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Random Terrain Features for the Natural World
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<blockquote data-quote="LostSoul" data-source="post: 5078118" data-attributes="member: 386"><p>Feature Definitions:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Altar, Stone</strong><br /> A stone altar. Characters who use the Primal power source gain a +2 bonus to attacks when <br /> in line of sight of the altar. When standing before the altar, characters who use the Arcane<br /> power source gain this bonus; Primal characters, however, can tap into a more ancient source<br /> of power. They gain access to the following power:<br /> Stone of the Earth At-Will Terrain Power<br /> Standard Action Ranged 10<br /> Requirement: You must use the Primal power source.<br /> Target: One creature<br /> Attack: Wis or Con vs. Fort<br /> Hit: High Limited Damage + Wis or Con mod and the target is immobilized (save <br /> ends). First failed save: the target is stunned. Second failed save: <br /> the target is petrified (no save).<br /> Special: Each time you use this power, make the same attack against your Will <br /> defense. On a hit, you suffer a curse, becoming an earth elemental in <br /> 1d4 days. <br /> The level of the curse is your level +5.<br /> [code]Altar<br /> 1d6 Purpose Effect<br /> 1 Sacrifice Add level of victim to your own when determining<br /> what rituals you may cast, as well as any checks <br /> the ritual requires; or 100xvictim's level in <br /> ritual components<br /> 2 Unfathomable Not even the gods can say<br /> 3 Primal Commune Commune with an elemental spirit, as Speak with <br /> Nature<br /> 4 Summoning Stone Summons a Dust Devil who serves as a loyal <br /> companion; requires gems to be smashed to powder<br /> on the altar.<br /> DC to summon and gems required are based on the <br /> level of the Dust Devil; gp value of gems = 1/2 <br /> total monetary treasure parcels of that level.<br /> 5 Martyr's Monument see DMG2 pg 60<br /> 6 Trapped Spirit Answers one question per day[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Animal Traps</strong><br /> [code]Traps<br /> 1d6 Trap<br /> 1-2 Pit, depth Lvl/2x10'; 50% spiked, atk lvl + 3 v AC, mod norm dmg<br /> 3-4 Snare: atk Lvl + 3 v R, grabbed, escape DC lvl + 15<br /> 5-6 Bear Trap: atk Lvl + 3 v R, low norm dmg, restrained, escape DC lvl + 15,<br /> disarm DC Mod[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Ankheg</strong><br /> An Ankheg burrowed into the sand, waiting to attack anything that comes near. DC 19 to locate<br /> its attack zone (burst 5). Any creature it attacks it pulls down into its burrow and feeds it<br /> to its 2d6 ankheg broodlings. The ankheg will not leave its burrow.<br /> No XP for the ankheg or its broodlings.<br /> </li> <li data-xf-list-type="ul"><strong>Barrow Mound</strong><br /> A large hill (40x40) with a sealed stone slab, strong in necrotic energy. Any creature that<br /> dies within 1 square of the hill rises the next round as a wraith. Counts as necrotic ground<br /> (see DMG2, pg 60).<br /> Characters who can tap into the necrotic power may channel the energy and make a special <br /> attack: <br /> At-Will<br /> Ranged 10 * Necrotic<br /> Requirements: Trained in Religion<br /> Attack: Wis or Cha +2 vs. Fort<br /> Hit: Low limited dmg & weakened. <br /> Effect: You lose 1 healing surge; if you have no healing surges left, you take <br /> your healing surge value in damage.<br /> Special: Any character killed by this attack (including you) rises the next <br /> round as a free-willed wraith.<br /> Horrors and treasures may lie within the barrow mound if the PCs wish (and are able) to <br /> enter the mound. The stone slab blocking the entrance has a break DC of 23 (requires a STR<br /> of at least 20 to attempt a check, 25 without a tool), AC/Ref of 5, Fort of 10, and 40 HP. <br /> Only picks and hammers and other such tools can be used to break through.<br /> [code]Barrow Mound Contents<br /> 1d6 Horror Treasure* Curse?