Showing posts with label adventures. Show all posts
Showing posts with label adventures. Show all posts

Monday, February 29, 2016

Green Devil Face 3D Printed

This feature is LEGENDARY in the infamous S1 Tomb of Horrors by Gary Gygax.  Now you can print (a version of) it for your own game.  Derived from OpenForge, it is compatible with Dwarven Forge and other tabletop tile systems. 

Enjoy!

http://www.thingiverse.com/thing:1380984

Wednesday, October 14, 2015

A Cool Little Encounter

In the game, Dungeon Boss, you have a boss fight against this guy -- he's a goblin wizard and he has three shrieker mininons.  They screech at the heroes and drain their powers.  Pretty cool idea for a "low level" boss fight in your dungeons.  


Tuesday, October 13, 2015

Schrodinger's Dungeon as Sandbox Planning Tool

When I’m on the interwebs, I read about GMs and DMs that are constantly planning “story arcs” for their games.  They have this group of “important heroes” and then these heroes go out and do “important things” and that’s the big important story!  


If you like playing that way, that’s cool.  I’m not going to bash it.  I used to play that way -- but I’ve stopped.  


I’ve stopped for a few of reasons --
  1. The prep was KILLING ME!  The amount of time it takes to put a “story” together is daunting.  I am an adult with a full time job now.  I want to spend my gaming time playing, crafting or painting minis.  I don’t want to plot out a story.  Personal preference.
  2. If one of the players bails, you have a hole in your story that you have to fix.  The more important that PC, the bigger the hole.  The harder it is to plug.  This leads to massive re-writes of the plot and that goes back to #1 above.  HUGE TIME SUCK!  No thank you.
  3. The railroad tracks must be strong and narrow.  If the PCs get off the path, the story suffers.  You have to make changes, re-writes, modifications, etc.  In one campaign, to keep “the story” on track, I had to resort to time travel for the PCs to wrap some things up…  Ack.  Too many ret-cons, to much re-writing.  Nope.


So that leaves sandbox play.  


If you run a sandbox, you have to be good at improvising.  Random tables are your friend.  You have to be good at tying disparate elements together on the fly or after the fact.  You have to weave some kind of world together from the bits you put out there.  You need to keep some good notes so that the random bits from three months ago mean something -- after all, that thing you made up about the blue fairy queen might just be the thing the adventurers want to follow up on!


So I had this initial idea -- why not create a set/series of random tables -- in advance -- that define the parameters of the sandbox?  These tables are all the prep you’ll need.  You keep going back to them, time and again, to determine what is going on in your game.


Yes, yes.  I know, there are literally an infinite number of random things out there (Abulafia, Wizardawn, Chaotic Shiny to name a few) plus all the dead-tree and/or PDF versions you can find (Judges Guild Ready Ref Sheets, Dungeon Alphabet, Wilderness Alphabet, Toolbox, Ultimate Toolbox, etc.)


I’m talking about something else.  A template or structure that you fill in to represent the structure of your world (or parts of your world.)  The template -- how you roll against it -- sets the dynamics of what appears, when it appears, where it appears.  


You could approximate this by using the resources available -- random wandering monster charts, random treasure tables, etc.  That might work out just fine.  How you apply those random rolls to your world would determine the flavor and structure of the place.  If your whole world looks and feels the same, you could keep using the same tables everywhere.


Of course, if the City of Ghouls is different than the Ankaar, city of Thieves, you might need some different tables.


If The Tomb of Sarkos is different than the Crypt of Worms, you might need some different tables.


Of course, of course you could just randomly roll up some more tables.  Fine.  That’ll work.  


What I’m proposing instead is a fixed structure, that always “works” the same, that you fill in with bits and bobs to make each place different.  You’d fill this out initially, you can add to it and/or modify it as you go.  Make changes.  Deletions.  Additions.  But the “structure” for a given site is fixed at the beginning.


This leads me to another part of my idea, what I’m calling a Schrodinger’s Dungeon.  Nothing is fixed until it is observed.  Everything is in flux, until you roll for it.  


This is different than the Quantum Ogre principle, which states it doesn’t matter which way you go -- you’ll always encounter the ogre.  That messes up player agency.


In a Schrodinger’s Dungeon, you don’t know what’s there until you roll for it.  James Maz came up with this idea too, way back in 2009.  Perhaps it’s been rattling around my head all this time?  Who knows.  I’m still planning to “build it” which I don’t think has been done yet!


