with the bottom of the light down and give it a good push from the top to get it in completely. Push firmly enough to get it in place, but don’t be too forceful or the plastic pillar may crack (no matter what you do, it will probably show some signs of fatiguing at the base).
- You can hide the light in the bottom by wrapping a length of electrical tape about 4″ long around the based of the pillar.
- Place the two batteries (CR2032) into the LED assembly such that the plus sign is facing away from the light. The original enclosure had a metal piece that was used to complete the circuit in the light by connecting the batteries to a small piece of metal sticking out of the bottom of the assembly. Because we’ve removed this piece, we need something else to close the circuit. My quick fix was to put a dime underneath the batteries to ensure a good connection. You may need to fiddle with the wire just a bit to make everything fit (but don’t bend it too much as it may break)
- To keep everything in place, wrap a 1 & 1/2″ piece of electrical tape across the bottom of the pillar. At this point, the LED should be lighting up. If it doesn’t, make sure your batteries are in correctly and the metal piece at the base of the assembly is making good contact. You may find that the contact isn’t good unless you stand the pillar upright, which is fine.
- In order to disperse the light from the LED, we now fill the large cavity in the plastic pillar with the Liquid Water Gems. You may find a spoon is helpful here. Take your time, these little spheres are slippery and have a habit of escaping and bouncing their way to freedom. Fill the pillar to the top with water gems.
- To give the illusion that the pillar is mostly solid, slowly fill the pillar with water to about an inch from the top. Because of the properties of the water gems, they will appear to mostly disappear as they are covered in water.
- Cut a small piece of plastic wrap about 2″ square. Cover the top of the pillar with it so that it is even, wrapping it along the sides so it is flush.
- Finally, take one of the plastic caps of the pillar and slowly slide it over the top of the pillar, pulling the plastic wrap taught and sealing it. (Note: Although this will form a seal good enough to keep the water and gems from spilling everywhere, it’s not exactly water-tight. I don’t recommend resting these pillars on their side.) I left the bottom caps off of mine in order to fit nicely on a 1″ square grid (the bases being more like 2″).
- To turn the pillar light off, simply remove the tape from the bottom and take out the batteries.
Terrain Power
What’s a neat looking bit of 3D terrain without some crunch to back it up? Here’s an example of a fantastic terrain and terrain power that you can use in your game to go along with the glowing pillar:
Necrotic Crystal Pillar
Crystal pillars often resonate with power, sometimes enhancing what is already present in the environment, other times specifically attuned through ritual or magic to a particular energy. These crystals pulse with necrotic energy fueled by the Shadowfell and focused by unholy rites, imbuing those bathed in its light with the withering power of the dead and dampening the power of the divine.
Effect: All evil creatures within 20 squares of a pillar (or for sake of simplicity, within the same encounter area) gain +5 necrotic damage and resist 5 radiant damage. The effects of multiple pillars do not stack, but DMs could place several pillars in an area to challenge PCs to destroy them all to eliminate the effect. Any time necrotic damage is done as a result of this effect (or radiant damage resisted) a player can make an Insight Check (+2 if trained in Arcana) at a moderate DC for the encounter level as a free action to recognize the effect is coming from the pillars. Similarly, a player can actively study a pillar with an Arcana Check at a moderate DC to reach the same conclusion.
Usage: PCs can destroy a pillar to cancel the effect as well as shower their enemies in crystal shards (see Shard Explosion below). Crystal Pillars have the following stats:
HP: 15 AC: 4 REF: 12 FORT: 4 WILL: –
Immune: poison, psychic
Resist 10: acid, cold, fire, lightning, necrotic, radiant
Vulnerable: 5 force, 5 thunder
Single-Use TerrainShard Explosion
The crystal pillar explodes in a shower of shards.
Reaction
Requirement: A Crystal Pillar is destroyed.
Target: Each creature in close blast 2 (centered on pillar)
Attack: Encounter Level +3 vs. Reflex
Hit: Consult “Damage By Level” table for Two or More Targets for encounter level
Miss: Half damage.
Effect: The blast becomes an area of difficult terrain.