<br /> 1 Vampire Mage 794 gp, 52 sp, 80 cp Yes<br /> + 2 sapphire gems (1000 gp each)<br /> 2 2 Death Kin Skeletons 495 gp, 40 sp, 100 cp Yes<br /> + 2 emerald gems (1000 gp each) <br /> 3 Mummy Lord 290 gp, 92 sp, 80 cp Yes<br /> + 1 alexandrite (500 gp) <br /> 4 Human Lich Wand of Shield +3 No<br /> 5 Osteopede Rod of Hope Triumphant +3 No<br /> 6 Nothing Nothing Boon!<br /> * - In addition to a random treasure parcel of the horror's level[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Bramble</strong><br /> See Hedgerow. Covered in berries.<br /> [code]Berries <br /> 1d6 Type<br /> 1 Poisonous (DC 17 to identify, 1d4 available, as Ground Thassil Root)<br /> 2-5 Edible<br /> 6 Goodberries (DC 17 to identify, 1d4 available, as Healing Potion)[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Boulder </strong><br /> A large boulder. Area is Burst 1d2, height is 1d3x5'. Climb DC is 10. Boulders on slopes may<br /> be pushed (see DMG2, pg 63).<br /> 25% of boulders have a cryptic message scrawled on them.<br /> [code]Cryptic Message<br /> 2d5 Language Message<br /> 2 Supernal Directions to a treasure<br /> 3 Deep Speech Healing boon (gain 1 healing surge)<br /> 4 Giant Incorrect instructions for a ritual<br /> 5 Common Warning about nearby monster<br /> 6 Dwarven Roadsign of fallen kingdom<br /> 7 Goblin Graffiti<br /> 8 Draconic Directions to a nearby portal to:<br /> the 1-3 shadowfell 4-6 feywild<br /> 9 Primordial Curse<br /> 10 Abyssal Ritual of Level 1d10[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Bog</strong><br /> A very old lake without inlet or outlet that becomes acid and is gradually overgrown with a <br /> characteristic vegetation. Covers an area of burst 1d4+2. Characters who step on a bog square<br /> are subject to an attack: level + 3 v Ref, movement ends and prone. Movement through a bog <br /> requires 3 squares of movement (or a swim speed).<br /> DC 15 to recognize the danger.<br /> </li> <li data-xf-list-type="ul"><strong>Cave, Narrow</strong><br /> A narrow cave. Entrance is 10 feet wide. Main passage is 10 feet wide, extends 2d6x10 feet.<br /> 1d4 side passages of 1d6x10 feet each, 5 feet wide. 25% chance of 30x30 cavern inside. See<br /> Cave, Shallow for cavern features.<br /> </li> <li data-xf-list-type="ul"><strong>Cave, Shallow</strong><br /> A shallow cave. Entrance is 1d4x5 feet wide. Opens into a cavern 30x30 in area.<br /> [code]Caverns<br /> 1d6 Feature<br /> 1 Pool<br /> 2 Altar, Stone<br /> 3 Circle, Stone<br /> 4 Circle, Fey<br /> 5 Cave Bear<br /> 6 Empty[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Chasm/Gorge</strong><br /> A deep ravine that intersects the terrain. Depth is levelx10 feet. 50% chance of a river (see<br /> river, mountainous) running through it. Rivers reduce falling damage by 1/2.<br /> </li> <li data-xf-list-type="ul"><strong>Circle, Fey</strong><br /> A fey circle, ususally mushrooms. 5' radius. Minor action to Teleport 5 (see DMG2, pg 61).<br /> [code]Fey Circle<br /> 1d6 Effect<br /> 1 Portal to the Feywild (1-3 one way, 4-6 two way)<br /> 2 DC 20 to summon 1-3 Lamia, 4-6 Briar Witch Dryad<br /> 3 Speak with Nature ritual, 1d6 hours duration<br /> 4 Atk level +3 vs Will, sleep 1d4 hours, wake with new ritual<br /> 5 level x 100 gp worth of nature ritual components; <br /> DC 25 or destroys circle<br /> 6 Commune with Nature ritual[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Circle, Stone</strong><br /> A circle of stones. Moderate DC to determine its use; Hard DC to use it. 50% are only usable<br /> during a certain time (solstice, equinox, midnight, noon, etc.).<br /> [code]Stone Circle<br /> 1d6 Power Source Alignment Effect<br /> 1 Divine Lawful Good Summoning (50% no protection)<br /> 2 Arcane Good Protection (keeps out)<br /> 3 Arcane Unaligned Commune<br /> 4 Primal Unaligned Sacrifical<br /> 5 Primal Evil No effect; <br /> inscribed with important writings<br /> 6 Primal Chaotic Evil Teleports[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Circle, Witch's</strong><br /> A ring of skulls or severed heads/hands dangling from sharpened stakes. There is a 25% chance<br /> that a rime-covered copper cauldron sits in the center. <br /> All witch's circles can perform some effect. In order for the effect to manifest, the <br /> foolhardy PC must place a cauldron (cannot be made of iron) into center of the circle, pour 16<br /> pints of fresh mortal blood and 16 pints of spoiled milk into the cauldron, bring it to a boil<br /> while mixing in 60gp x level of ritual components in. After stirring the mixture for 2 hours,<br /> the PC must make a Hard DC check. If any step was performed improperly or the check fails, <br /> the mixture congeals into a Bloodrot Ooze (Open Grave, pg174) which kicks the PC's asses (no <br /> XP award for that encounter).