Showing posts with label terrain. Show all posts
Showing posts with label terrain. Show all posts

Friday, March 29, 2024

Friday Encounter: The Magnificent Party

If I had a nickel for every time I blogged
about a guy named Akira who inspired me,
I'd have two nickels, which isn't a lot, but...
If you've been on this blog long enough, you'll know how much I love feudal drama and how underutilized I feel it is when it comes to creating conflicts in medieval fantasy. If you're looking for examples of how feudalism can create meaningful and interesting situations for adventure stories, I don't feel there's any better source to turn to than the works of Akira Kurosawa. His movies usually take place in feudal Japan, on the fringes of society, in a world of isolated villages, roaming bandits, and nobility that is often corrupt, distant, or both, and they show how feudal societies can make for memorable scenarios to explore that facilitate such worlds while also allowing broader, more sweeping political tensions to take place in ways that they couldn't in more decentralized "points of light" style settings.

I don't think it's a coincidence that Kurosawa's work - and Seven Samurai in particular - has been adapted into so many different genres. The basic framework can just as equally be applied to a Western like The Magnificent Seven, a space opera like Battle Beyond the Stars, and whatever A Bug's Life is. I think they can easily apply to medieval fantasy too, and that's what this encounter looks to investigate. Not only would it be a fun scenario for a tabletop session, it also flips the script to allow the PCs to be defending an adventure site rather than invading it, keeping things fresh!

The Magnificent Party

The easiest way to run this encounter is to have the PCs stumble upon a beleaguered village while on a road, but it could just as easily see the townspeople go to find the PCs elsewhere while seeking aid. While you could drop it into an existing campaign, it might also work as a one-shot scenario, in which case the party could be brought together from a number of different backgrounds, all recruited for a common goal. Alternatively, one could use it as the first session of a campaign to serve as the origin story for the party (it worked for the TV series), though it might be a bit deadly at lower levels.

Background

For a long time now, the village of Tracenka has been under the grasp of a maraudng band of orcs, who demand tribute from the townspeople in the form of crops and other goods. The village is far from the authority of its feudal lord, and the townspeople are growing tired when help has not arrived. Recently, the village elder has received intelligence that the orcs are planning on attacking the village at nightfall - but this time, he intends things will be different. This time, he hopes to recruit the PCs to defend the town against the orcs. But the orcs will surely not surrender without a fight...

The Encounter

This encounter is essentially split into two parts. When the PCs arrive in Tracenka, they will have twelve hours before the orcs attack. This will give them time to prepare for the battle.

Use the map below to plan the encounter and to run the battle. It is helpful to provide it to the players to aid in their planning efforts as well.

Click to enlarge

I recommend using this encounter with my terrain rules for a more interesting experience. I marked a few areas on the map with terrain tags that would apply:

A. Well (Climbable, Concealing, Three-Quarters Cover, High Ground, Pit)

B. Barrels and crates (Concealing, Three-Quarters Cover)

C. Fences (Climbable, Concealing, Three-Quarters Cover, High Ground, Impassible, Ledge) 

D. Balconies (High Ground) 

E. Sheep flocks (Wildlife)

Here are some options for preparatory work the PCs may do before the attack:

