LostSoul
Adventurer
How to use terrain features: These are hooks to bite on. Roll one up and add some extra flavour to it - whatever comes to mind.
Done for 4E, though pretty system-neutral.
Add some more!
roll Terrain
1d20 Plains
1 A small bog. The water is poisonous; animal skeletons abound. Source of necrotic energy.
2 Strange mile-long, rune-carved ruts in the ground; from the air, they
form a magic circle. Determine type randomly.
3 Massive tree on a small raised mound. Small hidden space beneath offers
a convinient bolt-hole; 50% chance occupied by gnomes.
4 Sinkhole. Kruthik caverns run beneath the ground. 50% chance of active
kruthik hive.
5 Giant skeleton of unidentified, snake-like creature with all-too-human
skull running along the ridgeline.
6 Tall grass (5' high) grows here.
7 Singing grass. If tread upon, it shrieks, triggering wandering monster
roll.
8 Grab grass (see DMG pg 68).
9 Corpse grass (see Open Grave pg 171).
10 Large dolmens raised in a semi-circle, half-finished. Covered in
grafitti.
11 Stone monolith with image of frowning human face. 50% can speak.
12 Violet fog covering the area, motionless even in the face of strong
winds.
13 Forest of rotting wooden posts standing upright.
14 Ground covered in broken black-steel, rune-carved weapons. Skeletons of
not-quite-human creatures poke through the ground.
15 Iron cage with crow-pecked skeleton inside. Clutched in his bony hand
is a personal letter; 50% chance of directions to buried
treasure hidden in message.
16 Pikes with impaled human heads on them, blood still warm.
17 Dry, dusty ground razed of vegetation. The air seems to suck moisture
from the body.
18 Free-standing iron rune-carved door. Only visible from one direction.
19 Graveyard ringed by large marble blocks; an active undead ward is carved
on the blocks. Undead are visible trapped inside.
20 Mound of sun-bleached elven skulls.
xx Three 15' tall three-headed flails around a blood-soaked altar.
Done for 4E, though pretty system-neutral.
Add some more!
roll Terrain
1d20 Plains
1 A small bog. The water is poisonous; animal skeletons abound. Source of necrotic energy.
2 Strange mile-long, rune-carved ruts in the ground; from the air, they
form a magic circle. Determine type randomly.
3 Massive tree on a small raised mound. Small hidden space beneath offers
a convinient bolt-hole; 50% chance occupied by gnomes.
4 Sinkhole. Kruthik caverns run beneath the ground. 50% chance of active
kruthik hive.
5 Giant skeleton of unidentified, snake-like creature with all-too-human
skull running along the ridgeline.
6 Tall grass (5' high) grows here.
7 Singing grass. If tread upon, it shrieks, triggering wandering monster
roll.
8 Grab grass (see DMG pg 68).
9 Corpse grass (see Open Grave pg 171).
10 Large dolmens raised in a semi-circle, half-finished. Covered in
grafitti.
11 Stone monolith with image of frowning human face. 50% can speak.
12 Violet fog covering the area, motionless even in the face of strong
winds.
13 Forest of rotting wooden posts standing upright.
14 Ground covered in broken black-steel, rune-carved weapons. Skeletons of
not-quite-human creatures poke through the ground.
15 Iron cage with crow-pecked skeleton inside. Clutched in his bony hand
is a personal letter; 50% chance of directions to buried
treasure hidden in message.
16 Pikes with impaled human heads on them, blood still warm.
17 Dry, dusty ground razed of vegetation. The air seems to suck moisture
from the body.
18 Free-standing iron rune-carved door. Only visible from one direction.
19 Graveyard ringed by large marble blocks; an active undead ward is carved
on the blocks. Undead are visible trapped inside.
20 Mound of sun-bleached elven skulls.
xx Three 15' tall three-headed flails around a blood-soaked altar.