2025-07-25: Bare Rock Encounter Map Tactical Features
Tactical elements are things that creatures in the encounter map can interact with and stack the odds in their favor. Every tactical element is influenced in part by a d6 that is rolled at the same time.
Bare Rock Tactical Elements (d20)
Static Stones (1d6+2 squares, scattered). Touching the stones imbues a creature with a small amount of electrical energy. Any creature who can touch all static stones on the map (each touch is a free action) unleashes a static attack on the next creature it touches (melee attacks with metal weapons count as a touch). The additional damage dealt depends on the number of stones on the map. It starts at 1d4 Lightning damage for 3 stones, moving up a die size for each additional stone: 1d6, 1d8, 1d10, 1d12, 1d20. It only deals damage if all stones have been touched first, and a creature must touch all the stones again to repeat the static attack.
Arcane focal point (1d6 squares, clumped). Any creature casting a spell in this area is able to harness focused energy and double the range of a spell
Lodestones (1d6 squares, scattered). Magnetic stones pull at all metal nearby. Creatures within 5 feet of a stone who are wearing metal armor or wielding metal weapons have disadvantage on attack rolls. Magnetic compass readings are also wrong when next to a stone.
Chattering Stones (1d6 + 3, scattered) stick up from the rock. While touching one of these stones, a creature can cast the Message cantrip and target any creature within 10 feet of a chattering stone
Throwable stones (1d6+1) About the size of a fist, these rocks are perfect for throwing
Lithophones (1d6 squares, scattered) stick up from the rock and make a sound when struck that can immediately end Sleep, Fear, or Charmed conditions to any creature within 15 feet of the sound.
Stones known as Cloud Collectors (1d6 squares, scattered) attract any clouds of dust, vapor, stench, or fine particulate matter towards them. On initiative 0 (losing ties) any clouds (including those of magical origin) are drawn up to 20 feet toward the nearest Cloud Collector. If the cloud persists long enough to reach the Cloud Collector, it dissipates upon making contact.
Shards of sharp volcanic glass (1d6 squares, clumped) are found here. They function as a disposable dagger that deals double damage to Undead creatures. Each time a shard deals damage, it has a 50% chance of breaking.
Animate boulders (1d6, scattered) each occupying a 10 foot cube seem drawn toward the energy of life. They do no damage, but roll 10 feet toward the nearest creature within 30 feet on initiative 0, and stop rolling while next to a creature. The boulders provide half cover.
A small stone shelter (1d6 squares, contiguous) provides total cover an equivalent number of Medium or Small creatures, though it is standing room only.
Updraft vents (1d6, scattered) appear as 5-foot wide holes in the ground with a strong wind surging up from the rock. Flying creatures gain a 20 foot bonus to speed for the turn that they pass through an updraft. Small or smaller creatures can use sailcloth, tent fabric, or similar material to paraglide with a speed of 60. Medium creatures merely hover in place, while Large or larger creatures are too big to be lifted or fit inside the hole.
Mystical dust (1d6 squares, scattered) may be scooped up as a bonus action and used to augment any spell with a material component, adding either +1 to damage or the spell's save DC. Taking a normal action to collect dust scoops up four times as much dust. The dust loses its potency after 10 minutes.
Salamander stone (1d6 squares, scattered) absorb fire damage inflicted upon it or an adjacent square. Cold damage, however, is doubled.
Chaos Stones (1d6 scattered) cause any spells cast within 5 feet of the stone to roll on the wild magic surge table.
Reflecting stones (1d6, scattered) are rune-covered standing stones that provide half cover and reflect magical beam/ray attacks back at the attacker
Flame-bait (1d6 squares, scattered) is a flammable dust that may be thrown onto fire to make a 15-foot ray of nonmagical flame.
Areas of enchanted ground known as coffin pockets (1d6, scattered) let creatures who are prone briefly meld with the earth as a bonus action and reappear at the start of their turn. While melded, the creature has immunity to all damage.
A loose slab of stone (5-foot square, 1in thick, 100lbs) rests atop a smooth, straight path. Any creature or object place upon the stone will immediately slide (1d6x10 feet) to the end of the path and stop without using any of the creature's movement.
Blade-sharpening boulders (1d6, scattered) add +1 to the damage dealt on the next melee attack by a bladed weapon if a creature spends a bonus action to drag the blade across one of these stones.
Protean spell components (1d6+2 squares, clumped) still resonate with the ancient magic that forged the mountains. While standing in this area, spells do not require material components.