  • Fortifications:
    • A high barricade spanning ten feet can be constructed in two man-hours (ie. a single PC can construct the barricade in two hours, or two PCs can construct it in one). The barricade provides full cover and is impassible. A creature can destroy the barricade in two rounds using their action to attack it, or two creatures can destroy it in one round. A large creature can destroy the barricade in one round.
    • A low barricade spanning ten feet can be constructed in one man-hour. The barricade provides three-quarters cover and has the Climbable, High Ground, and Ledge terrain tags.
    • A trench spanning ten feet in length and five feet deep can be dug in two man-hours. The trench provides three-quarters cover to creatures inside of it and serves as difficult terrain for creatures passing it. It also has the Climbable, High Ground, and Ledge tags.
    • A pile of trash serves as difficult terrain for creatures passing it. It can be constructed in one man-hour.
  • Traps:
    • Caltrops can be made out of nails and cover a 5-foot square area. It takes thirty minutes to lay 5 square feet of caltrops.
    • Grease can be laid over a 5-foot square area and behaves as the spell. It takes thirty minutes to lay 5 square feet of grease.
    • Tar can be laid over a 5-foot square area. Creatures passing through tar, or starting their turn in it, must make a DC 12 Strength saving throw or be grappled until their next turn. It takes thirty minutes to lay 5 square feet of tar.
    • The village has access to three hunting traps which may be placed anywhere on the map. For the purposes of balance, it takes thirty minutes to lay a hunting trap, including any owned by the PCs.
  • Training:
    • There are twelve able-bodied men who might be able to be trained into a reasonable fighting force to defend the town. They can be armed and given rudimentary combat training at a rate of one man-hour per villager. For each villager trained in this way, add an NPC scout to the party during the combat.
Once the twelve hours are up, the orcs will begin to attack in waves. Reinforcements will arrive at a rate of one wave per round for 10 rounds. For each wave, roll 1d8: on a 1-2, they arrive from the north path; on a 3-5, from the west path; on a 6-7, from the south path; on an 8, they make a surprise entrance from the east. The waves are as follows:

Round 1: 2d6 goblins

Round 2: 2d6 goblins

Round 3: 2d4 hobgoblins

Round 4: 1d6 orcs

Round 5: 1 ogre

Round 6: 2d6 orcs

Round 7: 1d4 bugbears

Round 8: 1d4 orcs and 1 orc Eye of Gruumsh

Round 9: 2d6 goblins and 1d4-1 (minimum 1) orogs

Round 10: See below

At Round 10, the leader of the band - an orc war chief named Orgha Broken-Tusk - decides that any fighters who can hold out this long against his army must be worthy challengers and descends to the village with his retinue of bugbear bodyguards, equal in number to the number of PCs minus one. He demands the fighting pause so that he and his retinue may engage the party man-to-orc in single combat. If Orgha is killed, however, the battle will immediately resume with the rest of the orcs joining in.

At five rounds after Orgha is killed, or 20 rounds after the start of combat (whichever comes first), the orcs realize the fighting is futile and retreat. The battle has been won!

Further Developments

If the orcs are successfully driven off, the village elder will thank the PCs and agree to provide them with 30 GP and five rations for each party member, plus a single ring of evasion. He admits that it isn't much and apologizes that he didn't have more to give. Still, the party will be hailed as heroes whenever they return to town, and any villager will gladly provide them a free bed and meals. You may want to mark the location of the village on a hex or point map, if using one, to keep note of it in case the PCs revisit it.

The orcs will not attack Tracenka again, having been shown how fierce its defenders are. However, they will not forget how formidable of foes the party was. It is possible they will send another champion to challenge them at some point - or perhaps Orgha himself, if he survived the battle, may become a recurring adversary, seeking a rematch.

Thursday, May 18, 2023

Interesting Terrain for Better Combat

They're using terrain - so can your players.

In my previous series of posts about making combat more interesting, I discussed the use of terrain features with mechanical effects. The Adventures in Middle Earth RPG from Cubicle 7 has some really good rules in there that I think deserve more use. Using those as a basis, here's some examples of how you can use terrain to shake up combat encounters. I've streamlined the rules and come up with a table to generate some interesting battlegrounds.

Terrain Tags

Before we begin, I'd like to lay out a few tags for terrain features in order to give them some mechanical support. This will help organize the different options and give some insight into how they can be used interestingly in play.

It should go without saying that, while these mechanics give a framework to make terrain interesting in play, they are not meant to limit how players can interact with their environment. Players may come up with other ways to exploit terrain features, and if it makes logical sense, they should be allowed to do so. DMs are free to use the rules as much or as little as they like - even if they don’t want so much crunch when it comes to combat, looking over the lists of options and thinking about how they could be used in a battle is a good way to add atmosphere to locations and descriptions.

Climbable - Features with this tag may count as high ground (see below) if a creature uses a full movement action to climb on top of them. Jumping down from the feature counts as normal movement.

