Tag Archive | Fantastic Terrain

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

  1. 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).
  2. 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″.
  3. 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

  1. LED, Disassembled

    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).
  2. Fillable Pillar, Disassembled

    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.
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  4. Electrical Tape To Hide LED

    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).
  5. You can hide the light in the bottom by wrapping a length of electrical tape about 4″ long around the based of the pillar.
  6. Batteries And Dime In Pillar. Note the metal wire. Dime shown here on top of batteries.

    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)
  7. Taped In Place

    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.
  8.  

  9. Water Gems

    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.
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  11. 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.

    Comparison of Gems (Left) and Gems With Water (Right)

  12. Plastic Wrap Seal

    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.
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  14. Sealed In Place

    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″).
  15. 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.

 

A (Mostly) Comprehensive List of Fantastic Terrain in 4e D&D

Mudflats

The 4th Edition D&D Dungeon Master’s Guide introduces (p.67) “Fantastic Terrain” as environmental dressing to spice up your encounters.  The second DMG and supplements thereafter have expounded upon the initial list, but keeping track of all the interesting varieties of terrain is difficult when one has to flip through half a dozen books.  The following tables aim to serve as an index of fantastic terrain.  The first table lists the terrain alphabetically; the second lists it by source.

(By request, it is now also available as a PDF)

