Introduction: A single room that could be used for an interesting combat.
Setting/System: I designed this with an old-school D&D dungeon in mind, but it could be adapted to all sorts of settings. It does need to be used in a system that runs combats on a map with miniatures; otherwise it will be tough to track.
Description: The room contains several platforms that move around via rails or magic. The floor is a short drop/a long drop/a pool of acid, as appropriate to the setting and power level of the players.
Mechanics: Each round the platforms switch positions, according to the arrows on the map (to be clear, there are two separate cycles of three platforms). Treat this movement as instantaneous at the start of the round (or give it an initiative roll if initiative is rolled each round); this will work best if each platform is represented by a tile that can simply be picked up and moved, bringing any miniatures with it. The two adjacent platforms in the centre can simply be stepped between; platforms that are not adjacent may be jumped between (the size of the room can be adjusted to make the distances harder or easier to jump, depending on the system and character abilities). Getting knocked off a platform has penalties appropriate to whatever may be beneath them.
[Practical note: If short on table space, the platforms can be bunched closer together and the distance between them simply described to the players. For the most part, PCs are either going to be on the platforms or off them – there is no need to physically represent the full distances between platforms.]
Encounter: A mix of melee and ranged enemies will keep the players on their toes; ranged enemies will prevent ranged PCs from staying entirely out of harm’s way, while melee enemies should either be flyers or good jumpers, to ensure they can engage. I would recommend not having the platforms move at all until the players step onto the first one, so they don’t have time to study the sequence before the first gets started.
One slight variation would be to have a very tough, but immobile enemy on the platform that starts next to the exit door. This will force the players to figure out a way to switch platforms at least once if they want to avoid engaging it in the middle as they cross the room.