Concealing - Creatures hiding behind or amidst this feature have Advantage on all ability checks relating to evading their opponents (eg. Stealth).

Covering - Creatures hiding behind this feature are considered to have half (+2 to AC and DEX saves), three-quarter (+5 to AC and DEX saves), or full (can't be targeted) cover for attacks made by opponents on the other side of the feature.

Dense - The presence of dense foliage makes it difficult to aim ranged attacks. Ranged attacks from short range are made with Disadvantage, and those from long range cannot be made at all.

Difficult - The feature counts as difficult terrain (ie. it costs twice as much movement to move through it).

Distracting - In the presence of this feature, creatures have Disadvantage on attack rolls and ability checks.

Exhausting - For every three rounds of combat a creature spends within the bounds of this feature, they gain one level of Exhaustion.

High Ground - A creature standing on higher ground has advantage on attack rolls when attempting to hit creatures on the ground below it.

Impassible - The feature cannot be crossed during combat.

Ledge - Creatures performing a Shove action that would knock a creature off a ledge gain +2 to their attack roll.

Narrow - Attacks using two-handed weapons are made with disadvantage when in this feature. Additionally, creatures must move in single file through this feature. 

Particulate - Creatures crossing this feature must make a DC 10 Dexterity saving throw or stir up dust, sand, or other particulate matter. Creatures standing next to this feature can use an action to kick the matter into the face of an opponent in melee range, forcing them to make the save. See the feature for details on what happens if this save is failed.

Path - This feature must be placed in the same area as at least one obstacle, and represents a safe route through that feature. Moving through this path does not incur the same penalties as the rest of the feature. If you roll a feature with the Path tags when no such obstacles exist, roll again.

Pit - Creatures falling into a pit take 2d10 damage. Climbing out of the pit requires a DC 10 Athletics or Acrobatics check.

Sheer - This terrain must be climbed. For every 10 feet of height a Sheer feature has (roll 1d6 and multiply the result by 10 if you wish to generate this randomly), a creature must use their entire move action to climb it. Ranged attacks made against creatures climbing a Sheer feature are made with Advantage.

Slippery - Creatures crossing this feature must make a DC 9 Dexterity saving throw or fall prone.

Steep - Creatures moving up along this feature move as though through difficult terrain. Creatures moving down along this feature move normally. Additionally, the terrain counts as high ground (see above) and creatures on the low ground also have Disadvantage when trying to hit creatures on the high ground.

Unsteady - Creatures fighting on, in, or amidst unsteady ground take -1 to their attack rolls.

Wildlife - Creatures moving through an area occupied by wildlife will alert any opponents to their presence. Opponents cannot be surprised by creatures that move directly through a wildlife-occupied area, and any checks to sneak up on an opponent adjacent to a wildlife-occupied area are made with Disadvantage.

Creating a Battlefield

For each combat encounter you have planned, roll 1d4-1 (minimum 1) times on the Terrain Features table for the relevant environment (or just choose what you would like to use). This will give you a number of features to place around the battlefield. I recommend you do this before a session - this way, you have time to plan out how the different features fit together, and can map out the area if you use battle maps. It may be a good idea to roll random encounters for a session in advance if you are doing this as well, so you know how many battlefields will be needed and can think about how enemies may make use of the environment.

Bodies of Water (d8)

1. Bridge; roll 1d4: 1-2, sturdy (Path, Ledge); 3-4, rickety (Path, Ledge, Unsteady)

2. Current (Creatures in the area of the current must make a DC 12 Acrobatics or Athletics check or be swept up, moving 15 feet in the direction of the current)

3. Deep water (Difficult, Exhausting)

4. Mud or gravel (Unsteady)

5. River, shore, or lake (Impassible)

6. Roaring rapids (Creatures adjacent to this feature have the Deafened condition)

7. Slick rocks (Difficult, Slippery)

8. Standing water (Any creature falling, or being shoved into, the water must make a DC 10 Constitution saving throw or suffer one level of Exhaustion)

