My 3d built for the citadel


Age of Ashes


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Getting ready to start AoA tomorrow with a group at work, built the citadel out of DwarvenForge. Probably could have been a bit more faithful to the map, but had to cut a few corners in the interest of packing/transporting it to the office.

https://photos.app.goo.gl/XxLLSyEz7KEWBqU2A

I'm hoping I get a chance to revisit this AP again with a home group rather than an office group where I can refine this a bit further and after the new forest/hill sculpts ship later this year to better integrate the lofted N/S wings of the complex rather than having them 'floating' to accommodate the sunken courtyard.


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That looks quite nice.

Grand Archive

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NielsenE wrote:

Getting ready to start AoA tomorrow with a group at work, built the citadel out of DwarvenForge. Probably could have been a bit more faithful to the map, but had to cut a few corners in the interest of packing/transporting it to the office.

Photos linkified.

I'm hoping I get a chance to revisit this AP again with a home group rather than an office group where I can refine this a bit further and after the new forest/hill sculpts ship later this year to better integrate the lofted N/S wings of the complex rather than having them 'floating' to accommodate the sunken courtyard.

Seriously, GREAT job! This is very GOOD! I'm jealous of your players!


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We got through session one (intro and all of the north wing) in the first session, next session is on Monday. Definitely learned a lot about how I want to tweak it for the next time I run it. (Most notably if its 6 player group again, I'll need to enlarge the wings a little to provide enough space for 6 characters and increased opponent counts to be interesting. As it was, it got a little too cramped to encourage the more mobile play style that lets 2e shine. (Its nice to have some cramped battles for variety, but this had too many and led towards people more easily falling back into 1e stand and slug-it-out style matches.

Its always a challenge when adopting maps to 3d, and looks like my usual heuristics for 1e won't hold up and I'll need to re-calibrate. Classic issue is since real walls have thickness, and most 3d terrain include the walls on the 2x2 footprint, typically most rooms shrink by 10 feet if you do nothing (you still have those squares but no one typically enters them). if you inflate the rooms by 10' to make it work, it causes problems when you have the more free-form collections of rooms as every room pushes the others around). Usually for 1e the effectively smaller rooms worked fine, but I think it won't work as well going forward.

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