On Saturday, I DMed a long 5 hour session as we come to the close of a two-year campaign, running a modified Princes of the Apocalypse.
I was looking at a fight beforehand, an encounter I knew would be an important one. The players would level up right beforehand, so they’d go in with new abilities and a new power balance, so I wasn’t entirely sure what that would look like.
And frankly it was almost really boring. The fighter saved against dominate person, and the party chewed through half the boss’s hp in the first round.
But come round two I had something up my sleeve: terrain and environment.
a straightforward fight turns into “how do I get across the lava and
also there’s lava rain right where we want to be standing”, things get a
lot more interesting. The players still won, of course, but it was a
much better fight.
Line of sight, height, hazards, pitfalls
… think about the terrain and the environment at your next session,
and how it might spice up your encounters.
Running Waterdeep Dragon Heist Chapter 4: Dragon Season – Sly Flourish
Onyx Hill Ruins – Dyson’s Dodecahedron
Do you think the Lucky feat is boring? – Sage Advice
Elminster’s Guide to Magic (PDF+Fantasy Grounds) [BUNDLE] – DMsGuild – $11.95
Extraplanar Adventurer’s Handbook – DMsGuild – $2.00
Politics of Karrnath – DMsGuild – $1.00
Thunderstones and Smokesticks: The Complete Guide to Mundane Alchemy – DMsGuild – $2.95
Nat20 – Devil’s Contract – DMsGuild – $1.99
The Old Mausoleum – Fantasy Map – DMsGuild – $0.99
Now get out there and tell a story!