Heroes of Battle - 3.5e

Page 36

BUILDING ADVENTURES Illus. by R. Marchesi

CHAPTER 2

36

Earthworks and other fortifications litter the battlefield with even more obstacles

Steep Slope: Movement of troops can be restricted and hampered by building steep slopes up which the enemy must climb. Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2. Trench: A trench is a ditch, usually dug by soldiers before a battle. Tranches are defensive in nature, and either provide a refuge for troops or an obstacle to slow oncoming enemies. Shallow trenches are typically 5 feet wide and 3 to 4 feet deep; deep trenches are 10 feet across and 8 to 10 feet deep. A shallow trench provides cover to those inside it, unless the opponent is adjacent or attacking from the air. It costs 2 squares of movement to leave a shallow trench. Deep trenches might be dug by armies who intend to stay for a while. Such trenches provide total cover to their occupants unless the opponent is adjacent to the trench or attacking from above. Without the benefit

of stairs, moving out of a deep trench requires a DC 15 Climb check. Some attacking soldiers carry 8-foot-long planks, which are laid across shallow trenches to allow the rest of the force to pass unimpeded. On occasion, a trench might be filled with pitch and set on fire. In addition to the movement challenges, a creature jumping through the flames or falling into a burning trench takes 2d4 points of fire damage. A character attempting to coerce a mount through the flames must succeed on a DC 20 Ride check, or the mount balks. If soldiers are able to prepare the battlefield unnoticed by the enemy, they might dig foxholes and trenches throughout part of a battlefield, then cover them with camouflage. These foxholes could hide a strike team and these trenches an entire army, if extensive enough; ramps and ladders that allow hidden troops to charge up and ambush an unsuspecting enemy.

OTHER HAZARDS

Once battle begins, many fortifications, siege engines, and troops become casualties of war but continue to impact the landscape of the battlefield. Various traps could also be scattered about the battle site. Debris, Light: Light debris might be the remains of a shattered ballista, a broken low wall, or splintered trees.


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Articles inside

War Mastiff

4min
pages 157-158

Rainbow Crow

4min
page 155

Luna Moth

4min
page 154

Magic Siege Engines

3min
page 133

Standards

4min
page 132

Terrain Alteration

2min
page 122

Teamwork Benefit Descriptions

18min
pages 117-120

Legendary Leader

22min
pages 107-111

War Weaver

13min
pages 112-114

Dread Commando

17min
pages 103-106

The Team Roster

5min
page 116

Teamwork Benefits

4min
page 115

Battlefield Award Summary

3min
page 92

Promotions

2min
page 91

Victory Points

4min
page 78

The Rally Check

7min
pages 73-74

XP in Supported Encounters

4min
page 62

Volley of Arrows

3min
page 68

Tanar’ric Horde

2min
page 57

Pelarch’s Unliving Legion

6min
pages 55-56

Baatezu Brigade

2min
page 58

Get ’em Out Alive! (10th

7min
pages 51-52

Take Out the Trebuchet (8th

3min
page 50

Left Behind (8th

3min
page 49

Chapter 3: Battlefield Encounters

2min
page 45

Destroy Artillery (6th

3min
page 47

Random Encounters

10min
pages 43-44

Prisoner Exchange (6th

3min
page 48

When Things Go Off the Chart

4min
page 42

Earthworks

5min
page 35

Other Hazards

4min
pages 36-37

Adventuring off the Battlefield

8min
pages 13-14

Think Big/Play Small

5min
page 6

The Course of Events

5min
page 20

Chapter 2: Building Adventures

2min
page 17

Strategic Downtime

5min
page 12

Treasure in a War Campaign

8min
pages 10-11

Encounter Pacing

10min
pages 22-23

Barriers and Obstacles

10min
pages 32-34
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