Cinematic Environs - Mountains
Cinematic Environs - Mountains
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Introduction
The material in this book is intended to add to the energy
and excitement that one should feel when adventuring in down the rocky mountain wall. In this case, it might be that the
a dangerous and mysterious environment. While it’s true climbing skill fails and the strength check fails, but perhaps a
that combat and social interactions make up a sizable Dexterity roll could save the falling hero as she grabs a root
and important portion of most role-playing sessions, the dangling nearby.
exploration of uncharted locations is another critical element The Rule of Three also applies in the opposite direction
of immersive gaming. The intention here is to add to the when a character attempts to perform a stunt. The more
overall drama of your game by engaging the senses and skill or ability checks required to achieve the stunt, the more
cranking up the tension with heart-stopping hazards that can realistic and dangerous the action will be. In other words,
help make your world come alive for your players. asking for more rolls to succeed will lead to barriers when you
The hope is that you enjoy using this “overlay” and are want your player group to engage in cinematic action.
sparked to create even more memories in the years to come. For example, suppose a player wants their character to
snatch a tapestry from the wall, throw it over an orc guard and
The Rule of Three then push them out of an open window. In a realistic setting,
that player may have to roll to snatch down the carpet, another
One of the most important aspects of cinematic role playing is roll to hit the orc, and yet another roll to knock them over.
the Rule of Three. When adjudicating the dangers presented In a gritty game, the game master (GM) may ask for a roll to
in this book, be aware of what level of realism you, as a GM, are cover the guard and another to knock them prone.
looking to provide. In a cinematic world, a single roll is all that is needed to give
In a realistic, brutal setting, allowing only one ability check the orc a blanket party and send it on its way to oblivion.
or save to overcome the obstacle is acceptable. It’s important that you communicate with your group
A more adventurous, but still rather gritty feeling is achieved to decide collectively what sort of game you intend to run
by allowing two ability checks or saves before lethal effects concerning the Rule of Three. Make sure all are in complete
befall the heroes. This will give the players a real sense of agreement to prevent conflicting expectations in the game.
danger, yet still encourage some heroic stunts.
And for a truly high-action, over-the-top cinematic feel, allow
three ability checks or saves before the proverbial hammer
falls on the characters.
Using An Environ
For example, let’s say that the party is attempting to climb The following cinematic scenes or hazards are not truly
a sheer cliff face to enter the Black Castle unseen. A deadly monsters or even lairs. Yet it may be necessary to place the
setting would see only one roll to avoid falling to one’s death. In effects of the scene in some form of Initiative order. Pick a
this case it might be that one poor Dexterity check would seal system and remain consistent: first, last or pick an average roll
their fate. and apply that to each combat round. Players may have to be
A setting that mixes gritty action and heroic deeds would tactical, expending an action to remain balanced or hold on,
allow two rolls before dropping the characters on the rocks so be aware if a character does not have a movement or action
hundreds of feet below. In this case, perhaps the climbing roll available to maintain safety.
fails, so an additional strength roll is needed to hold on with Flavor. At the beginning of each entry, there is a small
their fingertips. narrative section that can help set the scene. Although you
In a cinematic setting of high fantasy and heroic actions, may certainly read the description verbatim if you wish, it is
there would be at least three potential chances before tumbling recommended that you describe the scene in your own words
3
as appropriate to the encounter and the mood of your game. Despair
Each entry may also include additional options other than
those listed below, or it may omit ones that do not apply. Details Spending enough time under extreme conditions is enough
on their use will be included with each specific description. to wear anyone down. After enduring extreme conditions for
Pressure. Sometimes your players will suffer from 3 days + WIS modifier, you must make a successful Wisdom
analysis-paralysis. If they are intent on remaining locked up, save (DC 10) or loss 1 point of Wisdom. The DC increases
refusing to move either forward into danger or around the by 1 for each level of exhaustion you have suffered.
obstacle, these ideas can help to get the story moving.