What To Do When Your Players Don’t Know What To Do
Last month I presented some advice to players for what to do when they didn’t know what to do. As a Dungeon Master, it is important to remember that you are the lens through which your players perceive the game world. The story, the characters, the environments, the puzzles, the encounters, etc., they are all very well defined for you (and probably fresh in your mind from prepping) but most of it is new to the players. Details that are crystal clear in your mind may be muddy or convoluted to everyone else at the table, and what seems obvious to you may not even occur to them. New players don’t have the years of experience and exposure to gameplay tropes to help them figure out how to interact with the world. As their DM, you need to be able to recognize when players are stuck and facilitate getting them back on track. Here are some tips on how to do that:
Establish Your Receptiveness
When you start DMing for a group, particularly a group of new players, let them know that not only is it okay to ask questions, it’s encouraged. Let them know that they should feel comfortable speaking up if they are confused or uncertain how to proceed, and tell them it’s okay to admit when they don’t know what to do next. Let them know that although you will be revealing a certain amount of information up front (e.g. through “read-aloud text” or other descriptions), they shouldn’t necessarily assume that there isn’t more than can be learned.
For your first few sessions (or even in established games if there are long breaks between sessions), you may have to reiterate this message a few times before the players take it to heart. In the past I have done so as part of the pre-game prep and recap, but you can also bring it up when the table gets quiet or the players seem like they are uncertain as to how to proceed. Reminding them to ask questions in these cases gives them an immediate invitation to speak which can be particularly helpful for the more shy or inexperienced players, or the observer types, who normally aren’t inclined to chime in.
It’s also helpful to reinforce the idea that, as the DM, part of your job is to decide how to apply and enforce the rules. In a game as codified as 4th edition D&D, it’s sometimes hard not to think only in terms of what’s written down on the character sheet in front of you or spelled out in the Rules Compendium. Encourage them to think in terms of the actions and deeds of their character, not simply a list of skills or powers. Let them know that when in doubt, they should tell you what they want to do, and you will determine what game mechanics apply.
Recognize Confusion or Indecision and Address It Directly
It’s not too difficult to spot a player who is struggling with a decision at the table: furrowed brows, frantic poring over power cards and character sheets, general hemming and hawing, or just blank stares and silence, are all pretty clear indicators. How one handles this depends somewhat on the situation, but one thing to avoid is saying nothing at all: long, awkward silences at the table are uncomfortable, and as a player (particularly a new one) the feeling that the whole table is waiting on you to make a decision can be excruciating. Instead, ask questions of the players to spur them on.
The standard DM query is the well-worn, “What do you do?”, which works fine for indicating to the players that the next move is up to them, but isn’t as useful for eliciting responses at a quiet table or helping a confused player make a decision. In fact, in the latter case it can come off as sounding impatient which may cause a player to shut down and choose the path of least resistance (“I guess I’ll doing nothing”) in order to get the focus off of them.
Offer Assistance To Perplexed Players
It seems obvious to say, but if a player looks confused or hesitant, sometimes the best way to handle it is by offering help. No need to beat around the bush, just simply come out and say, “You seem uncertain of what to do, how can I help? What are you unsure about? What information would help you decide how to proceed?” This allows the player to vocalize their thought process and give you the opportunity to feed them useful information (either directly or as the result of skill checks).
A player poring over his or her character sheet is often either trying to find a skill or power they think could apply to a situation, or already knows what they want to try but don’t know how to do it in the context of the game rules. Sometimes it is sufficient to ask them, “What is it that you are trying to accomplish?” to get enough information to continue play. Other times, you need to decouple them from the game mechanics for a moment to let them problem-solve without worry about how the rules will apply (that’s your job after all). Tell them to forget about their character sheet and powers for the time being and think about what they (or, more specifically, their character) would do in that situation. Free from worrying about rules or mechanics, the player can concentrate on the problem before them, and you can now offer advice based on what they want to accomplish.
Pay Attention To What Your Players Are Saying
DMs should be ready to key off what the players are saying out loud as they work out problems. If they say “I wonder if this item is magic?” or “Do you think they’d build a back door into their lair?” you can prompt them for an Arcana or Dungeoneering check. Readily responding to what players say–particularly when talking amongst themselves or thinking aloud–in ways that allow them to gain information can reinforce the importance of asking questions and encourage them to think about problems in a realistic (as opposed to mechanical) way.
Focus Their Attention With A Pointed Recap
I some cases, groups aren’t sure of how to proceed because they’ve forgotten what it is they set out to do (particularly at the start of a session after a long break). They may have lost sight of their ultimate goal, or they may need a reminder of their immediate motivations. A brief, but descriptive, summary of the party’s current condition, interjected when the table is indecisive, can move the game along nicely. For example: “You’ve caught your breath and tended to your wounds. Around you a half score of enemies lies vanquished, but you know more may be coming if you tarry too long. Somewhere deeper within the complex lies the ancient artifact you seek. The door to the north lies open, but those to the south remain closed. How will you proceed?”