Deserts (d12)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Deep sand (Difficult, Exhausting)

3. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

4. Large rubble (Concealing, Difficult)

5. Loose sand (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

6. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

7. Rock, roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

8. Sandstorm (Creatures caught in the sandstorm must make a DC 15 Constitution saving throw or gain the Blinded condition for one round. Creatures failing by 5 or more also take 1d4 slashing damage)

9. Shifting sand (Unsteady)

10. Slope, roll 1d4: 1-2, average (High Ground); 3-4, steep (High Ground, Steep)

11. Uneven ground (Difficult)

12. Roll on the Ruins table

Forests (d20)

1. Bramble patch (Any creature passing must make a DC 10 Constitution saving throw or take 1d10 slashing damage. Roll 1d4 when generating this feature: on a 4, creatures that fail their save also receive the Poisoned condition).

2. Deer track (Path)

3. Hedge (Concealing, Half Cover, Difficult)

4. Low boughs (Difficult, Dense)

5. Mossy rocks or tree roots (Difficult, Slippery)

6. Mud (Unsteady)

7. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

8. Nettle patch (Difficult)

9. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

10. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

11. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side)

14. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

15. Tightly-packed trees (Narrow)

16. Uneven ground (Difficult)

17. Birds, deer, rabbits, etc. (Wildlife)

18. Roll on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Grasslands (d12)

1. Hedge (Concealing, Half Cover, Difficult)

2. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

3. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

4. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

5. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

6. Tall grass (Concealing)

7. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

8. Uneven ground (Difficult)

9. Birds, deer, etc. (Wildlife)

10. Roll on the Ruins table

11. Roll on the Bodies of Water table

12. Roll on the Weather table

Mountains (d20)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Cliff (Ledge, Sheer)

3. Deer track (Path)

4. Hedge (Concealing, Half Cover, Difficult)

5. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

6. Narrow pass (Narrow)

7. Nettle patch (Difficult)

8. Precariously-perched boulder (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

9. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

10. Rocky ledges (Steep, High Ground)

11. Rubble (Difficult)

12. Large rubble (Concealing, Difficult)

13. Slick rocks (Difficult, Slippery)

14. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

15. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Birds, goats, etc. (Wildlife)

17. Roll on the Ruins table

18. Roll on the Tundra table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Ruins (d20)

1. Gravel (Unsteady)

2. Narrow walls (Narrow)

3. Rock, stump, crate, barrel, or fallen tree, pillar, or statue; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

4. Stairs (Climbable, High Ground, Steep)

5. Slick rocks (Difficult, Slippery)

6. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

7. Track (Path)

8. Steady wall or barricade (Climbable, Concealing, Three-Quarters Cover, Impassible)

9. Unsteady wall or barricade (Half Cover, Impassible)

10. Well, hole, or ditch (Concealing, Total Cover, Ledge, Pit)

11. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge) 

12. Covered pit (Concealing, Total Cover, Ledge, Pit. Not visible until a creature falls in it)

13. Dust (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

14. Rubble (Difficult)

15. Large rubble (Concealing, Difficult) 

16. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side) 

17. Unstable Wall (Half Cover, Impassible. Creatures can use a shove action to push the wall onto creatures on the other side, which must make a Dexterity saving throw or take 4d10 bludgeoning damage) 

18. Birds, deer, rabbits, etc. (Wildlife)

19. Roll on the Bodies of Water table

20. Roll on the Weather table (if above ground) 

Settled Lands (d20)

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Crop fields (Dense, Concealing)

3. Deer track (Path)

4. Hedge (Concealing, Half Cover, Difficult)

5. Hole or ditch (Concealing, Total Cover, Ledge, Pit)

6. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

7. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

8. Slick rocks (Difficult, Slippery)

9. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

10. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

11. Uneven ground (Difficult)

12. Well (Concealing, Total Cover, Ledge, Pit)

13. Birds, rabbits, stray livestock, etc. (Wildlife)

14-18. Roll 1d10 on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Swamps (d20)