FANTASTIC TERRAIN BY ALPHA

Aberrant Structures Desiccated, long-dead structures in ruins left over from Nihilath. Underdark (p.82)
Abyssal Wellspring A suppurating wound in reality where the raw madness and evil of the Abyss bulges into another plane. Manual of the Planes (p.21)
Acidic Mire Seas composed of flesh-dissolving liquids bordered by shores riddled with moors that churn with acid bubbling up from below. The Plane Below: Secrets of the Elemental Chaos (p.12)
Angelic Lantern These small, pulsating balls of light are faint manifestations of divine will. Manual of the Planes (p.21)
Armorfields Where Moradin’s exalted tread, armorfields spring up. The Plane Above: Secrets of the Astral Sea (p.50)
Ash Field Defiling magic withers verdant areas, dissolving plants into a fine powder and creating extended areas of lifeless ash. Dark Sun Creature Catalog (p. 34)
Astral Flame A fountain of fiery liquid, an astral flame is the burning essence of the Astral Sea. Manual of the Planes (p.21)
Barbed Cacti The barbed cactus has wicked hooks that cling to a creatures flesh. Dark Sun Creature Catalog (p. 34)
Black Sand When defiling magic is used to slaughter innocents, a residue mixes with the ground to create black sand. Dark Sun Creature Catalog (p. 34)
Blast Cloud The rust-hued dust particles conduct and amplify energy and elemental forces. Dungeon Master’s Guide 2 (p.58)
Blinkrock Nondescript gray-black stone with texture similar to granite and the ability to warp space. Underdark (p.65)
Blood Grate Hideous contraptions that revitalize formorians and their allies with the blood of intruders. Underdark (p.103)
Blood Midge Cloud A swarm of biting insects. Dungeon Master’s Guide 2 (p.58)
Blood Rock The site of ceremonial sacrifices, a great slaughter, or some other calamity. Dungeon Master’s Guide (p.67)
Bolt Stone Lightning energy fused with rock to form a highly unstable, dangerous mixture. Dungeon Master’s Guide 2 (p.58)
Bonepowder Haze Strange haze of fine, white powder, crackling with necrotic energy that saps the life force of creatures within and empower nearby undead The Plane Below: Secrets of the Elemental Chaos (p.13)
Brainmoss Tissue seeded from living brains growing on cavern walls and floors.  Wild brainmoss picks up and retains strong emotional impressions of sentient beings around it and have significant effect on the minds of living creatures. Underdark (p.83)
Brainswell Nebula Gigantic cloud formations resembling a diseased and pulsating brain often encountered in githyanki-controlled sectors of the Astral Sea. The Plane Above: Secrets of the Astral Sea (p.28)
Brambleweed Brambleweed has finger-length thorns, sharp and sturdy enough to rend flesh. Dark Sun Creature Catalog (p. 34)
Carpet of Serpents Swarms of serpents (or other venomous creatures) that dart in and out of various hidden dens. The Plane Above: Secrets of the Astral Sea (p.86)
Caught Breath Tinkling crystals of warm breath frozen in air. Underdark (p.120)
Cave Slime Thin blue slime. Harmless but extremely slick. Dungeon Master’s Guide (p.67)
Chainstorm Phantasmal, shrieking chains are thought to be the echoes of an imprisoned deity’s rage manifesting in the Astral Sea. The Plane Above: Secrets of the Astral Sea (p.29)
Chaos Breath Powerful, unpredictable wind gusts that extend high into the atmosphere. The Plane Below: Secrets of the Elemental Chaos (p.13)
Chaos Spots Certain locations in the dominion are in constant flux. The Plane Above: Secrets of the Astral Sea (p.109)
Choke Frost Light, white mist, which congeals into thick ice as creatures move through it. Dungeon Master’s Guide (p.67)
Choking Vapors The fumes rise from volcanic vents. The Plane Above: Secrets of the Astral Sea (p.86)
Cloudspore Strange Underdark mushrooms that create a thick cloud of spores when disturbed. Dungeon Master’s Guide (p.67)
Combustibles Some treasures (paper, scrolls, precious wood) are flammable and can go up in flames. Draconomicon: Chromatic Dragons (p.60)
Crawling Earth Ground that animates when stepped on, then quiets after a few moments. The Plane Below: Secrets of the Elemental Chaos (p.13)
Creeping Ice Areas infused with cold energy that slowly drain living creatures of life. Dungeon Master’s Guide 2 (p.58)
Cursed Obelisk These black, stone obelisks are usually covered in runes. The Plane Above: Secrets of the Astral Sea (p.87)
Darkrock Darkrock drinks in illumination, weakening the light and creating strange, unpredictable shadows. Underdark (p.14)
Dazzling Treasure A mirror, shield, or other shiny surface reflects and intensifies light shined upon it so that those nearby are temporarily blinded. Draconomicon: Chromatic Dragons (p.60)
Dead Magic The most powerful arcane magic completely drains an area of plant an animal life. Dark Sun Creature Catalog (p. 35)
Defiled Ground The dead do not always rest in peace. Dungeon Master’s Guide 2 (p.59)