Enumerate Their Options
Obviously you don’t want to lead your players by the hand, but faced with limitless options, many players choose to do nothing. An indecisive group can be helped along by providing a list of possible avenues to pursue, giving them something to focus on. This doesn’t have to be blatant (“Do you go north or south?”), it can be woven into the narrative: ”The last of the goblin war party is finally slain. Will the adventurers stay here for the night or push on toward their ultimate goal? And if so, will they continue south the way they have been traveling, or take the eastern route that seems less-traveled?” Of course, options are not always about which direction to travel or which door to open: ”The Goblin Chief seems unwilling to make a bargain. Careful diplomacy may sway him, but then again a creature such as he might be more motivated by fear. Or gold. Or an axe in his head.”
Engage Timid Players
In any group there are usually one or two people that will generally set the course for the group, with others content to follow their lead. This often arises out of necessity and as a result of the mix of personalities at the table. Shy and/or new players may be perfectly content to let others make the decisions, but as the DM you are in a position to draw them out a little and engage them. When the party is mulling over options, or perhaps when one or more members have announced what they plan to do, consider directly addressing a quieter player and asking what their character is doing at the time. The goal is not to single them out, but rather to give them the opportunity to get involved without them feeling like they are taking the lead or deciding for the group. It can be as simple as “And what is your character up to?” or it can be more geared toward encouraging that player to step into character. For example: “And how does Krusk, brave Barbarian of the Northlands, feel about the situation? What do his keen instincts tell him?” Some players may not like being put on the spot, so don’t press the issue if they are uncomfortable, but it may help draw out others or at least give them a chance to express themselves.
Go Forth And Facilitate
Be receptive to questions, keep an eye out for players who may be struggling, address indecision directly, offer assistance, pay attention to what your players are saying, focus their attention, enumerate their options, and engage the timid. Armed with these tips you should be better equipped to handle those situations when your players aren’t quite sure what to do next.
Player Advice: What To Do When You Don’t Know What To Do
In Dungeons & Dragons, much like in the real world, there are times when you may find yourself struggling with what to do next. You may be confounded by the plot or unsure as to what thread to follow. You may be in a situation where you just aren’t sure how to tackle the obstacles before you. This can be uncomfortable or frustrating, especially for new players, but it doesn’t have to be. Here are a few tips for what to do when you don’t know what to do:
Ask Questions
Questions are the currency of a D&D session. DMs ask questions (“What do you do?”) to elicit action and facilitate the flow of a game. Players should ask questions–of the DM, of the other players, of themselves–to realize the nature of their character’s situation, environment, and world. It seems like obvious advice, but asking questions is really the best way to gain insight into the game world. Newer players may feel intimidated but shouldn’t: Keep in mind, in most instances the DM has more information in his notes than what he initially reveals. Most DMs don’t divulge everything up front, they parcel out information based on what the PCs say and do.
The types of questions you should ask depend on the type of information you need. Basic questions such as “What can I see?” or “What do I hear?” are good if you are having trouble envisioning the game world, but are probably too vague to help you if you’re stuck. Being more specific can help you focus your attention in the right areas or uncover information that may help you: “Does it look like there’s a way to stop the ritual?”, “Does the baron seem like he’s being genuine?”, “Do the statues seem significant or familiar at all?”, etc.
Think Out Loud
Thinking out loud provides a way for you to vocalize your thought process, which for some is a helpful problem-solving technique. In addition to focusing your train of thought and allowing you to step through a solution, it also lets the other players know what you’re thinking. They may know something that you don’t and can offer input if you express it (and vice versa). The simple process of stepping through a situation or problem out loud can spark insights among you and your fellow players that could provide valuable. And, of course, it’s always helpful when everyone is on the same page.
Consider the fact, too, that while players are thinking out loud or trying to work out something among them, a good DM is listening to how his players are interpreting the game world. Based on what he hears, the DM can decide what information he needs to dole out to facilitate the game. Just by talking out a problem or situation, the DM may decide to ask for a few skill checks and reveal additional information based on those checks.
Put Yourself In Your Character’s Boots
Although Dungeons & Dragons is a roleplaying game, it is still a game and it can be easy to get caught in the trap of looking to your character sheet whenever you want to do something. But thinking in character, or answering the question “What would I do if I was really in this situation?” can help spark ideas and lead to lines of thinking that may be more helpful or fruitful than poring over a list of skills or powers. Consider the following scenario: A character finds a flask on the bones of a dead adventurer. The DM doesn’t immediately say what it is. The player scans her skill list, but obviously there is no “Identify Potion” skill. She thinks about what she might do if she found herself in this situation, and decides “I uncork the bottle, take a sniff, and maybe a tiny sip.” The DM tells her she recognizes it as a Potion of Healing (or perhaps asks for an Arcana Check and gives her more or less information based on the result). By simply putting herself in her character’s shoes, the player found an easy solution to her problem.