<br /> If the check is successful and all steps have been performed properly, the effect manifests.<br /> Determining the effect before the foul mixture is made is impossible; only half-way through<br /> the process can it be understood with a Moderate DC check.<br /> [code]Witch's Circle<br /> 1d6 Effect Curse (atk level +3 v W)<br /> 1 View Location lasting levelx10 minutes Eyes rot and fall out<br /> 2 Voice of Fate ritual Ears rot off<br /> 3 Control Weather ritual Tongue withers, falls out<br /> 4 One subject gains a curse* (atk Cha +2 vs Will) Mummy Rot<br /> 5 Causes Plague (contagious disease in area) Cackle Fever<br /> 6 Potion of immortality** Hand withers, falls off<br /> * - all sorts of curses, like in fairy tales<br /> ** - an artifact[/code]<br /> Curses imposed by the witch's circle are level 18.<br /> </li> <li data-xf-list-type="ul"><strong>Cliffs</strong><br /> A steep high rock face. Length is 2d6x10 feet, height is 1d6x10 feet. 20% of cliffs are<br /> covered in vines. Climb DC is 20 without vines, DC 10 with vines. All vines allow for a<br /> garotte attack: atk str vs Fort, low norm dmg and restrained (until escape).<br /> [code]Cliff Vines<br /> 1d4 Vines Effect When Climbed<br /> 1 Normal -<br /> 2 Poisonous Atk lvl+3 vs Fort, numbing sensation; <br /> -2 atk for 1d6 hours<br /> 3 Songvine Sings a nice tune<br /> 4 Razorvine Atk lvl+3 vs AC, mod norm dmg<br /> 5* Thirstvine Atk 1d6+3 vs Fort, mod norm dmg and 1 healing surge;<br /> -5 Endurance checks until you drink<br /> * Desert only[/code]<br /> </li> <li data-xf-list-type="ul"><strong>Ditch </strong><br /> A ditch. 5' deep, provides cover, 1 extra square to leave.<br /> </li> <li data-xf-list-type="ul"><strong>Djinn Portal</strong><br /> A portal to the City of Brass. One-way. DC 26 to activate it. 50% chance of 1d4 dust devils<br /> lairing at the entrance.<br /> </li> <li data-xf-list-type="ul"><strong>Dunes</strong><br /> Sand dunes with a gentle slope rising 1d4x5 feet. Dune length is 2d6x10 feet.<br /> </li> <li data-xf-list-type="ul"><strong>Fog, Heavy</strong><br /> Heavy fog covers the area in a 1d4+2 burst. The edges provide concealment, deeper in is total<br /> concealment. The fog can be dispersed with some kind of wind-generating power.<br /> </li> <li data-xf-list-type="ul"><strong>Grab Grass </strong><br /> Covering burst 1d6+2 (see DMG).<br /> </li> <li data-xf-list-type="ul"><strong>Hedgerow</strong><br /> Difficult terrain. Grants cover and concealment. 25% are needle hedges (see DMG2, pg 61).<br /> </li> <li data-xf-list-type="ul"><strong>Hill </strong><br /> A hill. Area burst 1d6, slope 1d6 1-3 gentle, 4-6 cliffs (see Cliffs).<br /> </li> <li data-xf-list-type="ul"><strong>Hunting Blind</strong><br /> An old hunting blind. Provides cover and concealment. 50% there is a hidden cache of love-<br /> letters here.<br /> </li> <li data-xf-list-type="ul"><strong>Loadstone</strong><br /> As in the DMG.<br /> </li> <li data-xf-list-type="ul"><strong>Massive Tree</strong><br /> A massive tree, burst 1d3 in area. Can be climbed with a DC 10 check. 25% chance it is<br /> protected by a 1-3 dryad 4-6 wood woad; combat in the area will attract the fey in 1d4 rounds.<br /> </li> <li data-xf-list-type="ul"><strong>Mushroom Ring</strong><br /> A ring of mushrooms. Fey creatures who begin their turn in the ring gain a +2 bonus to Reflex<br /> and a +2 bonus to speed until the end of their next turn. Other creatures suffer an attack:<br /> Level +3 vs Will, uncontrollable dancing, grants combat advantage treat as immobilized (save <br /> ends).