Defiled Terrain Defiled terrain is created by the use of powerful defiling magic. Dark Sun Creature Catalog (p. 34)
Demon Jags Sharp, rugged stone formed when demons are trampled by other demons or are otherwise violently absorbed into the surrounding surface. The Plane Below: Secrets of the Elemental Chaos (p.13)
Demon Slick Odd, vile smelling slime that makes footing treacherous. Widespread where demons congregate. The Plane Below: Secrets of the Elemental Chaos (p.13)
Despond’s Draining Waters The Lake of Despond has a diminishing effect upon living creatures that touch it. The Plane Above: Secrets of the Astral Sea (p.69)
Devouring Cloud A chittering cloud of bright-red astral beetles. The Plane Above: Secrets of the Astral Sea (p.29)
Dimensional Turbulence Instability in the fabric of a plane making teleportation difficult and inaccurate. Dungeon Master’s Guide 2 (p.59)
Distracting Prisoner A dragon’s charisma and terror can unravel the minds of its prisoners. These fools might try to hamper or distract their would-be rescuers. Draconomicon: Chromatic Dragons (p.60)
Divine Blood Wreckage from the ancient war between the gods and primordials still litters the planes. Manual of the Planes (p.22)
Doomlight Crystal Glowing rock formations that trap a volatile gas that explodes in contact with air. Dungeon Master’s Guide 2 (p.59)
Dragon-Cursed Treasure These treasures carry the maliciousness of its owner to such an extent that anyone that handles them fall under a mild curse. Draconomicon: Chromatic Dragons (p.61)
Drainer Lichen The Foothill’s rockier slopes are mottled by drainer lichen. The Plane Above: Secrets of the Astral Sea (p.50)
Earth Flow In the Elemental Chaos, earth moves constantly in rivers of rock, dirt, or mud. The Plane Below: Secrets of the Elemental Chaos (p.13)
Earthen Maw Parts of the broken badlands open and close like jaws, seeking to snare passersby. The Plane Above: Secrets of the Astral Sea (p.87)
Eldritch Influx Magical energy pools in this area flowing into the void left behind by the expenditure of magical item powers. Dungeon Master’s Guide 2 (p.59)
Elemental Seepage A strange, viscous mass that pulsates and quivers with the energy of the Elemental Chaos (elemental fire, cold, thunder, lighting, or some combination of the four). Manual of the Planes (p.22)
Elemental Spout Eruptions of material or elemental energy issuing forth from solid surfaces, bodies of liquid, raging storms, or empty air. The Plane Below: Secrets of the Elemental Chaos (p.13)
Elemental Windchurn Elemental turbulence crackling with energy, its swirling winds making flying difficult. Dungeon Master’s Guide 2 (p.59)
Ember Moss A strange Underdark moss that is highly flammable and burns brightly. Dungeon Master’s Guide (p.67)
Energy Alteration Field The air sparkles and the ground buzzes in chaotic energy alteration fields. The Plane Below: Secrets of the Elemental Chaos (p.15)
Energy Crystals These weird crystals collect and store energy of all kinds. Manual of the Planes (p.22)
Energy Node A particularly strong confluence of arcane, divine, or other forms of power. Dungeon Master’s Guide 2 (p.59)
Erratic Portal When the magic of a portal finally fails, it may transform into an erratic portal. Manual of the Planes (p.22)
Eye Unblinking Magic weapons made from ritually enlarged evil eyes and nourished by the blood of wounded foes which loose beams of arcane energy at invaders. Underdark (p.103)
Fey Circle A location empowered with the extraordinary energy of the Feywild. Dungeon Master’s Guide 2 (p.60)
Font of Power Planar energy, a powerful artifact, or some other power boost attacks. Dungeon Master’s Guide (p.68)
Frozen Fire Portions of the Elemental Chaos experience cold so intense that even fire freezes, forming a highly unstable substance. The Plane Below: Secrets of the Elemental Chaos (p.15)
Glimmering Mirage Glimmering mirages are crafted by cruel primal spirits to confuse and distress wanderers. Dark Sun Creature Catalog (p. 35)
Glowstone Glowstone provides patches of dim light that break up the darkness. Underdark (p.14)
Godrock Where fragments of Torog’s bones struck the earth, formations called godsrock sprouted. Underdark (p.119)
Godsblood The divine energy remaining within this godsblood temporarily supercharges the natural healing capability of any creature, but at the cost of its own stamina and sanity. Underdark (p.102)
Godsdream The energy remaining from Torog’s passage through the Shallows provides creatures with the certainty of one incredible blow against a foe, but hides everything beneath a filmy layer of a dream. Underdark (p.33)
Godsrage An echo of Torog’s ancient fury, a terrible and appalling anger, infect travelers with a raging power. Underdark (p.64)
Grab Grass Thick, tough grass of the deep forests of the Feywild. Dungeon Master’s Guide (p.68)