Now that I’ve Googled it, The Angry DM has an article about it too.  His idea looks like too much work for me (too many stat blocks) so I’m citing it here out of fairness, but I’ll likely not read much more of it.  :)


“Go left?  Go right?  OK, right it is (dice rattle, DM notes what is there) What do you do now?”


As new information becomes available, “You smell the strong odor of brimstone…” the players are free to act on that -- “OK, so you’d prefer to go left?  OK, (rattle, rattle)...”


The map itself can be randomly generated on the fly or just the contents.  The DM can randomly determine in advance or at the table.  I’d probably do a bit of both…


So what does this structure look like?  How does the prep go?  What’s next?

Well, I’m not quite sure.  I have some ideas, but, well, that’s another post.  :)

Wednesday, April 30, 2014

Castile de Zela (my 2014 1PD Entry)

Here it is --

Thank you to all the folks who gave me ideas!

I think I used them all except one (Sorry Dave!)  I just couldn't figure out how to describe it in such as short format!  (I still want to hear the idea for the future...)


Click here or the picture to download the file.

Friday, December 6, 2013

Cavern Geomorph Project

Previous post here.

OK, the project is progressing--

Here's a "tool" that I made so I can quickly measure the gaps for the hallways.  I made a 2" and 1" space.  You can place the gap across the gridlines and draw little tick marks.  Then you can freehand the walls on the tile.  I also made a 4" rule with a 1/4" tick mark for quick use.



Here are a few tiles drawn in -- I want to try a proof of concept before I finish the whole thing.  No sense in wasting time.


I used strips of black foam for the walls.  They are flexible and irregularly shaped.  It's kind of an eggcarton foam that I get from work (electronics packaging.)



Now I've covered the foam and tiles with TP using a glue/water mix.  About 50/50.  



Gonna let it dry.  Then I will cut out the tiles and spray paint them black.  

We'll see how it goes!

Thursday, December 5, 2013

Gorsen, Cleric of Lathander, the Adventure Continues

Right up front, let me thank JS for running such an exciting game last night.  :)  I'm sure I've forgotten some details and I wish I'd taken more/better pictures, but the session was EPIC!


The adventure began with our intrepid adventurers apparently trapped/surrounded in a large chamber.  When we played last time,  we had discovered a large group of kobolds (and possibly some other threats) down the long corridor.  We had dealt with them efficiently and then we slammed the door.


There's a lot going on here, so let's break it down --

A - Garron the Paladin has charged down the corridor to engage with the kobold lieutenants.  There's also a large kobold who apparently uses PEDs here too.

B -- A horde of kobolds (possibly some other foes) is puking their guts out from Tharquinn's Stinking Cloud.

C -- Greek fire has been employed (quite effectively) and will be again.  These are the templates.

D -- Odo the Monk has sprinted down the corridor and is taking cover behind the door preparing to back Garron up.

E -- Ceril the Elf has taken up position in the doorway and is picking off kobolds.

F -- Tharkquinn has cast Animate Dead on the 8 dead kobolds from last week.  He now has a small, short horde of recycled humanoids at his disposal.

G -- A portal has opened in the back of the room, revealing the location of the evil elf priestess.  Two lesser evil elf priestesses move through the portal accompanied by a horde of zombies.

The battle continued for a few rounds, some kobolds were slain in the hall, but reinforcements moved up on Garron.  Gorsen moved to aid Ceril at the door (B), hurling more Greek Fire onto the dog men.  Eventually, Garron retreated into the nearby room with Odo (A), waiting for an opportune time to retreat back to the larger room.  The Stinking Cloud (at C) ended and the kobolds retreated around the corner.

Meanwhile, back in the large room --

A -- Gorsen moves to the doorway to allow Ceril to move back.

B -- Tharquinn kneels behind his undead kobold minions, hoping to protect himself from the incoming assault.

C -- The zombies and evil elf priestesses are entrapped within Tharquinn's Web spell.  Some of the zombies manage to leap free (they are fast zombies) others are strong enough to wriggle their way out, foot by foot...  Torn, Balin and Nigel coordinate their attacks on the zombies.

D -- Spitz reinforces the party with Strength on Gorsen and Enlarge on Torn.

The battle has now fallen back into the room...