<br /> </li> <li data-xf-list-type="ul"><strong>Oasis</strong><br /> An area within a desert where the water table reaches the surface, with enough moisture to <br /> permit the growth of vegetation. 25% chance the water is poisonous. 25% chance the oasis is<br /> home to a 1-3 surly 4-6 jovial djinn, unable to leave.<br /> </li> <li data-xf-list-type="ul"><strong>Poison </strong><br /> Poisonous plants grow in a burst 2 area. Enough grow here to collect 1d4 samples.<br /> [code]Poison<br /> 1d4 Poison Type Collect DC Identify DC<br /> 1 Black Lotus 26 22<br /> 2 Insanity Mist 30 26<br /> 3 Dark Toxin 25 21<br /> 4 Thassil Root 21 17[/code]</li> <li data-xf-list-type="ul"><strong>Pool </strong><br /> Covering burst 1d6+4. The shore is difficult terrain; deeper requires swimming and provides <br /> cover and concealment. Allows drowning attacks (see Stream).<br /> </li> <li data-xf-list-type="ul"><strong>Quicksand</strong><br /> A bed of loose sand mixed with water forming a soft shifting mass that yields easily to <br /> pressure and tends to engulf any object resting on its surface. Spotting quicksand is a <br /> Moderate DC check; it usually covers a burst 2 area. Characters who enter a quicksand<br /> square are subject to the following attack: atk level + 3 vs Ref, restrained (until escape).<br /> Escape DC level + 15. Restrained characters gain cover against ranged attacks. If the<br /> character does not escape after two rounds, he will sink beneath the surface and begin<br /> drowning.<br /> </li> <li data-xf-list-type="ul"><strong>River</strong><br /> 1d6 squares wide. Characters who begin their turn in a river square are subject to an attack:<br /> atk level + 3 vs Fort, push 1/2 level squares. Allows drowning attacks (see Stream).<br /> </li> <li data-xf-list-type="ul"><strong>River, Mountain</strong><br /> As River, but increase the attack by 2 and push by 1. Allows drowning attacks (see Stream).<br /> </li> <li data-xf-list-type="ul"><strong>Random encounter </strong><br /> Attracted by noise; arrives in 1d4 rounds.<br /> </li> <li data-xf-list-type="ul"><strong>Reeds</strong><br /> Tall reeds provide concealment. Burst 1d4+1 in area. 50% chance of blood midge cloud (see<br /> DMG2, pg 58).<br /> </li> <li data-xf-list-type="ul"><strong>Rope Bridge </strong><br /> A rope bridge connects two trees. The bridge is considered difficult terrain (elves don't<br /> care).<br /> </li> <li data-xf-list-type="ul"><strong>Rubble/Scree</strong><br /> Loose rock and gravel in a burst 1d4+1 area. Characters who move through rubble or scree <br /> squares must make a DC 10 check or fall prone, ending their movement.<br /> </li> <li data-xf-list-type="ul"><strong>Ruins </strong><br /> <ul> <li data-xf-list-type="ul">Dwarven Wall<br /> Well-made dwarven wall, complete with battlements. 1d10x10 feet in length, climb DC 15.<br /> Dwarves who fight with their back to the wall gain a +2 bonus to AC.<br /> </li> <li data-xf-list-type="ul">House on Stilts<br /> A house on stilts, 30x40, two rooms. 25% chance there is an abandoned infant <br /> inside.<br /> </li> <li data-xf-list-type="ul">Watchtower<br /> A watchtower, half-ruined. Radius is 15'. 1d4 stories of 10' each. 50% are<br /> lived in. Climb DC 15 to reach higher levels and fire from arrow slits; stairs<br /> are a trap, and there is a 50% chance they will collapse if walked on (atk lvl +3<br /> v Ref).<br /> [code]Inhabitants<br /> 1d6 Inhabitant<br /> 1 Parliament of ravens; Per +7, fly away if they spot someone<br /> 2 Giant badger with 1d6x10gp; knows area well, can provide info<br /> 3 1d4 Spitting Drakes<br /> 4 Mad Hermit & Fey Panther<br /> 5 Reclusive Gnome Skulk<br /> 6 1d4 Deathjump Spiders and an Ettercap Webspinner[/code]<br /> </li> <li data-xf-list-type="ul">Walls <br /> 1d10x10 feet in length, climb DC 10. Can be pushed over; see DMG2, pg 63.</li> </ul></li> <li data-xf-list-type="ul"><strong>Sinkhole</strong><br /> Sinks into the ground. Perception DC 15 to notice. Characters who enter this square are<br /> subject to an attack: atk level + 3 vs Ref, 1d6 damage and restrained (escape DC level +20) <br /> and drowning. Miss: half damage and restrained (sv). Digging out a character requires a<br /> number of standard actions equal to the sinkhole's level.