BUILDING ADVENTURES Illus. by R. Marchesi
CHAPTER 2
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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.