A -- Odo and Garron have retreated from the corridor.  The door has been slammed shut.  The adventurers are hearing cries of "For the lady!" and excited barks from the corridor beyond.

B -- Spitz, Balin and Nigel are dealing with the zombies as they escape from the Webs. 

C -- Torn and Tharkquinn's undead minions are also dealing with escaping zombies.

D -- Using his Armband of Free Action, Gorsen enters the Webs, avoiding the zombies, and focuses on smashing the first of two evil elf priestesses.


Having recovered from their bout of Stinking Cloud retching, the kobolds, led by their PED pumped lieutenants mass in the hallway for assault.  One kobold appears to be enchanted with Fear!  He races to attack the party.

The fear-enhanced kobold manages to charge the party.  Simply looking at him necessitates a saving throw.  Several party members fail and end up running away.  Eventually the fear is dispelled.

Now, a lot of things started happening very quickly --


A -- After Gorsen dispatched the second evil elf priestess, the extra-dimensional portal opens again releasing more zombies into the room.  Being exceptionally stupid, the zombies charge right into the Webs and get stuck.  Gorsen spies two more evil elf priestesses (this time they don't accompany the zombies into the room) and another much more intimidating (and beautiful -- isn't pure evil ALWAYS beautiful?) elf high priestess through the portal.  (The Lady?)  He drops the Rod of Healing (the item card in the pic) in the webs, leaving it behind for the party, (he may not survive this) and charges through the portal to attack the evil priestesses!
At this point, JS, our DM, says, "Wow.  I've never seen a cleric commit suicide before..."  I said, "Its not suicide... yet..."  :)
Tharkquinn casts Hold Portal on the extra-dimensional gate in an attempt to hold it open.  JS says "roll a d20; roll low" as a gauge of the spell's effectiveness.  He rolls a 2.  The portal closes somewhat, but stays open!
This turns out to be a VERY GOOD thing.  JS was going to roll to see if the closing portal cuts Gorsen in half!
 B -- Either Tharquinn or Spitz casts Grease near the door.  This slows the incoming kobolds tremendously.

C -- Ceril spends a lot of time hiding in the corner.  JJ just couldn't catch a break with his saving throws.  He failed, round after round after round...

D -- Odo makes his way over to the webs.  He does his best to get through them, but he gets stuck.  Eventually he is able to get past them, once Torn burns them away with a torch!


On the other side of the portal, Gorsen finds the three evil priestesses.


Two are lesser and I believe one to be "The Lady."

Initiative is rolled and I begin by casting Hold Person on the two lesser priestesses.  One saves, one fails.

One down.

The Lady casts Heat Metal on me.  The lesser priestess casts Hold Person.  I don't need to save due to the Armband of Free Action.  I shrug it off.  :)

Initiative is rolled.  The Lady casts Hold Person.   Nope.  I cast my final Hold Person spell on the other priestess.  She fails her save.

Two down.

Initiative.  The Lady attacks with her mace.  Hit.  I take damage.  I attack.  I hit.  I use my Mace of Striking and I hit for a lot.  She's hurt.

It's not suicide yet...



Back in the big room, the battle wages on.

The zombies are burnt but are now out of the webs.  Many of the kobolds are still in the grease.  Others have escaped and are attacking.  Spitz is seriously hurt and Garron has to save him by laying on hands.

Spitz is casting Magic Missiles on The Lady through the portal!  

Torn assists Odo by pushing him through the portal, into the room with Gorsen.

Tharkquinn tries to cast Ray of Enfeeblement on The Lady, but the portal slams shut!

Ceril finally makes a save and is back in the fight!

Someone recovers the Rod of Healing and gives it to Tharkquinn (MU/C).



Before Odo can join the fight, The Lady, sensing that her end is near, takes the time to Cure Wounds on herself.  Gorsen casts Endure Heat on himself.

Initiative.  Odo attacks The Lady and misses.  The Lady swings at Gorsen and hits.  Ouch.  He now has only 9 HPs left.  Gorsen casts Heat Metal on The Lady.  (Two can play at this game...)

The odds have gone from 3:1 to 2:1 to 1:1 to 1:2.  Better and better for the good guys!


Back in the big room, the party is basically in mop up mode.  The kobolds and the zombies don't present much of a threat.  They have some clues -- some sounds, a doorway -- that might lead them to the room where Gorsen and Odo are battling the evil priestesses.