Don’t let your character sheet or specific rules limit your thinking. Your skills and powers, and the rules as written, are there to help adjudicate actions, not necessarily limit them. You should approach challenges in game with what you want to accomplish (and/or how) first, and then let the DM interpret how that fits within the game’s framework.
Don’t Be Afraid To Admit You Don’t Know What To Do
This is something that’s probably difficult for many players to do, regardless of their experience level. You may not be comfortable with admitting you’re confused, or don’t want to appear clueless, or maybe you’re afraid that you’ll offend the DM in some way. You might be tempted to keep quiet and defer to other players to move the action or story, but this just diminishes your gaming experience. Instead, tell your DM and fellow players that you’re at a loss for what to do. If you are confused about the plot or story details, the DM can refresh your memory or clarify the important points. If you don’t know what to do next to fulfill your quest, saying as much can get the table talking about how everyone wants to proceed (and clue the DM in on the fact that perhaps he needs to offer a little nudge in the right direction). If it is a matter of you not knowing how to overcome the obstacle you’re facing, the DM may ask you to think about what it is you want to accomplish and then offer some suggestions as to courses of action.
Simply admitting that you don’t know what to do is the most direct way to deal with the problem. It lets the DM know that you’re stuck and helps avoid awkward silence and blank stares at the table. It often benefits the entire group, especially if others feel the way you do, and can help ensure that every player is on the same page
Go Forth And Meet Your Challenges Head On
Ask questions, think out loud, put yourself in your character’s boots, and don’t be afraid to admit when you don’t know what to do. Armed with these tips you should be better equipped to handle those situations when you aren’t quite sure what to do next.
DMs: Check out my follow up article on what to do when your players don’t know what to do.
Gamma World: Blank Origin Cards
Since there have been a few requests for blank versions of the One Inch Square Gamma World Origin Cards I have uploaded the backgrounds I made/modified. The images are in PNG format. Enjoy.
Downloads:
Gamma World: Legion of Gold Origin Cards

A Bright Future Ahead Of You

Character Origin Card Sample (Front/Back)
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Props: Invisible Ink

Durin's Door
The moon now shone upon the grey face of the rock; but they could see nothing else for awhile. Then slowly on the surface, where the wizard’s hands had passed, faint lines appeared, like slender veins of silver running in the stone. At first they were no more than pale gossamer threads, so fine that they only twinkled fitfully where the Moon caught them, but steadily they grew broader and clearer, until their design could be guessed.”
Invisible letters and glyphs are a great fantasy trope and can make for really interesting and engaging props in your game. In your world, the letters or symbols could be drawn in Mithril ink that is only visible by moonlight, arcane magic that is triggered by word or touch, or simply disappearing ink that’s exposed by heat or chemical reaction. It could be a map, a secret door, a spell, or coded instructions from the king.
Invisible ink markers seem to be hard to come by these days, but I was able to find a company online that sells them. Unless you have a black light at home already, you’ll also need something like this mini black light keychain to reveal the ink. Other than that, all you need is some paper (see tips below). Draw up an invisible map or letter, hand it out to the players at the appropriate time, and watch them puzzle over this mysterious prop. Don’t give them the light, of course, until they’ve determined how (in game) to make the letters appear.
Here are some tips:
- Use clean, bright white paper, for best results. If you use colored paper the ink may not blend in completely. Paper that comes with a pattern already printed on it (e.g. a scroll pattern) seem to work okay, but your mileage may vary. It may not work well over printer ink (if you prink out your own scroll texture, for instance).
- The hidden letters are easier to see under blacklight when the room isn’t brightly lit. A good excuse to turn down the room lights for atmosphere.
- Consider hiding the secret message on a page with other words or symbols drawn on it, like at the end of a handwritten letter, or on a map. A handout with words or drawings on it is much less likely to arouse the suspicions of your players than one that appears to be completely blank (of course, if you want them to be suspicious, then go right ahead and do so).
- DMs that make their own 3D terrain can even use the markers on them to draw hidden doors, runes, or other magical features. The ink dries clear on craft paint just as it does on paper.