1. Bog (Difficult, Exhausting)

2. Buzzing insects (Distracting)

3. Deer track (Path)

4. Mossy rocks (Difficult, Slippery)

5. Mud (Unsteady)

6. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Poisonous fumes (Creatures passing receive the Poisoned condition while in this feature and for 1d6 rounds after leaving it)

9. Quicksand (Creatures crossing (or shoved into) the quicksand must make a DC 12 Athletics or Acrobatics check. If they fail, they sink 1d4+1 feet into the quicksand. Escaping quicksand once one is stuck in it requires a DC 10 Strength check, with 1 added to the DC for each foot the creature has sunk. After escaping, creatures may exit the quicksand on any side)

10.  Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

11. Rotten tree (If combat comes within 10 feet of the tree, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Sucking bog (Creatures crossing (or shoved into) the bog must make a DC 12 Athletics or Acrobatics check and are considered grappled if they fail. They must make a successful check to escape, after which they may exit the bog on any side)

14. Tall grass (Concealing)

15. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Uneven ground (Difficult)

17. Birds, frogs, snakes, etc. (Wildlife)

18. Roll on the Ruins table

19. Roll on the Bodies of Water table

20. Roll on the Weather table

Tundra (d20)

1. Blizzard (Creatures caught in the blizzard must make a DC 15 CON save or be blinded for one round. Creatures failing by 5 or more also take 1d4 cold damage)

2. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

3. Deep Snow (Difficult, Exhausting)

4. Deer track (Path)

5. Fragile ice over standing water (Any creature falling, or being shoved into, the water must make a DC 10 Constitution saving throw or suffer one level of Exhaustion and take 1d10 cold damage. Not visible until a creature falls in it)

6. Loose snow (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Rock, stump, or fallen tree; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

9. Rubble (Difficult)

10. Large rubble (Concealing, Difficult)

11. Shrubbery (Concealing)

12. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

13. Sturdy ice (Difficult, Slippery, Unsteady)

14. Thick tree (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

15. Uneven ground (Difficult)

16. Birds, reindeer, etc. (Wildlife)

17. Roll on the Forests table

18. Roll on the Mountains table

19. Roll on the Ruins table

20. Roll on the Weather table

Underground

1. Chasm (Impassible, Ledge, Sheer). Roll 1d6: 1-2, no bridge; 3-4, rickety bridge (Path, Ledge, Unsteady), 5-6: sturdy bridge (Path, Ledge)

2. Dust (Particulate; if save is failed creatures gain the Blinded condition until the end of their next turn)

3. Foul stench (Distracting)

4. Low ceiling (Medium-sized or larger creatures must crouch when moving through this area and make all attacks and ability checks at Disadvantage)

5. Mushrooms (Particulate. Roll 1d4: 1-2, if save is failed they release spores that induce the Poisoned condition; 3-4, if save is failed they release spores that induce the Blinded condition for ten minutes)

6. Narrow walls (Narrow)

7. Pit (Concealing, Total Cover, Ledge, Pit. Roll 1d4: on a 3-4, it is concealed and is not visible until a creature falls in it)

8. Poisonous fumes (Creatures passing receive the Poisoned condition while in this feature and for 1d6 rounds after leaving it)

9. Rock; roll 1d4: 1-2, medium (Climbable, Concealing, Three-Quarters Cover, High Ground, Ledge); 3-4, large (Climbable, Concealing, Total Cover, High Ground, Ledge)

10. Rocky ledges (Climbable, High Ground, Steep)

11. Large rubble (Concealing, Difficult)

12. Slick rocks (Difficult, Slippery)

13. Slope, roll 1d4: 1-2; average (High Ground); 3-4, steep (High Ground, Steep)

14. Spiderwebs (Creatures crossing (or shoved into) the web must make a DC 12 Athletics or Acrobatics check and are considered restrained if they fail. They must make a successful check to escape, after which they may exit the web on any side)