Initiative.  The Lady starts grabbing at something in a pouch.  Odo tries to grapple and tangle her up so she can't do whatever she is trying to do.  He is unsuccessful.

The Lady pulls a handful of small skulls out of the pouch and throws them into the room!

Skeletons!  20 of them!  Yikes!

Gorsen invokes the powers of Lathander and turns 11 of them to dust!

Odds now:  5:1 for evil.  :(


Back in the big room, the party gathers itself and starts running down the corridor toward where the kobolds came from.  They are going to fast to accurately map, but they are listening and looking for ornate doors.

There are twists and turns, but eventually they come upon a scene of evil!  Seven cultists chanting and performing some kind of group summoning spell in the shadow of some giant spider statuary.

The party is repulsed.  They know they have to put a stop to this.

Torn lets fly a spear.  Tharkquinn casts his final Stinking Cloud.  (It is extremely hard to chant in unison while puking.  Who knew?)

Spitz casts Enlarge on Balin.  He's now human sized!

The search for Gorsen and Odo continues!!


Initiative.  Odo attacks and misses.  The Lady hits Gorsen for 6 points.  I'm down to 3.  The skeletons attack.  4 misses on Gorsen.  2 of 5 hit Odo for 11 points (I think).

Initiative.  Odo attacks and misses.  The Lady attacks Gorsen and misses.

Gorsen attacks The Lady.  A HIT!  I put 3 charges through my Mace of Striking (just to make sure) for about 29 points and he sends her to the Abyss to meet her spider demon queen.

Beware!  Gorsen is coming!
The skeletons attack!  Odo gets hit once (for 5 I think?) and Gorsen gets hit for 8!  He's down and at -5 HPs.  His moment of victory was short!


Back in the big room, the fight with the priestesses/cultists continues.  Balin and Tharkquinn are now invisible and are scouting for Gorsen and Odo.  The rest of the party is putting the wood to the retching cultists.
In the interest of speed, we just repurposed the old room to be the new room.  I did have to go find a spider.  I just couldn't help myself. 
Choke on that you evildoers!
You can just barely see the invisible Balin and Tharkquinn near the "A" in this picture.


The skeletons continue to attack Odo and he continues to pray to Lathander for help with the fallen Gorsen.  

Eventually, Odo finds a scroll of Cure Critical Wounds in Gorsen's pack.  Being a monk, he gets a chance to read it, if he survives the round with the skeletons. 

Three skeletons hit Odo.  One scores a critical hit.  

Odo is reduced to 0 HPs and doesn't get a chance to read the scroll.  :(

Because he still seems "alive" at 0 HPs, the skeletons take another round to wail on poor Odo, reducing him to -15 HPs.

He is dead.

Gorsen is counting down, losing one HP each round.  He's at -7 now.


Time is running out, but Tharkquinn finds a room filled with zombies.  That matches the sounds he thought he heard through the portal.  The door on the other side of the room looks similar...  This might be it!

He turns 9 zombies, leaving 5.  Gorsen is at -8.

He casts Spider Climb and climbs over the zombie horde.  He makes it into the other room to find Gorsen and Odo -- dead? -- on the floor surrounded by skeletons.  He drops into the fray.  Gorsen is at -9.

He uses the Rod of Healing to heal Gorsen for 18 points!

Gorsen turns the remaining zombies!  Tharkquinn turns the remaining skeletons!

They gather up poor Odo and return to the party.


Epilog:

The party finds some impressive treasures, a magical library with powerful tomes, and they appear to have defeated the infamous Lady.

They have heard sounds of pursuit in the distance.  Bugbears?  So they hunker down and prepare their escape.

The next day, using Invisibility, the party escapes past the bugbears and orcs and returns to Waterdeep via the Yawning Portal.

Now we need to see if we can get Odo Raised from the dead!

Thursday, November 28, 2013

Gorsen Cleric of Lathander (update)

So, I'm playing in a game now, rather than running CotMA.  I'm playing a cleric of Lathander in a 2e game, and I'm having a great time.  My cleric isn't really an all-star.  His highest stat is WIS 16.  He has two 10s and two 11s.  His CHA is 15.

He thinks he's awesome though.  Big ego.  It's going to get him into trouble, but I'm going for it!  :)

Here are some pictures from last nights session.  I'll add some commentary below.