- I wouldn’t recommend drawing on your vinyl battlemaps with an invisible ink pen as it’s unlikely to come off. It should, however, work on Gaming Paper.
Props: Echo Mic
Props can go a long way toward adding realism and enhancing the atmosphere of your game. I am a big fan of props and try to incorporate them whenever possible. Here’s one I’ve gotten to use recently: The Echo Mic.
The Echo Mic is just a simple plastic tube shaped like a microphone housing a spring or coil of metal. When you talk into it, it adds a metallic echo to your voice. You won’t win any Oscars for Sound Design with this thing, but its cheap and relatively effective (mileage may vary depending on the quality of your voice acting).
The Echo Microphone is most useful for creating ghostly, eerie, or otherworldly voices. The cries of the undead, the distant moans of zombies, the voices of ethereal beings, etc., are all good candidates, enhancing the atmosphere of a room or encounter or giving weight to an important NPC. As an example, I recently used it to help roleplay the character of Sir Keegan in Keep On The Shadowfell, emphasizing his ghostly dialog. It can also be used to create unusual sound effects by tapping the sides or rapping it on a table.
You can find his prop for just a few bucks at a party store, toy store, or online retailer.
Gamma World: Character Sheet

Saw Boss, Wheeled Plant
Let’s face it, the character sheet that comes with Gamma World is… lacking. I’m all for simplicity, but the one in the box just doesn’t cut it. Yes, it is colorful. Yes, it will fit in the box. Yes, it says Gamma World on it. But I want something more robust. So as a GM with more time on his hands than common sense, I set out to create my own. I present to you, the One Inch Square Gamma World Character Sheet:
The front side features just about every bit of information you’ll need in front of you during play. The most important items are highlighted with a bold border to help them stick out. Sections that are used in creating the character but aren’t directly referenced in game (e.g. the columns of various bonuses for skills) are slightly greyed to set them off. Wherever possible, hints are given in cells to show where a particular bonus or bit of information should come from to speed up character generation and add clarity. Here’s an example of the front side filled for a first level character. The back side has a place for the player to record which powers, etc., they’ve taken at each level as well as a large area for notes. There are also places to record which Alpha and Omega cards the player has in order to keep track between sessions.The character sheet does not have space for power descriptions (though one could use the “notes” section) as it is assumed that players are using some sort of cards or printouts with that information on it. And of course I recommend the Character Origin Cards found on this blog as an aid in character creation and play.
Download: One Inch Square Gamma World Character Sheet [PDF]
Gamma World: Famine In Far-Go Character Origin Cards

Dyno-MITE!
With the recent release of Gamma World: Famine In Far-Go, I have produced a series Character Origin cards in the same style as the core rulebook origin cards I released previously. These cards are a tool to speed up character creation and aid play. Have your players roll their origins and then hand out the appropriate cards to them. These double-sided cards reprint almost all of the information found in the origin section of the rulebook, including the origin’s name, description, full trait information, critical hit ability, and power names. They contain all the information a player needs while creating their characters and serve as a handy reference during play. Since power descriptions are too lengthy and really deserve their own cards, I have only included their names.

Character Origin Card Sample (Front/Back)
I have also updated the original set of cards to fix typos, adjust the order in which the information is presented in some cases, and remove some extraneous wording from the front of most cards.
In addition, I have created a handful of extra cards to serve as quick references. They are as follows:
Critical Hit Benefit / Uber Feature Card: At 2nd level, players can place the Critical Hit Benefit side of this card under the origin card of the origin from which they chose their critical hit benefit to serve as a reminder. At 10th level, the Uber Feature side of the card can be used to remember which uber feature has been chosen by placing it under an expert power card, omega tech cards, or an alpha mutation.
Omega Tech / Salvaged Gear Card: The Omega Tech side of this card gives the run down on Omega Tech card rules, particularly the Omega Charge roll. The Salvaged Gear side details how salvaging works, and can be placed near or under salvaged Omega Tech cards to distinguish them from non-salvaged tech.
End of Encounter / Difficulty Class By Level Card: This is intended as a GM quick reference card. The End of Encounter side gives a run down of the common things that happen post encounter (e.g. Omega Charge check, changing Alpha Mutations, handing out rewards, etc.) The Difficulty Class By Level side reprints the chart of the same name from the rulebook as well as the list of skills found in Gamma World.
Core Rule Origins / Famine In Far-Go Origins Card: This is intended as a GM reference card. The Core Rule Origins side lists all the origins from the Gamma World Rulebook, the Famine in Far-Go Origins side lists all the origins from the first expansion.
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