<br /> </li> <li data-xf-list-type="ul"><strong>Slipsand</strong><br /> Loose sand that slides away underneath you. Covers the side of a slope. Characters who<br /> enter slipsand squares must make a DC 15 acrobatics check for each square of movement or<br /> fall prone and slide to the bottom of the slope.<br /> </li> <li data-xf-list-type="ul"><strong>Stream </strong><br /> 1d4 squares wide, difficult terrain, allows drowning attacks: Str vs Fort, Prone targets <br /> only, low normal damage, grabbed and dazed (save ends).<br /> </li> <li data-xf-list-type="ul"><strong>Stream, Mountain</strong><br /> 1d4 squares wide, difficult terrain. The current drags people along (as River). Allows <br /> drowning attacks (see Stream).<br /> </li> <li data-xf-list-type="ul"><strong>Strong Current</strong><br /> A strong current in the swamp pulls people along (see River). Allows drowning attacks (see <br /> Stream). 25% chance there are carnivorous fish in the swamp (as Rat Swarm).<br /> </li> <li data-xf-list-type="ul"><strong>Vines, Drowning</strong><br /> Vines near a source of water. They attempt to grab nearby creatures and drown them. Per DC<br /> Level + 15. Reach 2, atk level + 3 vs Fort, normal damage, prone and restrained until escape <br /> (DC level + 13)<br /> </li> <li data-xf-list-type="ul"><strong>Waterfall</strong><br /> Width of 15-30' (1d4x5+10), height of 1d6x10 feet. Connected to River (1-4) or Stream (5-6).<br /> 50% chance of Cave, Shallow behind the waterfall. The waterfall provides concealment in the<br /> mouth of the cave, and a -5 penalty to hear noises through it.<br /> </li> <li data-xf-list-type="ul"><strong>Whirlwind</strong><br /> Burst 2 area, moves around the battlefield in a random direction at the start of each round.<br /> Roll 1d8 for direction, 1d6 for distance. Provides concealment, -2 penalty to ranged <br /> attacks made through it.</li> </ul></blockquote><p></p>
[QUOTE="LostSoul, post: 5078118, member: 386"] Feature Definitions: [list][*][b]Altar, Stone[/b] A stone altar. Characters who use the Primal power source gain a +2 bonus to attacks when in line of sight of the altar. When standing before the altar, characters who use the Arcane power source gain this bonus; Primal characters, however, can tap into a more ancient source of power. They gain access to the following power: Stone of the Earth At-Will Terrain Power Standard Action Ranged 10 Requirement: You must use the Primal power source. Target: One creature Attack: Wis or Con vs. Fort Hit: High Limited Damage + Wis or Con mod and the target is immobilized (save ends). First failed save: the target is stunned. Second failed save: the target is petrified (no save). Special: Each time you use this power, make the same attack against your Will defense. On a hit, you suffer a curse, becoming an earth elemental in 1d4 days. The level of the curse is your level +5. [code]Altar 1d6 Purpose Effect 1 Sacrifice Add level of victim to your own when determining what rituals you may cast, as well as any checks the ritual requires; or 100xvictim's level in ritual components 2 Unfathomable Not even the gods can say 3 Primal Commune Commune with an elemental spirit, as Speak with Nature 4 Summoning Stone Summons a Dust Devil who serves as a loyal companion; requires gems to be smashed to powder on the altar. DC to summon and gems required are based on the level of the Dust Devil; gp value of gems = 1/2 total monetary treasure parcels of that level. 5 Martyr's Monument see DMG2 pg 60 6 Trapped Spirit Answers one question per day[/code] [*][b]Animal Traps[/b] [code]Traps 1d6 Trap 1-2 Pit, depth Lvl/2x10'; 50% spiked, atk lvl + 3 v AC, mod norm dmg 3-4 Snare: atk Lvl + 3 v R, grabbed, escape DC lvl + 15 5-6 Bear Trap: atk Lvl + 3 v R, low norm dmg, restrained, escape DC lvl + 15, disarm DC Mod[/code] [*][b]Ankheg[/b] An Ankheg burrowed into the sand, waiting to attack anything that comes near. DC 19 to locate its attack zone (burst 5). Any creature it attacks it pulls down into its burrow and feeds it to its 2d6 ankheg broodlings. The ankheg will not leave its burrow. No XP for the ankheg or its broodlings. [*][b]Barrow Mound[/b] A large