We entered Undermountain through the Yawning Portal.  Shortly thereafter, Ceril the elf archer and Odo the monk discovered a party of dangerous looking individuals lying in wait.  I believe they knew we were coming and they were waiting for us.  (Some folks in the Yawning Portal were betting heavily against us and were disappointed when we resurfaced alive)

Here's the group of bad guys.  Turns out they were really bad -- spider queen tattoos on their foreheads.

Here we are.  Ceril and Odo are over by the door.  The rest of the party is hanging back a bit.

The battle begins.  Odo goes medieval on some guy called "Max."  Knocks him back into the tables and benches.  The yellow pipe cleaners represent a Stinking Cloud cast by Tharquinn our MU/C.  You can see that a large part of our party in the hall has "red rings" on them.  This represents some kind of Enthrall or other spell that held us for awhile.  Torn Sunderhelm (with the cape) had to punch Balin the Dwarf and Gorsen to get them to "shake it off."  Balin took 8 points; Gorsen 4.  Ouch!

The battle at the door was intense.  Our side was largely caught on the other side of the wall.  Garron the paladin of Tyr was able to push his way into the room, opening up a lane for the dwarf.

It's not pictured, but the tide turned when Gorsen successfully cast Hold Person on the two fighters on the other side of the door.  The party finished them off quickly after that.

Odo ran through the Stinking Cloud to attack the wizard in the back of the room.  He got the better of Odo with Magic Missiles but Gorsen raced through the Cloud to protect his friend.  He pulped the wizard's head for 20 points with his Mace of Smiting.  :)  Dead wizard.

The evil dwarf cleric cast Hold Person on Gorsen, but Gorsen has an Armband of Free Action and wasn't affected.  :)

... I played possum though and held still, drawing the dwarf cleric closer...

Tharquinn appeared on the scene and paralyzed the dwarf cleric with his wand.

... It was at that point that Gorsen "shook off the Hold"  He popped his neck, rolled his shoulders, reached over and took the dwarf cleric's Rod of Healing and said,

"My god is stronger than your god."  He then finished the dwarf off in the name of Lathander.  :)
Side note: Gorsen is seriously getting on the bad side of the Spider Queen.  He's blessed her emmisaries as they died to send them to the bright shore of Lathander.  At one point, she manifested some kind of "shadow demon" to warn him about his behavior.  Yeah right.  :)
The party got quite a haul of gold and magic from this crew.  Unfortunately, a dwarf fighter was scared away by Fear and escaped.  We don't know where.  :(

 We made short work of a small group of kobolds (due to Tharquinn's Burning Hands) and then we were assaulted by a Fomorian Giant (represented by Red Hulk here).  Gorsen got a quick Command in and caused the Fomorian to drop his club and lose a round of combat.  :)

We bailed out of Undermountain.  Spent about an hour, but we were pretty much out of spells and needed healing.

A day later, we went back in.  Discovered that someone had cast Raised Dead on the Fomorian.  Ugh.  He was tougher as an undead skeleton than alive.  Gorsen was one of the few with blunt weapons, so he guzzled his Potion of Giant Strength and waded in.  One hit for 31 points with his Mace of Striking and the skeleton was reeling.  He actually dealt it the death blow.  We then encountered another group of kobolds...

We finished the kobolds off, barricaded the door behind us with all the furniture, and moved deeper into the unknown.

 A Fire Trap caught us by surprise.  Oops.  Painful lesson.

 More kobolds, but they aren't expecting us.  The party charges in and makes short work.  We do manage to cause enough ruckus that other kobolds are alerted.  Odo and Gorsen block the door.  Gorsen reads Fire Trap off of a scroll on the door, but it is not very effective.  8 points.

Three kobolds get into the room, but Tharquinn casts Web down the corridor, trapping 9 kobolds.

Once the imminent thread of three kobolds is taken care of, Gorsen wades into the Webs (Armband of Free Action) and finishes the 9 kobolds off where they are stuck.  Of course, they wail like the little dogs they are and reinforcements arrive at the end of the hall...

That's where we stopped for the night.

Great session!  More excitement to come!!

Thursday, November 21, 2013

PHB Cover Idol WIP

So, I want to make a version of this --

To scale for my game table.  I posted about it here.  

I needed to have space for the wiring, so I made an internal structure out of a paint lid and a dog food bowl --
I'm going to build the body around this.  The head (when it is done) will fit on top.  I may mold it as a separate piece to facilitate the wiring.  We'll see...