Gramble The Foothills’ rugged heaths are covered in patches of gramble, a dense, thorny bush with carnivorous instincts. The Plane Above: Secrets of the Astral Sea (p.50)
Grasping Bog An area of deep, viscous mud that hampers movement. Dungeon Master’s Guide 2 (p.60)
Grasping Slime Black, viscous goo whose clingy surface can cause a creature to become stuck. Dungeon Master’s Guide (p.68)
Grasping Vines Vines, roots, and other vegetation that have become infused with aberrant energies that entangle those that come near. The Plane Above: Secrets of the Astral Sea (p.107)
Ground Swarms Masses of rats, beetles, tiny drakes, or other nuisance creatures. Underdark (p.100)
Haunted Terrain Haunted terrain radiates negative emotions, ranging from vague unease to crippling sorrow to virulent hatred of life. Open Grave: Secrets of the Undead (p.29)
Healing Ground An area infused with primal energy that allows life of all sorts to flourish. Dungeon Master’s Guide 2 (p.60)
Hellfire Fire found predominantly in the Nine Hells. Manual of the Planes (p.22)
Hungry Void Some places in the unending night below sap existence and unravel the threads of life. Underdark (p.120)
Ice Maws Expanses of permafrost that come alive with mouthlike openings. The Plane Below: Secrets of the Elemental Chaos (p.15)
Illusions Illusions can mimic any terrain. Dungeon Master’s Guide (p.68)
Illusory Wall An illusory wall blocks line of sight. Dungeon Master’s Guide (p.68)
Infectious Pallor Pockets of diseased air that drift through the Abyss. The Plane Below: Secrets of the Elemental Chaos (p.16)
Infernal Fumes Great clouds of gray smoke that drift as if alive. Dungeon Master’s Guide 2 (p.60)
Insect Cloud Swarms of flying, blood-drinking bugs, searching for targets for their hunger. Underdark (p.100)
Insect Swarms Swarms of biting, sucking insects, drawn by fresh blood and looking for their next source of food. The Plane Above: Secrets of the Astral Sea (p.107)
Jade Flame Strange, vibrant green fire that burns everything it comes near, yet protects them from other sources of heat. Dungeon Master’s Guide 2 (p.60)
Lifedrinker Caverns Strange, black-speckled lichen that feed on nearby injuries. Underdark (p.64)
Lightning Mist Fields of gray-blue fog that drift slowly through the Elemental Chaos and are hazardous to traverse quickly. The Plane Below: Secrets of the Elemental Chaos (p.16)
Lightning Pillar The pillar hums with elemental power and is clearly an otherworldly formation. Dark Sun Creature Catalog (p. 35)
Liquid Thunder Highly volatile liquid pools coalesced from the force of a powerful elemental storm. The Plane Below: Secrets of the Elemental Chaos (p.16)
Living Stone Rock formations that grow on their own. Underdark (p.13)
Loadstone This strange rock dramatically increases the weight of all objects. Dungeon Master’s Guide (p.68)
Martyr’s Monument The life energy of an ancient and powerful champion of the gods, embodied in a statue or some other holy icon. Dungeon Master’s Guide 2 (p.60)
Mask of Zorthos This Gargantuan phantasmal clay mask, believed to be the hollowed-out head of Zorthos, the slain god of doubt and lassitude, spins endlessly through the Astral Sea. The Plane Above: Secrets of the Astral Sea (p.29)
Mercyfields Locations visited by Bahamut’s exalted dragons develop into mercyfields. The Plane Above: Secrets of the Astral Sea (p.51)
Mirror Crystal Mirror crystals cause strange twists and turns in space. Dungeon Master’s Guide (p.68)
Mudflats Underground water reservoirs seep up though the soil to create a dusty sludge. Dark Sun Creature Catalog (p. 35)
Mushroom Arch A series of glowing mushrooms that grow together to form an arch over a corridor. Underdark (p.101)
Necrotic Ground An area infused with necrotic energy, draining those that enter. Dungeon Master’s Guide 2 (p.60)
Needle Hedge Sharp-needled bushes that grow in the dark forests of the Shadowfell. Dungeon Master’s Guide 2 (p.61)
Nihilath Shroud This roiling wave of gray ectoplasmic matter continually sprouts tentacles, which pull and tear at each other and are then reabsorbed into the larger mass. The Plane Above: Secrets of the Astral Sea (p.29)
Phase Crystal Related to phase rock, this translucent silvery crystal can be induced to discharge the extradimensional energy and shunt a creature out of phase for a short time. The Plane Below: Secrets of the Elemental Chaos (p.17)
Phase Mist A hazy cloud of swirling color connected to the strange spaces that exist between the planes. Dungeon Master’s Guide 2 (p.61)
Phase Rock Phase rocks are slightly out of sync with reality. Manual of the Planes (p.22)
Pillar of Life This tall stone pillar is infused with life energy. Dungeon Master’s Guide (p.68)
Pocket of Night In the darkest places of Samaragd, the shadows have an unnatural weight, and no natural light can penetrate the darkness. The Plane Above: Secrets of the Astral Sea (p.87)
