4 minute read
Other Hazards
Illus. by R. Marchesi
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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.
Light debris does not provide cover or concealment. Although light debris doesn’t affect normal movement, it increases the DC of Tumble and Move Silently checks by 2. Any creature attempting to run or charge over light debris must succeed on a DC 10 Balance check.
Debris, Heavy: A broken siege tower, a breached stone wall, and fallen trees are examples of heavy debris. Heavy debris is usually stacked high enough or has pieces large enough to provide cover. Occasionally heavy debris might be burning or smoldering, which poses additional hazards (see below). It costs 2 squares of movement to move into an area covered by heavy debris, and the DC of Tumble and Move Silently checks is increased by 5. Heavy debris is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running or charging through heavy debris is impossible.
Debris, Dangerous: Discarded weapons, broken glass, or splinters of wood can pose a danger to those moving through debris. While most debris has a few sharp or pointy edges to stay away from, dangerous debris has enough that a creature simply moving through the area might take damage. A creature moving through dangerous light debris takes 1d4 points of damage unless it makes a DC 15 Reflex save. A creature moving through dangerous heavy debris takes 2d6 points of damage and can attempt a DC 20 Reflex save for half damage. Fire: Battlefield features that catch fire provide an additional hazard to combatants. Any wooden or oil-coated terrain feature can also be burning, and the battle map should indicate which squares are aflame. In addition to the smoke generated by a fire, a solid structure such as a building or wooden wall fully ablaze gives off a tremendous amount of heat. A creature standing within 10 feet of a flame-enveloped structure takes 1d4 points of fire damage. In some cases, the burning squares might contain debris. In addition to any movement restrictions provided by the terrain (see above), a creature moving through a burning square takes 2d6 points of fire damage and must succeed on a DC 15 Reflex save or catch fire.
Smoke: Objects burning on the battlefield are usually accompanied by smoke. A moderate breeze will blow smoke away from the battlefield, but even in a breeze the smoke will billow out from the flaming source, providing a thick cloud that could settle over a part of the battlefield. Clouds of smoke obscure all sight beyond 30 feet, including darkvision. Creatures in a smoke cloud have concealment; creatures separated by more than 30 feet of smoke have total concealment with respect to one another.
On the battlefield, one day after: not a pretty sight
Illus. by R. Marchesi