Here's the body so far.  I decided to build it from the arms up; mostly neglecting the legs.  I may use a tealight for the cauldron once I get there.  We'll see how it turns out. 

Front (incomplete)

Back (mostly complete).  There's a tube that keeps a hole open, in case I want to make any wiring external.  Now that I think about the size of the interior, that's probably not necessary.  :)
More to come!

Tuesday, November 19, 2013

Gaming With The Boys

The summer campaign picked up again this past Saturday.  The boys found themselves working for an eccentric wizard, rather a "spellweaver," who hides in plain sight as a homeless bum in The City.

He requested that they recover an ancient tapestry from the depths of the Egg of Evad.  He explained that he is prevented from recovering it (as a spellweaver) but that they could find and retrieve it for him.

In exchange, he would grant them each a boon.

As part of the roleplaying, I had the boys request a boon from him.  Here's what they came up with (not a bad list; quite reasonable)

  • Boss, hobbit fighter, wants a magical bow
  • Deogol, human cleric, wants a powerful cleric scroll
  • Yoson, elf wizard, wants a powerful wizard scroll
  • Lokir, elf archer, wants elven mail
The spellweaver agreed and they were on their way.  He fed them a magical meal so they wouldn't need food or drink for seven days.  A magical apple provided the same to their mounts.  He also gave each character a healing potion (1d8+1)

Here are some pictures from Saturday's adventure.  I used my Dwarven Forge Game Tiles for the first time.  They were a big hit.  It is amazing how claustrophobic rooms are when the thickness of walls is considered.  :)

The adventurers headed down, down, down using the elevator room and were presented with a locked secret door.  (I provided a math puzzle, which my grandson solved almost instantly...)  :)

 The wizard and the cleric are dithering on the elevator side of the secret door while the rest of the party are surprised by a ghoul!

 This dungeon presents many choices.  They heard the ghoul on the other side of the door and the hireling opened it so the elf could shoot it from a distance.  Success!

The adventurers used the door as a pinch point to control the flow of zombies into the room.

The elf and henchman discover that there are more zombies behind the door.  They are in a lower area and beyond, so they quickly back up and lock the door.  


At one critical moment, the elf managed to roll the d20 through the door to get this 19!  Well done!

The characters encounter a mated pair of blink dogs.  They try to coax them out, but the elf is unsuccessful and they blink away.

They discover that the blink dog room connects to the back side of the huge zombie chamber.

I told the players that they had no way of knowing what the zombies were doing in the big room.  I left them out there in their static positions as a way of reminding them that they are there.  As it turns out, seven zombies pushed their way around one side and five came the other way.  The adventurers are caught in the middle!

They are caught in the hallway!  The cleric tried to turn the first group of zombies, but was unsuccessful.  The two men-at-arms are trying to keep the zombies away from the wizard.  The elf archer and hobbit are taking pot shots at the zombies too...

The zombies get by the fighters (by reducing them to negative HPs!) and they are eyeing the soft and chewy wizard and torchbearer.

The elf and hobbit drop their bows and switch to melee!  They hold the zombies back and kill one.

The wizard, against the advice of the party, decides to throw darts at the last remaining zombie.  

He gets to throw three darts --

He rolls 16, 17 and 18 for his "to hit" rolls!  All hits!  The zombie goes down with darts IN ITS FACE!!  :)

A good time was had by all!

Monday, November 18, 2013

Fountain or Obelisk or Mausoleum (Finished)

Previous post here. 

Here's the finished product --

The adventurers close in on the evil wizard and his goliath henchmen.



The vertical posts are made from plastic straws found here.  The big skull was made from Sculpey pressed into a Halloween ice cube tray.


 Here it is without the flowing water and no minis to distract you.  :)  I used quite a bit of flexible modeling paste to texture the structure and to fill in the gaps in the cardboard.

I can see the adventurers questing to turn the flowing water back on -- maybe activating healing or other properties...

 Here's the flowing water.  It's made from cardboard from a cereal box.  It's textured with hot glue.  I painted the water in two colors of blue (both light) and pearlized white.  The arrow on the bottom left lines up with the big skull so that the water fits on properly.

The pointy toothpicks slide under the central post to hold the waterfalls in place.

Here's the flowing water with a little synthetic snow to make the foam/splashes.

I'm very happy with the way it turned out.