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Tenfold Dungeons – Modular Terrain for RPGs & Skirmish

Tenfold Dungeons – The Ultimate Modular 3D Terrain for RPGs & Skirmish

Tenfold Dungeons gives you the look of a fully built 3D tabletop without the hours of cutting, gluing, or painting. Each set unfolds into richly printed rooms, corridors, and features on a 1‑inch grid, then packs back into its own box in minutes. Whether you run Dungeons & Dragons, Pathfinder, or any 28–32 mm skirmish ruleset, this is one of the fastest ways to get cinematic, vertical, and immersive terrain on the table.

What Is Tenfold Dungeons?

Tenfold Dungeons is a line of ready‑to‑play, modular 3D terrain built from durable board with crisp, full‑color textures. Rooms and corridors fold flat for storage and transport, then pop up for play—no tools, glues, or magnets required. Because everything is pre‑printed and sized for common minis, you can build sprawling floorplans in under ten minutes and reconfigure them between encounters.

Why Choose Tenfold Over Other Terrain Options?

  • Speed: Go from box to battlemap in minutes. Perfect for weeknight sessions and convention one‑shots.
  • Portability: Folds back into its own storage—easy to carry to your FLGS or a friend’s place.
  • Consistency: Matching print across rooms and corridors means cohesive dungeons on camera and in photos.
  • Cost‑effective: Get the “3D look” without the price (and time) of large resin or MDF projects.
  • Replay Value: Rearrange rooms for new maps; mix multiple sets to create multi‑level adventures.

Scale & Compatibility

Tenfold Dungeons is designed for 28–32 mm miniatures with a 1‑inch (25 mm) grid, making it natural for:

  • RPGs: D&D, Pathfinder, and other d20 systems.
  • Skirmish games: Any ruleset that uses 28–32 mm minis and fits interior layouts (dungeon crawls, heists, corridor fights).
  • VTT Hybrid Play: Great for in‑person sessions while remote players view top‑down camera feeds.

What You Typically Get in a Box

Contents vary by environment, but most sets include a mix of rooms and hallways, plus add‑ons like stairs, doors, and scatter walls to break line of sight. Expect:

  • Rooms: Medium and large chambers for set‑piece encounters.
  • Corridors: Straights, corners, and T‑junctions for maze‑like routes.
  • Transitions: Stairs/ramps for vertical play and multi‑level stacks.
  • Doors/Portals: Visual choke points that set up traps, stealth, and dramatic reveals.

Note: The big advantage is reconfiguration. You can build a boss arena now, then switch to branching corridors after a five‑minute break without tearing down the whole table.

Setup in Three Steps

  1. Pick a footprint: Decide the overall grid (e.g., 3 rooms + 4 corridors) to fit your table size.
  2. Layer for flow: Place the critical path first, then add side rooms for exploration and ambushes.
  3. Dress the scene: Add doors, scatter, and elevation (stacked rooms) to create firing lanes and cover.

Pro Tips

  • Pre‑stage “chapters”: Keep three layouts in mind—intro, mid‑dungeon, boss. Reconfigure between chapters to pace the session.
  • Think in triangles: Create two short routes and one longer “safe” route so players feel clever when they navigate.
  • Use elevation: Stacking two rooms creates balconies, galleries, and line‑of‑sight puzzles instantly.

Which Environment Is Right for You?

Tenfold Dungeons sets cover core fantasy locations. Here’s how to choose your first box:

The Dungeon (Classic)

Stone rooms, cells, crypts, and vaults. Ideal for beginner DMs and straightforward crawl design. Emphasize traps, secret doors, and tight corridor tactics.

The City (Urban Adventures)

Taverns, warehouses, alleys, and rooftops. Great for heists, investigations, and chase scenes. Pair with scatter crates, barrels, and signs for cover and storytelling.

The Sewers (Undercity)

Narrow walkways, bridges, and water hazards. Perfect for stealth missions, monster nests, and plague cult showdowns. Force meaningful movement choices with difficult terrain.

The Temple/Ruin (Mystery & Magic)

Pillared halls, sanctums, and ritual chambers. Lean into puzzles, environmental hazards, and guardian constructs. Works beautifully as a one‑shot finale location.

The Castle/Fort (Sieges & Infiltration)

Gatehouses, barracks, armories, and keeps. Alternate between courtyard skirmishes and claustrophobic interior battles; stack rooms for battlements and towers.

