From War Journal #2 (modified to fit the way we're doing it):
Battle comes to you, and the decision on where it will happen isn't always
yours. A terrain is used to represent the location of a specific battle; it
alters the normal game in some fashion. The terrain in effect is not known
by the players ahead of time, so they cannot alter their deck to avoid possible
penalties.
Each game, after decks are loaded, but before characters are placed in play,
one player rolls a d20 and consults the chart below.
1. Dwarven Caves The battle rages within the ancient caves of the
dwarves. Shoulder-to-shoulder you stand with your comrades, forcing your way
to the front line. However, the narrow passages restrict your movement. Rules: Armies may never be more than 5 characters wide at any point during the battle (characters
may not move forward or be brought into play if this would make the army 6
wide).
2. Nothrog Swamps Lying before your marching army is a large dismal
swamp. Within its muck, your next battle awaits. Your steeds take long
careful steos to avoid slipping. Rules: Steeds may not be spent as an action to move forward or backward
a rank.
3. High Winds The winds have suddenly picked up with tremendous force,
driving dust and dirt into your army's eyes. Your archers struggle to focus on
their targets. Rules: All ranged attacks suffer a -1 penalty.
4. Open Fields Before you lay fields of gold, soon to be stained
crimson with the blood of your enemies. Your troops have an easy time seeing the
enemy before them and making tactical maneuvers. Rules: Characters may move an additional rank when spending to move.
Normally this will allow a character to move up to two ranks by spending. Some
characters such as Orazhuk may move 3 ranks, with his special ability.
5. Mountain Pass The grat rocks tower about your army as it
progresses down through the mountain pas. your generals have a difficult time
coordinating their forces. Rules: Players may not play more than 2 characters each turn during this
battle.
6. Strange Voices A strange mist rises from the ground, surrounding
you and your troops. You swear that you hear the voices of your ancestors calling
to you, and their ancient wisdom helps your army. Rules: All difficulty checks that players roll for are made with a +2
to the roll.
7. Mission of Death Your army has at its disposal a killer, trained
in the arts of assassination. She is on a single mission to destroy your enemy,
knowing full well that she will never return. Rules: Once per game, any player may discard a card from their hand to use
as a level 5 classless action with the following text: React: Play before this character makes a melee strike roll targetting a
spent opponent. The strike roll is considered a "natural 20" or "natural 19"
(player's choice), and inflicts an additional wound.
8. Fog of Forgetfulness The site of the current battle is an ancient
burial ground, unbeknownst to either of the armies involved. As the fight rages
on, a strange mist envelopes the participants. The fog prevents your armies from
remembering their special training. They must concentrate simply on staying
alive. Rules: All characters, except for your Warlord are considered to have
Blank Text boxes, with the exceptionm of those with factional alignment (this
may actually benefit some characters such as Fireridge Cyclops).
9. Support of the Guilds The guilds have many resources, the
least of which is additional bodies to help your cause. Rules: At the beginning of the game (after the players initial armies
are revealed), each player may add two additional level 1 characters and one
additional level 2 character to his or her army from their deck.
10. The Generals Your Warlord's commands on the battlefield must
be carried out without question. There are those of greater experience within
your army to help these orders reach their destination. Rules: At the beginning of the game, while players are revealing their
starting armies, each player may start with a level 3 character, in the third
rank, to represent this additional knowledge of battle. Choose your general
wisely.
11. Uh Oh... Something has gone terribly wrong! One of the wizards
in the current battle has had his spell backfire. Instead of sharpening his
army's weapons, it has instead dulled them! The effects are far reaching, and
the miscast spell reaches both arsenals equally. Rules: For this battle, only one wound is inflicted with each melee
strike, regardless of other effects. Spells are not affected by this terrain.
12-20. No Terrain There is no terrain in effect Rules: Play a normal game of Warlord, as per the standard rules of the
game.