If / Then. Many scenes are dangerous to traverse. The Difficult Terrain
notes here describe which specific actions could cause certain
The characters move at half speed in difficult terrain – moving
consequences. This can and should give your players pause as
1 foot in difficult terrain costs 2 feet of speed.
they weigh various actions and what that means for them moving
forward. Do they run across a frozen lake or walk carefully? Both
options will have merit based on the party and their mission.
Difficulty Class
Even the Odds. This is a simple way to randomly pick For every ability check or saving throw, the GM decides
targets in a crowd. Each target rolls a die. An even number which of the six abilities is relevant and the difficulty of the
means that subject is not targeted, but an odd number means task or save, represented by a Difficulty Class, usually called
suffering the effects of the environment, be it falling through the DC. The more difficult a task, the higher its DC. The
ice, tripping over roots or being smashed against rocks while table below shows the most common DCs.
being swept away by a raging river.
Changes. Even a blizzard can get boring after a while. This Task Difficulty DC
section is a prompt to wake up lethargic players. Use one or Very Easy 5
more of these events to jump start the encounter as things
Easy 10
change... for better or worse.
Fumblecrit. During any extreme activity, whether it’s Medium 15
combat or dealing with a natural hazard, some will fumble Hard 20
while others will enjoy a critical success. This table will list a Very Hard 25
few events that you can either roll for, or choose from, to add
Nearly Impossible 30
to the drama and energy of the scene.
4
Level Effect Passive Perception
1 Disadvantage on ability checks
A passive perception check is a special kind of ability check that
2 Speed halved doesn’t involve any die rolls. Such a check can be used when the
3 Disadvantage on attack rolls and Saving Throws GM wants to secretly determine whether the characters succeed
4 Hit point maximum halved at something without rolling dice, such as noticing a hidden threat.
The character’s total for a passive check is equal to 10 + all
5 Speed reduced to 0
modifiers that normally apply to the check. If the character has
6 Death
Advantage on the check, add 5. For Disadvantage, subtract 5.
5
Mountain Conditions
The summit was some distance above us, shrouded in going to encounter conditions similar to those found in arctic
clouds, and the sun had just settled behind the peak to lands, but even more extreme due to the reduced air pressure,
the west. Night would be here all too soon. low oxygen and rapidity with which the weather can change.
We had so far trusted our guide, but as he glanced up slope
and down, it became increasingly clear that he was worried. Freezing Liquids – Most common liquids will freeze solid
After a short rest he said, “I’m afraid that we’re not going in higher altitudes, even in the summer. These can include
healing potions, drinking water and other liquids that might
to reach the temple today,” and with a serious look added,
be of value. The GM must decide if the liquid can still be
“It’s going to be a long night.”
used once melted or if it has any reduced effects. Note that
most glass containers will break if the liquid inside freezes.
No matter where one travels within a particular environ, there
Frostbite – Prolonged exposure to the extreme cold found at
will be aspects that are common throughout the entire region.
high altitudes without sufficient protection can lead to frostbite
The following section outlines conditions that are likely to
in the extremities. Each hour spent exposed to the elements
effect the characters no matter where they go.
requires the character to make a successful Constitution save
(DC 12) or lose 1 point of Dexterity due to numbness and pain.
Regional Pressures If the setting is particularly brutal, the GM could have the
The mountains are harsh and unforgiving, with a wide frostbitten character lose 1d4 fingers or toes to frostbite after
variety of conditions spread over very short distances. failing their Constitution save 5 times in a row, and 1 more
One can go from near arctic conditions at the summit to for each failure thereafter.
Recovering from frostbite takes a long time, with the
temperate forests after descending only a few miles.
character recovering 1 Dexterity point per long rest.
More than any other natural barrier, mountains often
delineate very different bio-regions on a continent, with cool Severe Weather – The mountains are prone to extreme
rain forests on one side and burning deserts on the other. weather changes that can happen in a very short time.
It could be possible to go from a sunny day to complete
If the party travels long enough, they will eventually have
whiteout conditions in less than an hour. When this
little choice but to cross a mountain range at some point, and
happens, the characters will have to seek shelter as soon as
even navigating a well-traveled pass can be treacherous.
possible or risk getting lost or freezing to death.