Primal Mud Organic sludge which forms where life force rises up through the Feydark into the Feywild. Underdark (p.101)
Primordial Font Volatile fountains of liquid elemental energy that change those who bathe in them. The Plane Below: Secrets of the Elemental Chaos (p.17)
Psychic Reservoir Odd violet crystals grow in caverns or rocky terrain, psychic reservoirs containing latent energy. Dark Sun Creature Catalog (p. 36)
Psychic Storm Psychic storms darken the astral clouds and reach the size of earthly hurricanes. The Plane Above: Secrets of the Astral Sea (p.29)
Quick Sear A viscous, silvery green liquid, resulting from the mixture of acid and quicksilver. Dungeon Master’s Guide 2 (p.61)
Rage Stone An expanse of black-veined crimson stone infused with the psychic residue of pitches battles and brutal atrocities. Dungeon Master’s Guide 2 (p.61)
Razorvine This hardy creeper plant ubiquitous throughout the planes has serrated leaves that unfold from black stems. Manual of the Planes (p.22)
Rocky Badlands The canyons and wastes of Athas’s rocky badlands are rugged and arid. Dark Sun Creature Catalog (p. 36)
Sacred Circle A sacred circle is dedicated to a specific deity and infused with divine energy. Dungeon Master’s Guide (p.68)
Salt Flats Bleak plains encrusted with saline deposits and bone-dry sand. Dark Sun Creature Catalog (p. 36)
Sandy Wastes The wastes of Athas stretch for miles in every direction, largely featureless but for sand, wind, and relentless heat. Dark Sun Creature Catalog (p. 36)
Sehil’s Guts Legend suggests that this Huge phantasmal knot of blood-red tubes is the remains of the intestines of Sehil, a primordial that Kord slew barehanded during the Dawn War’s final battle. The Plane Above: Secrets of the Astral Sea (p.29)
Shifting Piles and Slippery Coins Loose coins can be treacherous to move through, since they create unstable footing. Draconomicon: Chromatic Dragons (p.61)
Sickening Heat Athas’s sun burns with peculiar intensity in areas where magic has defiled a copious amount of plant life. Dark Sun Creature Catalog (p. 35)
Silt Pool Natural dips and crevasses in the land can fill up with extremely light, powdery silt that acts like quicksand. Dark Sun Creature Catalog (p. 36)
Slides A slide is coated with a slick substance. Dungeon Master’s Guide (p.68)
Super Fun Happy Slide Stone stairs convert into a slide leading straight to the monsters. The PC’s shouldn’t but, c’mon, when are they going to be back here? The Simpsons (ep. 1F04)
Slipsand In sandy areas where magic, primal power, or psionics have been used heavily, the ground becomes saturated with high quantities of glass particles. Dark Sun Creature Catalog (p. 37)
Soul Shard Clusters Remnants of living creatures slain in the Shadowdark linger as soul shards. Underdark (p.121)
Soul Venom These areas of Samaragd contain tainted atmosphere. The Plane Above: Secrets of the Astral Sea (p.87)
Soulshocked Ground Patches of the Kalandurren arena have become soulshocked ground to keep arena fights bloody. The Plane Above: Secrets of the Astral Sea (p.115)
Spiderwebs The webs of giant spiders. Dungeon Master’s Guide (p.69)
Spore Field Intoxicating spores that rapidly decompose organic matter. Underdark (p.109)
Strangling Wind The pressure of this wind is so great, and its blasts so turbulent, that it slows and even suffocates those who push themselves too hard. The Plane Below: Secrets of the Elemental Chaos (p.17)
Teleporters Magical gates that whisk characters from one spot to another. Dungeon Master’s Guide (p.69)
The Weeping Lady The heart-wrenching sobs of a seemingly female voice haunt the Deeps. Underdark (p.64)
Thunder Shards Crystalline shards of solidified thunder energy which are both unstable and dangerous. Dungeon Master’s Guide 2 (p.61)
Tree of Life A tree of life is mystically infused with primal forces of life. Dark Sun Creature Catalog (p. 37)
Valorfields When Kord’s exalted gather to fight, they leave valorfields in their wake. The Plane Above: Secrets of the Astral Sea (p.51)
Venomous Air These are clouds of nigh-undetectable poisons that hang in the air and amplify other poison attacks. The Plane Above: Secrets of the Astral Sea (p.87)
Vicious Treasure Caches containing weapons, armor, and other such sharp objects can snag and cut the unwary. Draconomicon: Chromatic Dragons (p.61)
Whirlwind Whirlwinds form in areas infused with elemental energy. Dungeon Master’s Guide (p.69)
Wormrock Porous orange rock that is easy to dig through. Underdark (p.14)
Wrath Mud Eerie mud that saps the sanity from creatures within it, pushing them to violence through psychic pain. The Plane Below: Secrets of the Elemental Chaos (p.17)
Z’Tal Horde Colonies of z’tal lizards gather in a mass exuding a slippery ooze and a noxious vapor. Dark Sun Creature Catalog (p. 37)