15. Thick pillar (Concealing, roll 1d4: 1-2, Three-Quarters Cover; 3-4, Total Cover)

16. Uneven ground (Difficult)

17. Unstable stalagmite (If combat comes within 10 feet of the stalagmite, there is a 1 in 6 chance each round that it will fall, dealing 1d10 bludgeoning damage to all creatures in a 10-foot radius)

18. Bats, rats, etc. (Wildlife)

19. Roll on the Bodies of Water table

20. Roll on the Ruins table

Weather (d8)

1. Birds are flying overhead (Add a Wildlife feature to the battlefield)

2. Cloud cover blocking sunlight (Treat as dim light. Reroll if the encounter takes place at night)

3. Fog (Creatures gain the Blinded condition)

4. Foreboding atmosphere (Creatures must make a DC 10 Wisdom saving throw at the beginning of combat or have Disadvantage on ability checks and attack rolls for the remainder of the encounter)

5. Lightning (Every 10 rounds, there is a 1 in 100 chance of a bolt striking a random creature if it is out in the open, dealing 10d6 lightning damage and inducing the Deafened condition for 1 minute. If creatures are less than 10 feet apart, treat each group as a single creature and roll randomly to determine which is hit. A creature can make itself the target of the lightning bolt in place of another if it succeeds on a DC 20 Dexterity saving throw).

6. Rain or snow (Distracting, Exhausting, unless in shelter)

7. The sun breaks through the clouds as the battle begins (Creatures without Sunlight Sensitivity gain Inspiration. Reroll if the encounter takes place at night)

8. Wind (Ranged attacks are made with Disadvantage)

Examples

Let's say that for my next session, I expect there to be a combat encounter with the PCs taking on a raiding party of six orcs in a forest. I roll my d4 and come up with a 3, so subtracting one, I have two features to roll from the Forests table. Rolling a d20 twice, I get a 7 and a 12. This means the battlefield will include Mushrooms and a Slope. In both cases, I'll need to do some further rolling. For the mushrooms, I roll a 4 on the d4, so these are the kind of mushrooms that will release blinding spores if disturbed. For the slope, I roll a 2 on the d4, so this is an average-sized slope.

Now it's time for me to think about how I can use these features in the battle. I'm going to say that three of the orcs will position themselves on the slope to fire arrows down at the PCs from the high ground, while the remaining three will charge into melee. So I'll place the slope on the side of the battlefield the orcs will enter from (remember, having enemies exploit terrain features against the PCs is a good way to let them know that's an option).

The mushrooms are an interesting tactical element that can help or hinder the PCs depending on what happens. I'll place in the middle of the battlefield, between the party and the orcs, so that either stands a risk of triggering them. With this in mind, a rough map of the battlefield for this encounter might look like this:

Listen, it'll do the job.

Now, let's say I want to draw up a map for a combat encounter with four Rat Men taking place underground. Here, my d4 turns up another 3, so once again, I have two features. Rolling the d20 twice, I get a 9 and a 14. My battlefield will contain a Rock, and another d4 roll turns up a 2, so it's a medium-sized rock. It will also contain a Spiderweb.

Rat Men are sneaky creatures, so I'll take advantage of the Concealing feature here. When the PCs encounter the Rat Men, they'll only see three of them out in the open. The last will be hidden behind the rock, and will make a Stealth check with Advantage against the PC's Perception to see if he can avoid detection. If he stays hidden, he might try to sneak around and attack from behind if the PCs approach the rock. Otherwise, he might climb up on it to attack from high ground, or take advantage of its three-quarter cover!

As for the spiderweb, since this battle is underground, I'll set it in a cavern with a few discrete exits. Let's have the web blocking one of those exits - for fun, let's make it the exit closest to where the Rat Men are camped. That way, anyone who tries to break away from the battle (PCs or Rat Men - don't forget about morale!) risks being tangled up in the web! Thus, a map might look like this:

Don't these already sound like much more interesting combat encounters than your typical 5e slugfest? Throwing in a few terrain features helps get players and DMs alike thinking tactically, and creates interesting options that can shake things up. I'd love to see them be used more. And if you have any other ideas for terrain features, feel free to drop them down below!