The simplest way to handle this is for the GM to have the
Regional Conditions characters make Constitution saves (DC 15) every 30 minutes
Remember to be consistent and adjudicate your gaming table or gain 1 level of exhaustion each time until they find shelter
when situations arrive that hinder the party. Listed below are or die. If they are traveling in a specific direction, then they
some possible hazards and minor setbacks that a mountainous may also need to make skill checks to not lose their way, with
the DC based on the situation (GM’s discretion).
region can offer.
For more options concerning arctic climates, see Cinematic
Alpine Climate. Once the characters reach the higher
Environs: Arctic Lands, also by Critical Hit Publishing.
altitudes, the temperature begins to drop sharply. They are
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Altitude. As creatures climb to higher and higher altitudes, The GM could simply double the rest time required to gain
the air becomes increasingly thin, and this makes it difficult the normal benefits (2 hours for a short rest and 16 hours for a
for creatures that are not acclimated to it. These altitude long rest), or in a more brutal environment, the GM could make
regions are broken down into 4 zones: 8 hours the equivalent of a short rest and 7 days a long rest.
Unstable. Mountainous terrain often has areas of
High Altitude (5000 to 11,500 feet) – As the characters instability where loose stone can shift under foot, causing
move into high altitudes, they begin to feel the early characters to fall or even trigger rock slides.
stages of altitude sickness, which include fatigue,
The GM may wish to include areas of broken rocks for
shortness of breath and a mild headache.
the characters to traverse. These will tend to be steep slopes
They immediately gain 1 level of exhaustion, and cannot
littered with shattered gray slate or similarly brittle stone. When
have less than 1 level as long as they remain at high altitude.
crossing these fields of crumbling stone, the characters should
Very High Altitude (11,500 to 18,000 feet) – At very high
make a Dexterity save every 10 minutes to avoid losing their
altitudes, the characters will begin to feel ill, as if they have
footing. The GM should set the DC based on how hazardous he
a really bad hangover. The character gains 1 additional level
wants to make the travel. A failed roll means that the character
of exhaustion, and cannot have less than 2 levels as long as
they remain at very high altitude. falls prone and begins sliding down the slope towards whatever
the GM has placed below. It may be a piles of crushed stone, a
Extreme Altitude (18,000 to 26,000 feet) – At extreme altitudes,
dense line of trees, a mountain river, or even a cliff.
the characters begin suffering acute altitude sickness as their
When one or more characters loses their footing, there is
brains and lungs begin to collect fluid.
a 10% chance per character that the disturbance will cause a
The symptoms include lung congestion, weakness, tremors,
rapid heart beat and disorientation. This means the characters significant rock slide (see Rock Slide in the section on hazards).
gain 1 more level of exhaustion and cannot have less than 3 levels
as long as they remain at extreme altitude. Supernatural or Alien Conditions
Death Zone (Above 26,000 feet) – Above this altitude, the air is Whether your world is steeped in arcane magic or just
too thin to support most living creatures, including all humanoid happens to have planetary conditions that differ from our
species. If the characters find themselves in this unfortunate own, it’s important to consider how these things will effect
position, they will begin to suffocate from a lack of oxygen. your environs. The following are a few examples that one
could add to a mountain setting.
These conditions can be reduced if the characters have some Gravitational Anomalies. These strange gravitational
means to supply themselves with the proper amount of air distortions can occur in any mountainous region, and can
pressure and oxygen. range from mild to severe. In these areas, gravity does
As an option, the GM can allow the characters to resist the not behave normally, and can be stronger, weaker, or even
effects of altitude by making Constitution checks (DC 16) until reversed. The cause of these anomalies can include anything
they fail, after which they are effected normally. from areas of unusually high mass, exotic anti-gravitational
Despair. Between the brutal physical exertion, vast distances elements, or magic, depending on the setting. Regardless of
and thin air, the mountainous terrain is enough to run anyone into the cause, they can have the following properties:
the ground. If your game has a strong element of realism, you may
ask for Wisdom saves (DC 10) once per day to determine how High Gravity – These areas of increased gravity cause
the characters are dealing with the stress. Failure means losing anyone who enters them to feel up to 5 times heavier. This
1 point of Wisdom. If a character reaches 6 Wisdom or less, this means that their carrying capacity is significantly reduced
despair could cause them to simply give up, sit down, and do and they are prone to greater exhaustion when crossing this
nothing to save themselves from the elements or predators. area. If they are unprepared for it, they can easily fall prone
Difficult Terrain. While in the mountains, all characters move under the unexpected load of their own bodies.
