









I made this Ritual Chamber for an upcoming encounter. First picture is the Turned Off state. Once the ritual starts, each round a 1d4 will randomly determine the colour for that round, and each colour has a Boon and Bane effect on combat.
I made this Ritual Chamber for an upcoming encounter. First picture is the Turned Off state. Once the ritual starts, each round a 1d4 will randomly determine the colour for that round, and each colour has a Boon and Bane effect on combat.
In my last D&D session, the party I DM for was being chased by unknown pursuers in the wilderness, while unrelated clans are at war with each other in the vicinty. This was made quite clear in earlier sessions. I created this mechanic to try to simulate the chaos of trying to cross an active battlefield while losing their pursuers. I made a giant map for it (120x90) for our VTT. There are two phases: Movement and Engulfed in Battle. My party is 7 PCs at level 6, so the DCs, etc are tailored to them. I thought I would share my creation as my players found it quite fun once they got the hang of it.
Intro: The party is still being pursued by an unknown entity, now only a few minutes behind them. Localized battles are raging on all sides. Each round, the battles will shift direction and distance randomly (1d8 for direction and 1d4 × 5 ft).
The party moves as a single, unified group. The party only has 60 ft of vision to simulate the dense forested terrain they are moving through. Each round, the group must collectively choose one of the following movement options:
1. Stealth (Leading Horses by Hand)
2. Mounted Travel (Normal Pace)
3. Spurring to a Gallop (The Blitz)
Other Movement Options
Each battle has an Awareness Zone. If you are caught inside of one—either by walking into it or having the battle shift onto you—you must stop moving and fight your way out. This challenge uses abstract, macro-combat rounds. You cannot use Extra Attack, Action Surge, Flurry of Blows, or other class/subclass combat features. Spells are limited to attack cantrips. Damage dealt is irrelevant; only whether the attack hits matters. The party can become Engulfed if they wish to try to cut through a battle.
Awareness Zone: 70 ft radius.
Checks: At the start of your turn while engulfed, you must make a DC 13 Str or Dex Saving Throw or take 1d12 damage on a fail from the random arrows, deflected blades, and chaotic melee swirling around you. Evasion/Barbarian Rage/etc. still halves damage.
Player Actions: Your horses are not trained for battle, and staying mounted while Engulfed is not an option.
You have three options on your turn while engulfed:
Other Engulfed Rules
Breaking Free: To escape the melee, the group must make a single collective d20 + Break Free bonus roll at the end of the round. You need to exceed a DC 13 to escape. If successful, you can use 60 feet of movement to choose where you exit the Awareness Zone. If they fail, they stay engulfed and repeat the process next round.
Cutting Straight Through: It is possible to decide to cut straight through a massive battle. Doing so requires a minimum of three rounds, as you need three successful Break Free rolls to make it out the other side.
Order of Operations (When Engulfed)
| Pursuit | Description |
|---|---|
| 0-2 | Sounds distant |
| 3-5 | Shapes visible behind you |
| 6-8 | Pursuers are close enough to be identified |
| 9 | The Pursuers can be clearly identified |
My players are being chased by a sizeable unknown military force. They are going to hurtle into a pitched battle between two other opposing forces on this map. I came up with some mechanics so its not just an insane slog. Sort of a modified skill challenge to cross without getting caught up by the trailing force or bogged down while crossing the battlefield.
I thought I would share this map I threw together for next week's session. Party is being hunted on an island by unknown pursuers. The island contains ruins from a lost civilization, whence the wall fragments and the faint cobblestones under the grass.