Walls - Sometimes, masonry walls-stones piled on top of each other (usually but...
Walls, Doors, And Detect Spells - Stone walls, iron walls, and iron doors are usually thick enough to block most detect spells, such as detect thoughts.
The Environment - Environmental hazards specific to one kind of terrain (such as an avalanche,...
Acid Effects - Corrosive acids deals 1d6 points of damage per round of exposure except...
Cold Dangers - Cold and exposure deal nonlethal damage to the victim.
Darkness - Darkvision allows many characters and monsters to see perfectly well without...
Aquatic Terrain - Aquatic terrain is the least hospitable to most PCs, because they can't breathe there.
Desert Terrain - Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain.
Forest Terrain - Forest terrain can be divided into three categories: sparse, medium, and dense.
Getting Lost - There are many ways to get lost in the wilderness. Following an obvious...
Hills Terrain - A hill can exist in most other types of terrain, but hills can also dominate the landscape.
Marsh Terrain - Two categories of marsh exist: relatively dry moors and watery swamps.
Mountain Terrain - The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains.
Plains Terrain - Plains come in three categories: farms, grasslands, and battlefields.
Urban Adventures - At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors.
Weather - Sometimes weather can play an important role in an adventure.
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