hill (40x40) with a sealed stone slab, strong in necrotic energy. Any creature that dies within 1 square of the hill rises the next round as a wraith. Counts as necrotic ground (see DMG2, pg 60). Characters who can tap into the necrotic power may channel the energy and make a special attack: At-Will Ranged 10 * Necrotic Requirements: Trained in Religion Attack: Wis or Cha +2 vs. Fort Hit: Low limited dmg & weakened. Effect: You lose 1 healing surge; if you have no healing surges left, you take your healing surge value in damage. Special: Any character killed by this attack (including you) rises the next round as a free-willed wraith. Horrors and treasures may lie within the barrow mound if the PCs wish (and are able) to enter the mound. The stone slab blocking the entrance has a break DC of 23 (requires a STR of at least 20 to attempt a check, 25 without a tool), AC/Ref of 5, Fort of 10, and 40 HP. Only picks and hammers and other such tools can be used to break through. [code]Barrow Mound Contents 1d6 Horror Treasure* Curse? 1 Vampire Mage 794 gp, 52 sp, 80 cp Yes + 2 sapphire gems (1000 gp each) 2 2 Death Kin Skeletons 495 gp, 40 sp, 100 cp Yes + 2 emerald gems (1000 gp each) 3 Mummy Lord 290 gp, 92 sp, 80 cp Yes + 1 alexandrite (500 gp) 4 Human Lich Wand of Shield +3 No 5 Osteopede Rod of Hope Triumphant +3 No 6 Nothing Nothing Boon! * - In addition to a random treasure parcel of the horror's level[/code] [*][b]Bramble[/b] See Hedgerow. Covered in berries. [code]Berries 1d6 Type 1 Poisonous (DC 17 to identify, 1d4 available, as Ground Thassil Root) 2-5 Edible 6 Goodberries (DC 17 to identify, 1d4 available, as Healing Potion)[/code] [*][b]Boulder [/b] A large boulder. Area is Burst 1d2, height is 1d3x5'. Climb DC is 10. Boulders on slopes may be pushed (see DMG2, pg 63). 25% of boulders have a cryptic message scrawled on them. [code]Cryptic Message 2d5 Language Message 2 Supernal Directions to a treasure 3 Deep Speech Healing boon (gain 1 healing surge) 4 Giant Incorrect instructions for a ritual 5 Common Warning about nearby monster 6 Dwarven Roadsign of fallen kingdom 7 Goblin Graffiti 8 Draconic Directions to a nearby portal to: the 1-3 shadowfell 4-6 feywild 9 Primordial Curse 10 Abyssal Ritual of Level 1d10[/code] [*][b]Bog[/b] A very old lake without inlet or outlet that becomes acid and is gradually overgrown with a characteristic vegetation. Covers an area of burst 1d4+2. Characters who step on a bog square are subject to an attack: level + 3 v Ref, movement ends and prone. Movement through a bog requires 3 squares of movement (or a swim speed). DC 15 to recognize the danger. [*][b]Cave, Narrow[/b] A narrow cave. Entrance is 10 feet wide. Main passage is 10 feet wide, extends 2d6x10 feet. 1d4 side passages of 1d6x10 feet each, 5 feet wide. 25% chance of 30x30 cavern inside. See Cave, Shallow for cavern features. [*][b]Cave, Shallow[/b] A shallow cave. Entrance is 1d4x5 feet wide. Opens into a cavern 30x30 in area. [code]Caverns 1d6 Feature 1 Pool 2 Altar, Stone 3 Circle, Stone 4 Circle, Fey 5 Cave Bear 6 Empty[/code] [*][b]Chasm/Gorge[/b] A deep ravine that intersects the terrain. Depth is levelx10 feet. 50% chance of a river (see river, mountainous) running through it. Rivers reduce falling damage by 1/2. [*][b]Circle, Fey[/b] A fey circle, ususally mushrooms. 5' radius. Minor action to Teleport 5 (see DMG2, pg 61). [code]Fey Circle 1d6 Effect 1 Portal to the Feywild (1-3 one way, 4-6 two way) 2 DC 20 to summon 1-3 Lamia, 4-6 Briar Witch Dryad 3 Speak with Nature ritual, 1d6 hours duration 4 Atk level +3 vs Will, sleep 1d4 hours, wake with new ritual 5 level x 100 gp worth of nature ritual components; DC 25 or destroys circle 6 Commune with Nature ritual[/code] [*][b]Circle, Stone[/b] A circle of stones. Moderate DC to determine its use; Hard DC to use it. 50% are only usable during a certain time (solstice, equinox, midnight, noon, etc.). [code]Stone Circle 1d6 Power Source Alignment Effect 1 Divine Lawful Good Summoning (50% no protection) 2 Arcane Good Protection (keeps out) 3 Arcane Unaligned Commune 4 Primal Unaligned Sacrifical 5 Primal Evil No effect; inscribed with important writings 6 Primal Chaotic