FANTASTIC TERRAIN BY SOURCE BOOK

Dark Sun Creature Catalog (p. 34) Ash Field Defiling magic withers verdant areas, dissolving plants into a fine powder and creating extended areas of lifeless ash.
(p.34) Barbed Cacti The barbed cactus has wicked hooks that cling to a creatures flesh.
(p.34) Black Sand When defiling magic is used to slaughter innocents, a residue mixes with the ground to create black sand.
(p.34) Brambleweed Brambleweed has finger-length thorns, sharp and sturdy enough to rend flesh.
(p.35) Dead Magic The most powerful arcane magic completely drains an area of plant an animal life.
(p.34) Defiled Terrain Defiled terrain is created by the use of powerful defiling magic.
(p.35) Glimmering Mirage Glimmering mirages are crafted by cruel primal spirits to confuse and distress wanderers.
 (p. 35) Lightning Pillar The pillar hums with elemental power and is clearly an otherworldly formation.
 (p. 35) Mudflats Underground water reservoirs seep up though the soil to create a dusty sludge.
 (p. 36) Psychic Reservoir Odd violet crystals grow in caverns or rocky terrain, psychic reservoirs containing latent energy.
 (p. 36) Rocky Badlands The canyons and wastes of Athas’s rocky badlands are rugged and arid.
(p. 36) Salt Flats Bleak plains encrusted with saline deposits and bone-dry sand.
(p. 36) Sandy Wastes The wastes of Athas stretch for miles in every direction, largely featureless but for sand, wind, and relentless heat.
(p. 35) Sickening Heat Athas’s sun burns with peculiar intensity in areas where magic has defiled a copious amount of plant life.
 (p. 36) Silt Pool Natural dips and crevasses in the land can fill up with extremely light, powdery silt that acts like quicksand.
 (p. 37) Slipsand In sandy areas where magic, primal power, or psionics have been used heavily, the ground becomes saturated with high quantities of glass particles.
 (p. 37) Tree of Life A tree of life is mystically infused with primal forces of life.
 (p. 37) Z’Tal Horde Colonies of z’tal lizards gather in a mass exuding a slippery ooze and a noxious vapor.
Dungeon Master’s Guide (p.67) Blood Rock The site of ceremonial sacrifices, a great slaughter, or some other calamity.
 (p.67) Cave Slime Thin blue slime. Harmless but extremely slick.
 (p.67) Choke Frost Light, white mist, which congeals into thick ice as creatures move through it.
 (p.67) Cloudspore Strange Underdark mushrooms that create a thick cloud of spores when disturbed.
 (p.67) Ember Moss A strange Underdark moss that is highly flammable and burns brightly.
 (p.68) Font of Power Planar energy, a powerful artifact, or some other power boost attacks.
 (p.68) Grab Grass Thick, tough grass of the deep forests of the Feywild.
 (p.68) Grasping Slime Black, viscous goo whose clingy surface can cause a creature to become stuck.
 (p.68) Illusions Illusions can mimic any terrain.
 (p.68) Illusory Wall An illusory wall blocks line of sight.
 (p.68) Loadstone This strange rock dramatically increases the weight of all objects.
 (p.68) Mirror Crystal Mirror crystals cause strange twists and turns in space.
 (p.68) Pillar of Life This tall stone pillar is infused with life energy.
 (p.68) Sacred Circle A sacred circle is dedicated to a specific deity and infused with divine energy.
 (p.68) Slides A slide is coated with a slick substance.
 (p.69) Spiderwebs The webs of giant spiders.
 (p.69) Teleporters Magical gates that whisk characters from one spot to another.
 (p.69) Whirlwind Whirlwinds form in areas infused with elemental energy.
Dungeon Master’s Guide 2 (p.58) Blast Cloud The rust-hued dust particles conduct and amplify energy and elemental forces.
 (p.58) Blood Midge Cloud A swarm of biting insects.
 (p.58) Bolt Stone Lightning energy fused with rock to form a highly unstable, dangerous mixture.
 (p.58) Creeping Ice Areas infused with cold energy that slowly drain living creatures of life.
 (p.59) Defiled Ground The dead do not always rest in peace.
 (p.59) Dimensional Turbulence Instability in the fabric of a plane making teleportation difficult and inaccurate.
 (p.59) Doomlight Crystal Glowing rock formations that trap a volatile gas that explodes in contact with air.
 (p.59) Eldritch Influx Magical energy pools in this area flowing into the void left behind by the expenditure of magical item powers.
 (p.59) Elemental Windchurn Elemental turbulence crackling with energy, its swirling winds making flying difficult.
 (p.59) Energy Node A particularly strong confluence of arcane, divine, or other forms of power.
 (p.60) Fey Circle A location empowered with the extraordinary energy of the Feywild.
 (p.60) Grasping Bog An area of deep, viscous mud that hampers movement.
 (p.60) Healing Ground An area infused with primal energy that allows life of all sorts to flourish.
 (p.60) Infernal Fumes Great clouds of gray smoke that drift as if alive.
 (p.60) Jade Flame Strange, vibrant green fire that burns everything it comes near, yet protects them from other sources of heat.
 (p.60) Martyr’s Monument The life energy of an ancient and powerful champion of the gods, embodied in a statue or some other holy icon.
 (p.60) Necrotic Ground An area infused with necrotic energy, draining those that enter.
