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1001 Cool Combat Locations

65. Inside the dreams of a mentally unstable diety. Physical properties changing constantly.

66. Elemental plane of air with fluctuating gravity based on the creature with the greatest will save that round.

67. Magically unstable environment. Random spells going off.

68. In a upside down palace.
 

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Hey, great ideas! Keep them coming!

Here's an addendum -- Inspiration Strokes

Inspiration Strokes

For each location, specify a couple of cool things about that location that will make the combat different and/or memorable.

For example:

Steep staircase -- Balance checks or tumble down, height advantages, running back up after falling.

More coolness!
 

69. In a shipyard, on the deck of a half buit ship, or jumping from hull-thingy to hull-thingy (the big curved wooden dealies that comprise the frame of a ships hull)

And the seagulls are undead.

70. In a sunken pit (maybe 20 wide at bottom of bowl, 30 wide at top of bowl with 30 foot walls surrounding. Twist: walls have sideways spikes coming out of them to climb/fight on. Climb checks, balance checks for the muddy ground, balance checks when fighting on the sides, cover from the spike thingys.
 
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Okay, let's try to make these worthy of a Feng Shui set piece:

72) The upper stories of a burning off-shore oil rig durring a violent storm
73) The lab of the supergenious mad scientist that has set up shop inside the local nuclear powerplant . . . 15 seconds until detonation
74) The bridge of a starship as it enters the atmosphere at a bad angle with it's shields down and a horde of enemy fighter's on it's tail
 

In the middle 2-3ft deep rapids.

Small characters: Make outragous swim check or be carried away by the river, taking subdual damage from pounding water.

Medium characters: Easy STR-check or be carried away by the river, taking subdual damage from pounding water.

Large Characters: Real easy balance or STR-check or be carried away by the river, taking subdual damage from pounding water.
 

On the top of the World Trade Center, while it's burning. PCs need to get over the fight and open the portal to get home to the past.
 

69. In a shipyard, on the deck of a half buit ship, or jumping from hull-thingy to hull-thingy (the big curved wooden dealies that comprise the frame of a ships hull)

That's "ribs" and "deck beams" that you're thinking of...

Undead seagulls...I like it. They don't snatch your lunch out of your hand, they snatch your hand off of your arm:D Fear the seagulls!

75) In a mine - a mine that's falling in around the player's ears.

What Makes it Memorable? Every round there is a 50% chance of an area of ceiling 30' by 30' falling on the characters. Reflex save DC 15 or be squished - while fighting assorted foes.

76) In a room for of machinery - giant, rotating gears, cogs, chains, pistons, etc.

What Makes it Memorable? Reflex save DC15 every round or be caught and dragged into the machinery. PCs can Bull-rush enemies into the machinery, and be bull-rushed themselves.

77) In free-fall...and the suicidal foes are all encased in antimagic shells.

What Makes it Memorable? The foes will try to grapple the PCs and drag them down (make the foes some kind of monster with ridiculous bonuses to grapple checks, if feeling sadistic).

Can't think of any more right now...
 



Into the Woods

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