Evil Teleports[/code] [*][b]Circle, Witch's[/b] A ring of skulls or severed heads/hands dangling from sharpened stakes. There is a 25% chance that a rime-covered copper cauldron sits in the center. All witch's circles can perform some effect. In order for the effect to manifest, the foolhardy PC must place a cauldron (cannot be made of iron) into center of the circle, pour 16 pints of fresh mortal blood and 16 pints of spoiled milk into the cauldron, bring it to a boil while mixing in 60gp x level of ritual components in. After stirring the mixture for 2 hours, the PC must make a Hard DC check. If any step was performed improperly or the check fails, the mixture congeals into a Bloodrot Ooze (Open Grave, pg174) which kicks the PC's asses (no XP award for that encounter). If the check is successful and all steps have been performed properly, the effect manifests. Determining the effect before the foul mixture is made is impossible; only half-way through the process can it be understood with a Moderate DC check. [code]Witch's Circle 1d6 Effect Curse (atk level +3 v W) 1 View Location lasting levelx10 minutes Eyes rot and fall out 2 Voice of Fate ritual Ears rot off 3 Control Weather ritual Tongue withers, falls out 4 One subject gains a curse* (atk Cha +2 vs Will) Mummy Rot 5 Causes Plague (contagious disease in area) Cackle Fever 6 Potion of immortality** Hand withers, falls off * - all sorts of curses, like in fairy tales ** - an artifact[/code] Curses imposed by the witch's circle are level 18. [*][b]Cliffs[/b] A steep high rock face. Length is 2d6x10 feet, height is 1d6x10 feet. 20% of cliffs are covered in vines. Climb DC is 20 without vines, DC 10 with vines. All vines allow for a garotte attack: atk str vs Fort, low norm dmg and restrained (until escape). [code]Cliff Vines 1d4 Vines Effect When Climbed 1 Normal - 2 Poisonous Atk lvl+3 vs Fort, numbing sensation; -2 atk for 1d6 hours 3 Songvine Sings a nice tune 4 Razorvine Atk lvl+3 vs AC, mod norm dmg 5* Thirstvine Atk 1d6+3 vs Fort, mod norm dmg and 1 healing surge; -5 Endurance checks until you drink * Desert only[/code] [*][b]Ditch [/b] A ditch. 5' deep, provides cover, 1 extra square to leave. [*][b]Djinn Portal[/b] A portal to the City of Brass. One-way. DC 26 to activate it. 50% chance of 1d4 dust devils lairing at the entrance. [*][b]Dunes[/b] Sand dunes with a gentle slope rising 1d4x5 feet. Dune length is 2d6x10 feet. [*][b]Fog, Heavy[/b] Heavy fog covers the area in a 1d4+2 burst. The edges provide concealment, deeper in is total concealment. The fog can be dispersed with some kind of wind-generating power. [*][b]Grab Grass [/b] Covering burst 1d6+2 (see DMG). [*][b]Hedgerow[/b] Difficult terrain. Grants cover and concealment. 25% are needle hedges (see DMG2, pg 61). [*][b]Hill [/b] A hill. Area burst 1d6, slope 1d6 1-3 gentle, 4-6 cliffs (see Cliffs). [*][b]Hunting Blind[/b] An old hunting blind. Provides cover and concealment. 50% there is a hidden cache of love- letters here. [*][b]Loadstone[/b] As in the DMG. [*][b]Massive Tree[/b] A massive tree, burst 1d3 in area. Can be climbed with a DC 10 check. 25% chance it is protected by a 1-3 dryad 4-6 wood woad; combat in the area will attract the fey in 1d4 rounds. [*][b]Mushroom Ring[/b] A ring of mushrooms. Fey creatures who begin their turn in the ring gain a +2 bonus to Reflex and a +2 bonus to speed until the end of their next turn. Other creatures suffer an attack: Level +3 vs Will, uncontrollable dancing, grants combat advantage treat as immobilized (save ends). [*][b]Oasis[/b] An area within a desert where the water table reaches the surface, with enough moisture to permit the growth of vegetation. 25% chance the water is poisonous. 