 (p.61) Needle Hedge Sharp-needled bushes that grow in the dark forests of the Shadowfell.
 (p.61) Phase Mist A hazy cloud of swirling color connected to the strange spaces that exist between the planes.
 (p.61) Quick Sear A viscous, silvery green liquid, resulting from the mixture of acid and quicksilver.
 (p.61) Rage Stone An expanse of black-veined crimson stone infused with the psychic residue of pitches battles and brutal atrocities.
 (p.61) Thunder Shards Crystalline shards of solidified thunder energy which are both unstable and dangerous.
Draconomicon: Chromatic Dragons (p.60) Combustibles Some treasures (paper, scrolls, precious wood) are flammable and can go up in flames.
 (p.60) Dazzling Treasure A mirror, shield, or other shiny surface reflects and intensifies light shined upon it so that those nearby are temporarily blinded.
 (p.60) Distracting Prisoner A dragon’s charisma and terror can unravel the minds of its prisoners. These fools might try to hamper or distract their would-be rescuers.
 (p.61) Dragon-Cursed Treasure These treasures carry the maliciousness of its owner to such an extent that anyone that handles them fall under a mild curse.
 (p.61) Shifting Piles and Slippery Coins Loose coins can be treacherous to move through, since they create unstable footing.
 (p.61) Vicious Treasure Caches containing weapons, armor, and other such sharp objects can snag and cut the unwary.
Manual of the Planes (p.21) Abyssal Wellspring A suppurating wound in reality where the raw madness and evil of the Abyss bulges into another plane.
(p.21) Angelic Lantern These small, pulsating balls of light are faint manifestations of divine will.
 (p.21) Astral Flame A fountain of fiery liquid, an astral flame is the burning essence of the Astral Sea.
 (p.22) Divine Blood Wreckage from the ancient war between the gods and primordials still litters the planes.
 (p.22) Elemental Seepage A strange, viscous mass that pulsates and quivers with the energy of the Elemental Chaos (elemental fire, cold, thunder, lighting, or some combination of the four).
 (p.22) Energy Crystals These weird crystals collect and store energy of all kinds.
 (p.22) Erratic Portal When the magic of a portal finally fails, it may transform into an erratic portal.
 (p.22) Hellfire Fire found predominantly in the Nine Hells.
 (p.22) Phase Rock Phase rocks are slightly out of sync with reality.
 (p.22) Razorvine This hardy creeper plant ubiquitous throughout the planes has serrated leaves that unfold from black stems.
Open Grave: Secrets of the Undead (p.29) Haunted Terrain Haunted terrain radiates negative emotions, ranging from vague unease to crippling sorrow to virulent hatred of life.
The Plane Above: Secrets of the Astral Sea (p.50) Armorfields Where Moradin’s exalted tread, armorfields spring up.
 (p.28) Brainswell Nebula Gigantic cloud formations resembling a diseased and pulsating brain often encountered in githyanki-controlled sectors of the Astral Sea.
 (p.86) Carpet of Serpents Swarms of serpents (or other venomous creatures) that dart in and out of various hidden dens.
 (p.29) Chainstorm Phantasmal, shrieking chains are thought to be the echoes of an imprisoned deity’s rage manifesting in the Astral Sea.
 (p.109) Chaos Spots Certain locations in the dominion are in constant flux.
 (p.86) Choking Vapors The fumes rise from volcanic vents.
 (p.87) Cursed Obelisk These black, stone obelisks are usually covered in runes.
 (p.69) Despond’s Draining Waters The Lake of Despond has a diminishing effect upon living creatures that touch it.
 (p.29) Devouring Cloud A chittering cloud of bright-red astral beetles.
 (p.50) Drainer Lichen The Foothill’s rockier slopes are mottled by drainer lichen.
 (p.87) Earthen Maw Parts of the broken badlands open and close like jaws, seeking to snare passersby.
 (p.50) Gramble The Foothills’ rugged heaths are covered in patches of gramble, a dense, thorny bush with carnivorous instincts.
 (p.107) Grasping Vines Vines, roots, and other vegetation that have become infused with aberrant energies that entangle those that come near.
 (p.107) Insect Swarms Swarms of biting, sucking insects, drawn by fresh blood and looking for their next source of food.
 (p.29) Mask of Zorthos This Gargantuan phantasmal clay mask, believed to be the hollowed-out head of Zorthos, the slain god of doubt and lassitude, spins endlessly through the Astral Sea.
 (p.51) Mercyfields Locations visited by Bahamut’s exalted dragons develop into mercyfields.
 (p.29) Nihilath Shroud This roiling wave of gray ectoplasmic matter continually sprouts tentacles, which pull and tear at each other and are then reabsorbed into the larger mass.
 (p.87) Pocket of Night In the darkest places of Samaragd, the shadows have an unnatural weight, and no natural light can penetrate the darkness.
 (p.29) Psychic Storm Psychic storms darken the astral clouds and reach the size of earthly hurricanes.
 (p.29) Sehil’s Guts Legend suggests that this Huge phantasmal knot of blood-red tubes is the remains of the intestines of Sehil, a primordial that Kord slew barehanded during the Dawn War’s final battle.
 (p.87) Soul Venom These areas of Samaragd contain tainted atmosphere.
