Difficult terrain
Rubble, mud, a waist-deep bog — ground that’s harder to cross than open floor. Paint it once and the tabletop does the arithmetic for the rest of the session.
Painting it
Section titled “Painting it”Pick the Difficult Terrain tool from the toolbar (it lives under More tools), then drag across the map to paint. Two brushes:
| What it means | |
|---|---|
| Difficult | Costs double movement to enter |
| Impassable | Blocks movement, like a wall |
Right-drag erases. Brush size paints a block of cells at a time — on a hex map that’s a hexagonal blob rather than a square, because the brush follows the grid you’re actually using.
What it does during play
Section titled “What it does during play”Drag a token and the movement arrow tells you the real cost as you go — “35 ft — difficult” — rather than the straight-line distance. Impassable ground stops the drag where a wall would, so a token can’t be dropped into it.
The arrow itself changes colour over the stretches crossing difficult ground, so you can see where the cost is coming from rather than just the total. A route that clips one corner of a bog looks different from one that wades the length of it.
The measuring tool adds a second, terrain-adjusted line when your measurement crosses painted ground, so you can check a route before committing to it.
Hiding it from the table
Section titled “Hiding it from the table”The panel has a visible to players switch. Leave it on and players see the hatching — which is usually what you want, since difficult ground is something characters can see. Turn it off for the pit trap under the leaves.
The rule applies either way: hidden terrain still costs what it costs.