25% chance the oasis is home to a 1-3 surly 4-6 jovial djinn, unable to leave. [*][b]Poison [/b] Poisonous plants grow in a burst 2 area. Enough grow here to collect 1d4 samples. [code]Poison 1d4 Poison Type Collect DC Identify DC 1 Black Lotus 26 22 2 Insanity Mist 30 26 3 Dark Toxin 25 21 4 Thassil Root 21 17[/code] [*][b]Pool [/b] Covering burst 1d6+4. The shore is difficult terrain; deeper requires swimming and provides cover and concealment. Allows drowning attacks (see Stream). [*][b]Quicksand[/b] A bed of loose sand mixed with water forming a soft shifting mass that yields easily to pressure and tends to engulf any object resting on its surface. Spotting quicksand is a Moderate DC check; it usually covers a burst 2 area. Characters who enter a quicksand square are subject to the following attack: atk level + 3 vs Ref, restrained (until escape). Escape DC level + 15. Restrained characters gain cover against ranged attacks. If the character does not escape after two rounds, he will sink beneath the surface and begin drowning. [*][b]River[/b] 1d6 squares wide. Characters who begin their turn in a river square are subject to an attack: atk level + 3 vs Fort, push 1/2 level squares. Allows drowning attacks (see Stream). [*][b]River, Mountain[/b] As River, but increase the attack by 2 and push by 1. Allows drowning attacks (see Stream). [*][b]Random encounter [/b] Attracted by noise; arrives in 1d4 rounds. [*][b]Reeds[/b] Tall reeds provide concealment. Burst 1d4+1 in area. 50% chance of blood midge cloud (see DMG2, pg 58). [*][b]Rope Bridge [/b] A rope bridge connects two trees. The bridge is considered difficult terrain (elves don't care). [*][b]Rubble/Scree[/b] Loose rock and gravel in a burst 1d4+1 area. Characters who move through rubble or scree squares must make a DC 10 check or fall prone, ending their movement. [*][b]Ruins [/b] [list][*]Dwarven Wall Well-made dwarven wall, complete with battlements. 1d10x10 feet in length, climb DC 15. Dwarves who fight with their back to the wall gain a +2 bonus to AC. [*]House on Stilts A house on stilts, 30x40, two rooms. 25% chance there is an abandoned infant inside. [*]Watchtower A watchtower, half-ruined. Radius is 15'. 1d4 stories of 10' each. 50% are lived in. Climb DC 15 to reach higher levels and fire from arrow slits; stairs are a trap, and there is a 50% chance they will collapse if walked on (atk lvl +3 v Ref). [code]Inhabitants 1d6 Inhabitant 1 Parliament of ravens; Per +7, fly away if they spot someone 2 Giant badger with 1d6x10gp; knows area well, can provide info 3 1d4 Spitting Drakes 4 Mad Hermit & Fey Panther 5 Reclusive Gnome Skulk 6 1d4 Deathjump Spiders and an Ettercap Webspinner[/code] [*]Walls 1d10x10 feet in length, climb DC 10. Can be pushed over; see DMG2, pg 63.[/list] [*][b]Sinkhole[/b] Sinks into the ground. Perception DC 15 to notice. Characters who enter this square are subject to an attack: atk level + 3 vs Ref, 1d6 damage and restrained (escape DC level +20) and drowning. Miss: half damage and restrained (sv). Digging out a character requires a number of standard actions equal to the sinkhole's level. [*][b]Slipsand[/b] Loose sand that slides away underneath you. Covers the side of a slope. Characters who enter slipsand squares must make a DC 15 acrobatics check for each square of movement or fall prone and slide to the bottom of the slope. [*][b]Stream [/b] 1d4 squares wide, difficult terrain, allows drowning attacks: Str vs Fort, Prone targets only, low normal damage, grabbed and dazed (save ends). [*][b]Stream, Mountain[/b] 1d4 squares wide, difficult terrain. The current drags people along (as River). Allows drowning attacks (see Stream). [*][b]Strong Current[/b] A strong current in the swamp pulls people along (see River). Allows drowning attacks (see Stream). 25% chance there are carnivorous fish in the swamp (as Rat Swarm). [*][b]Vines, Drowning[/b] Vines near a source of water. They attempt to grab nearby creatures and drown them. Per DC Level + 15. Reach 2, atk level + 3 vs Fort, normal damage, prone and restrained until escape (DC level + 13) [*][b]Waterfall[/b] Width of 15-30' (1d4x5+10), height of 1d6x10 feet. Connected to River (1-4) or Stream (5-6). 50% chance of Cave, Shallow behind the waterfall. The waterfall provides concealment in the mouth of the cave, and a -5 penalty to hear noises through it. [*][b]Whirlwind[/b] Burst 2 area, moves around the battlefield in a random direction at the start of each round. Roll 1d8 for direction, 1d6 for distance. Provides concealment, -2 penalty to ranged attacks made through it.[/list] [/QUOTE]
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