at half of their normal movement rate, unless otherwise stated. Characters crossing an area of high gravity should make
Natural Barriers. When traveling through the mountains, a Strength check (DC 15) or fall prone. Prone characters
there are any number of natural obstacles that can force the will require another Strength check to stand and continue
characters to risk their lives overcoming it. Otherwise they walking. If anyone decides to crawl, they get Advantage on
will have to backtrack, losing precious time. their check, but their movement is half.
Unrelenting Discomfort. Sleeping and resting is Low Gravity – A low gravity area might not seem like
uncomfortable at best and near impossible at worst. As such, a problem until the characters step into it unexpectedly.
the effects of short and long rests may need to be modified Finding themselves suddenly much lighter, the characters
depending on the specific conditions.
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Intelligence check (DC 15) to see if they are aware of the
are liable to launch themselves forward much farther
strange crystal deposits in the area.
than intended. This can cause them to land prone, throw
Passing through an area of Lightning Stone is rarely lethal
themselves against a hard surface, or even hurl themselves
to medium sized creatures, though it can be extremely painful.
from a cliff where the gravity might suddenly return to normal.
When a character first steps into a low gravity area, they Every 10 + 1d6 minutes, there will be a static discharge
should make a Dexterity save (DC 10) or leap forward 10 near the characters. Each character must make a successful
feet and land prone. If they are aware of the anomaly, they Dexterity save (DC 15) to avoid the bolt. Any that fail are
have Advantage on this save. If there is a hard surface in stunned for 3 rounds, knocked prone and gain 1 level of
their path, the GM may choose to have them take falling temporary exhaustion that goes away after an hour or so.
damage, and of course if they are within 10 feet of a cliff, Although these exhaustion levels are not permanent, they are
things could get much worse. added to any levels the character may already have, and so can
Neutral Gravity – Areas of neutral or zero gravity mean that still kill a creature that suffers a total of 6 levels of exhaustion.
anything in that area is perfectly buoyant, and will continue to Fortunately, areas with deposits of Lightning Stone tend to
move in the same direction unless some other force acts upon be rather small and can be crossed in less than an hour by a
it. In terms of magic, it is as if everyone in the area has the motivated, swift moving party of seasoned adventurers.
Levitate spell cast upon them, but without any control.
When an unwitting character steps into the area, they
will begin floating and continue in the same direction at Ability Score Loss
the same speed until they reach a solid surface or leave the Unless otherwise stated, any ability score points that are lost
area of the effect. Since they likely stepped into it, they will as a result of environmental conditions are restored at a rate
also likely be traveling slightly upward, which can be rather of 1 point per hour once those conditions have been rectified.
unfortunate when they reach an area of normal gravity. For example, if one is suffering from the cold, then time
The GM should use common sense hear to determine
spend in a warm, dry place will allow the creature to recover.
specific effects on the characters, though whatever
happens, they will have very little control without
something to hold onto. Clever spell casters or those Falling
familiar with the ethereal plane could use physics to their Although many fantasy role playing games have rules in
advantage by either throwing an object in the opposite
place to deal with falling, most of them tend to use the same
direction from the one they wish to travel, or using a spell
hit points as those used in combat. This doesn’t really make
to propel them.
sense though, since hit points are intended to represent a
Areas that have a gravitational anomaly may or may not have clues kind of combat stress. Otherwise, it would make no sense to
to indicate their presence. For example, an area of neutral gravity increase hit points with an increase in level.
might have bits of stone floating above the ground, while an area The fact is that no amount of martial art training is going
of high gravity might be littered with the remains of dead birds to prepare a character to better survive an 800 foot fall onto
who inadvertently flew over them. solid stone.