Ready‑to‑Run One‑Shot Seeds (Drop‑in Adventures)

  • Echoes in the Blue Vault (Dungeon): A sealed treasury hums with arcane harmonics. Each door opened shifts room configurations at random—use this to re‑arrange Tenfold modules mid‑session.
  • Night Shift at Kettle Row (City): A crooked bailiff runs contraband through a warehouse labyrinth. Guards patrol on a clock; every round you rotate one corridor to simulate moving crates.
  • Below the Lamplight (Sewers): An alchemist’s runoff created phosphorescent sludge. Treat open channels as difficult terrain; any hit that pushes a mini into the water applies a poison effect.
  • Hymn of the Hollow Sun (Temple): A ritual ring activates in stages. Each stage unlocks a room power (healing aura, radiant pulse, summoning). Time pressure encourages clever route choices.
  • Red Tower at Dawn (Castle): Infiltrate before sunrise, raise the portcullis, and hold the gatehouse for six rounds. Stack a room to form a two‑level kill zone and test morale.

Using Tenfold for Skirmish Games

Interior fights are perfect for fast skirmish missions—no long sightlines, lots of cover, and quick round cycles. Try these universal scenarios:

  • Extraction: Reach a central room, grab the objective, and escape before the turn limit.
  • Sweep & Clear: Control three tagged rooms by the end of any two consecutive rounds.
  • Silent Alarm: Start with stealth. The alarm triggers if a mini sprints in a lit corridor or fires a loud weapon—flip a marker to “alert” and spawn reinforcements.

Because modules rearrange in minutes, you can run best‑of‑three series across different layouts in a single evening.

Care, Storage & Durability

  • Keep it dry: Wipe spills immediately. A soft microfiber cloth prevents scuffs.
  • Edge care: If white edges appear after heavy use, a light pass with a neutral‑tone marker hides wear without repainting.
  • Transport: Slide modules back into their box and place the box vertically in a tote—no special case required.

Customization Ideas (Zero Painting Required)

  • Lighting: LED tea lights in braziers or “lantern” scatter for drama and shadow play.
  • Sound: A looped tavern, sewer, or crypt ambiance quietly under your session adds mood with no prep.
  • Tokens & Props: Drop chest tokens, objective beacons, or “portal” rings to cue players’ attention in busy rooms.
  • Verticality: Stack a second room to create balconies and catwalks—instant boss arenas.

Tenfold Dungeons – Pros & Cons

Pros

  • Fastest path to a 3D tabletop look—no crafting time.
  • Portable and easy to store; great for GMs on the go.
  • Highly replayable—reconfigure in minutes.
  • Consistent 1‑inch grid; drop minis and play.

Cons

  • Not as rugged as resin/MDF for heavy, long‑term wear—treat edges with care.
  • Pre‑printed textures (you won’t repaint the piece like resin/MDF).
  • Interior footprints suit corridor and room encounters more than wide‑open battlefields.

GM Workflow: How to Prep a Session with Tenfold

  1. Outline 3 beats: Hook → reveal → finale. Assign a room layout to each beat.
  2. Prep a “swap”: Plan one dramatic mid‑session reconfiguration (collapsing hallway, rotating chambers, flooding channel).
  3. Write 5 terrain tags: Examples—“Low ceiling (ranged disadvantage),” “Greasy floor (acrobatics check),” “Locked grating (thieves’ tools DC).” Clip these to the GM screen.
  4. Print a 1‑page cheat: Room names, encounter notes, loot hooks, and a map sketch to remember what locks to what.

Image Suggestions

  • Hero banner: A sprawling dungeon layout: three chambers, stairs, and a boss room on a riser.
  • Before/After: Closed box → fully built layout in under ten minutes.
  • Vertical play: Stacked rooms creating a balcony fight with minis and scatter.
  • Urban scene: Narrow alleys with crates and a tavern doorway for a social‑stealth encounter.

Link to Shop

Build a cinematic tabletop in minutes—browse our Tenfold Dungeons modular terrain collection.


FAQs – Tenfold Dungeons (tap + to expand)

Yes—everything is pre‑printed and folds into 3D rooms and corridors. No painting or gluing required; add minis and play.

It’s sized for 28–32 mm miniatures with a 1‑inch grid, making it ideal for D&D, Pathfinder, and most fantasy skirmish rules.

Most groups can build a medium dungeon in under 10 minutes. Pre‑planning your “beats” speeds it up further.

With normal care, yes. It’s sturdier than cardstock but not as indestructible as resin/MDF. Wipe spills, store flat, and avoid heavy stacking when transporting.

Absolutely. Mixing environments—like City + Sewers or Dungeon + Temple—creates varied missions and a longer campaign life.

Not required, but adding crates, barrels, torches, and markers enhances immersion and helps players read cover and objectives at a glance.

Yes—fast setup, easy storage, and consistent visuals make Tenfold Dungeons a reliable demo table for public games.

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