Features of the Area (Terrain)

Bagpuss

Legend
Feel free to add your own

Tents: Entering or exiting a tent costs an addition square of movement; tent may have an open at one or two ends to allow access (as marked on map). An additional entrance can be created in the side or closed end as a move action if you have light or heavy blade weapon equipped.

If a creature is moved onto a tent square via forced movement the tent collapses. Creatures in a tent square when it collapses are immobilized and blinded (save ends both), while these conditions remain the creatures also have total concealment. Tents can be forced to collapse by someone inside or adjacent to a tent square as a standard action.

or comment on mine.
 

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Tent - Level 1 Terrain
Large Structure
HP 25
AC 13; Fortitude 13; Reflex 13; Will 13
Resist 5 Cold
Vulnerable 5 Fire
Speed 0
:close: Engulf (immediate reaction when collapsed)
Make an attack against each creature inside tent; +6 vs. reflex; target is dazed. Hit or Miss: target is grabbed and blinded (until escape)
Fragile Support
The tent can be collapsed as a standard action. A creature forced into a tent square will also collapse the tent. A collapsed tent counts as rough terrain.
Entrance
Entering or exiting a tent costs an addition square of movement; tent may have an opening at one or two ends to allow access (as marked on map). An additional entrance can be created in the side or closed end as a move action if you have light or heavy blade weapon equipped (some other instruments or claws may be used at DM discretion).
Protection
The tent occupents gain resist 5 area and close attacks originating from the outside. The tent walls cannot be seen through (providing total concealment). The tent also confers +4 to Endurance checks made to survive weather elements such as extreme hot or cold temperatures.
 


One thing I"d like to see (in addition to terrain) are misc magical features. Like a statue that grants a +2 AC to all those adjacent to it (because the shield wielded by the statue attracks the attack), and other little minor effects.

I also love the fantastic terrain in the DMG.
 

Should Hit or Miss: just be Effect: in the Engulf line.

For some strange reason, the MM uses "Hit or Miss" terminology instead of "Effect" so that's what I went with.

One thing I"d like to see (in addition to terrain) are misc magical features. Like a statue that grants a +2 AC to all those adjacent to it (because the shield wielded by the statue attracks the attack), and other little minor effects.

I also love the fantastic terrain in the DMG.

There have been some similar terrain items in Dungeon adventures. One I remember was a matched set of 4 statues in a room. The enemies could teleport from next to one statue to another with a minor (or maybe move, I don't remember for sure) action.

I try to get creative with fantastic terrain. In one case, I used some pools of blood in a Vecna temple, that reduced the effectiveness of healing. After a quick arcana check, pouring a healing potion into the pool, and making a religion check to chant a quick prayer, the effects were neutralized by the PC's.

Fantastic (or sometimes mundane such as the tents in question) terrain is a great way to add interest to a fight, and make it feel different.
 


Great stuff, bagpuss/mengu. Terrain, traps and hazards in the outdoors are always a little bit lacking. Nonmagical stuff is also nice to have around.

Have you done other stuff like this? Would you stat up a foxhole using a similar method, or would that just be a man-sized hole in the ground? Ooh! What about a treehouse with a rope ladder?
 

Have you done other stuff like this? Would you stat up a foxhole using a similar method, or would that just be a man-sized hole in the ground? Ooh! What about a treehouse with a rope ladder?
How about foxholes connected by narrow tunnels (likely fitting a smaller race)?
 

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