 (p.115) Soulshocked Ground Patches of the Kalandurren arena have become soulshocked ground to keep arena fights bloody.
 (p.51) Valorfields When Kord’s exalted gather to fight, they leave valorfields in their wake.
 (p.87) Venomous Air These are clouds of nigh-undetectable poisons that hang in the air and amplify other poison attacks.
The Plane Below: Secrets of the Elemental Chaos (p.12) Acidic Mire Seas composed of flesh-dissolving liquids bordered by shores riddled with moors that churn with acid bubbling up from below.
 (p.13) Bonepowder Haze Strange haze of fine, white powder, crackling with necrotic energy that saps the life force of creatures within and empower nearby undead
 (p.13) Chaos Breath Powerful, unpredictable wind gusts that extend high into the atmosphere.
 (p.13) Crawling Earth Ground that animates when stepped on, then quiets after a few moments.
 (p.13) Demon Jags Sharp, rugged stone formed when demons are trampled by other demons or are otherwise violently absorbed into the surrounding surface.
 (p.13) Demon Slick Odd, vile smelling slime that makes footing treacherous. Widespread where demons congregate.
 (p.13) Earth Flow In the Elemental Chaos, earth moves constantly in rivers of rock, dirt, or mud.
 (p.13) Elemental Spout Eruptions of material or elemental energy issuing forth from solid surfaces, bodies of liquid, raging storms, or empty air.
 (p.15) Energy Alteration Field The air sparkles and the ground buzzes in chaotic energy alteration fields.
 (p.15) Frozen Fire Portions of the Elemental Chaos experience cold so intense that even fire freezes, forming a highly unstable substance.
 (p.15) Ice Maws Expanses of permafrost that come alive with mouthlike openings.
 (p.16) Infectious Pallor Pockets of diseased air that drift through the Abyss.
 (p.16) Lightning Mist Fields of gray-blue fog that drift slowly through the Elemental Chaos and are hazardous to traverse quickly.
 (p.16) Liquid Thunder Highly volatile liquid pools coalesced from the force of a powerful elemental storm.
 (p.17) Phase Crystal Related to phase rock, this translucent silvery crystal can be induced to discharge the extradimensional energy and shunt a creature out of phase for a short time.
 (p.17) Primordial Font Volatile fountains of liquid elemental energy that change those who bathe in them.
 (p.17) Strangling Wind The pressure of this wind is so great, and its blasts so turbulent, that it slows and even suffocates those who push themselves too hard.
 (p.17) Wrath Mud Eerie mud that saps the sanity from creatures within it, pushing them to violence through psychic pain.
Underdark (p.82) Aberrant Structures Dessicated, long-dead structures in ruins left over from Nihilath.
 (p.65) Blinkrock Nondescript gray-black stone with texture similar to granite and the ability to warp space.
 (p.103) Blood Grate Hideous contraptions that revitalize formorians and their allies with the blood of intruders.
 (p.83) Brainmoss Tissue seeded from living brains growing on cavern walls and floors.  Wild brainmoss picks up and retains strong emotional impressions of sentient beings around it and have significant effect on the minds of living creatures.
 (p.120) Caught Breath Tinkling crystals of warm breath frozen in air.
 (p.14) Darkrock Darkrock drinks in illumination, weakening the light and creating strange, unpredictable shadows.
 (p.103) Eye Unblinking Magic weapons made from ritually enlarged evil eyes and nourished by the blood of wounded foes which loose beams of arcane energy at invaders.
 (p.14) Glowstone Glowstone provides patches of dim light that break up the darkness.
 (p.119) Godsrock Where fragments of Torog’s bones struck the earth, formations called godsrock sprouted.
 (p.102) Godsblood The divine energy remaining within this godsblood temporarily supercharges the natural healing capability of any creature, but at the cost of its own stamina and sanity.
 (p.33) Godsdream The energy remaining from Torog’s passage through the Shallows provides creatures with the certainty of one incredible blow against a foe, but hides everything beneath a filmy layer of a dream.
 (p.64) Godsrage An echo of Torog’s ancient fury, a terrible and appalling anger, infect travelers with a raging power.
 (p.100) Ground Swarms Masses of rats, beetles, tiny drakes, or other nuisance creatures.
 (p.120) Hungry Void Some places in the unending night below sap existence and unravel the threads of life.
 (p.100) Insect Cloud Swarms of flying, blood-drinking bugs, searching for targets for their hunger.
 (p.64) Lifedrinker Caverns Strange, black-speckled lichen that feed on nearby injuries.
 (p.13) Living Stone Rock formations that grow on their own.
 (p.101) Mushroom Arch A series of glowing mushrooms that grow together to form an arch over a corridor.
 (p.101) Primal Mud Organic sludge which forms where life force rises up through the Feydark into the Feywild.
 (p.121) Soul Shard Clusters Remnants of living creatures slain in the Shadowdark linger as soul shards.
 (p.109) Spore Field Intoxicating spores that rapidly decompose organic matter.
 (p.64) The Weeping Lady The heart-wrenching sobs of a seemingly female voice haunt the Deeps.
 (p.14) Wormrock Porous orange rock that is easy to dig through.