The GM will need to decide the size and shape of any For this reason, we are offering an alternative to the
gravitational anomaly, as well as anything in its vicinity that might standard falling damage. Some may feel that this is
have an effect on the characters. Keep in mind that local creatures unnecessary or too brutal, and so the GM should feel free to
would know about these anomalies and could use them as traps disregard these falling rules if they wish. It will not affect any
to put unfortunate adventurers at a Disadvantage. other features of this environ either way.
Lightning Stone. These rather unusual crystal deposits build Please note that these rules are not meant to provide a precise
up and store electrical charges over time, discharging random simulation, but to better approximate the lethality of falling.
bolts of electricity that arc between them. When entering the Free Fall. When a creature falls through the air without
vicinity of these crystals, creatures will begin to feel the electricity anything to get in their way or slow them down, this is free
as it causes their hair to stand up and their skin to tingle. Birds are fall. Assuming the setting has normal Earth gravity, a falling
particularly sensitive and will avoid areas of Lightning Stone. creature or object will reach terminal velocity (the fastest rate
When the characters enter an area with Lightning Stone, at which they can fall) in about 3 rounds (18 seconds).
they will immediately be aware of the static in the air, though The following chart should be used to determine injuries to
will not be able to pinpoint any particular source. The GM the creature. As always, the GM should take any extenuating
can have anyone familiar with geology make a successful circumstances into account.
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A failed save means that they continue to fall and suffer 1 point
Seconds Distance Damage
of Constitution damage. A successful save means that they manage
1 0-30 feet 1 CON and Stunned for 10 minutes.
to slow and stop their fall at the beginning of the next round.
3 30-60 feet 1d4 CON and a Broken Bone The distance they tumble down the incline each round is
6 60-90 feet 2d4 CON and 1d4 Broken Bones erratic, ranging from 10-40 feet (1d4 x 10) on a gradual slope
12 90-120 feet 3d4 CON and 2d4 Broken Bones and 20-80 feet (2d4 x 10) on a steep slope.
In addition to Constitution damage, they can suffer more
18+ 120+ feet Death is Almost Certain (see below)
serious injuries the longer they fall. After losing half of their
The GM should roll randomly to determine which bones are Constitution, they break a bone. If they get below a Constitution
broken, and determine if they want to limit breaks to limbs and of 4, they are unconscious and tumble like a rag doll until
ribs, or if there is a chance of head or spinal injury. These latter something stops them.
breaks can result in conditions like paralysis or brain damage, If the character has any sort of acrobatics or monk training,
and so should be considered carefully before going that route. then they can have Advantage on their rolls.
Any creature that falls over 120 feet has a very slight Except for reaction spells like Feather Fall, casting under
chance of survival. They can roll percentile dice + their these conditions is nearly impossible.
current Constitution modifier, and if they get a modified 100, Unintended Consequences. With any sort of falling, a lot
they miraculously survive, though they are critically injured. can happen that the characters do not intend. For example, a
Inspiration can be used to get an Advantage on this roll. character might reach out in desperation to grab a friend to stop
If they manage to survive, they are left with countless broken their fall, but risk taking their companion with them instead.
bones and will be in a coma for 3d4 days. Additionally, there If there are companions below them, they could collide with
them, potentially taking the whole party with them.
may be long term lingering effects, such as a permanent limp,
If the cliff is crumbling or littered with loose stone, the
reduced dexterity, memory loss and so on.
character’s unfortunate fall could trigger falling rocks or even
The GM can discuss any lasting damage with the player,
a full blown rock slide.
and any lingering effects should be reflected in their ability
The GM should consider all these possibilities, and go with
scores. For example, it might be that they have a permanent
whatever would be logical, interesting, and above all cinematic.
loss of Dexterity points or their movement rate might be
reduced by 5 feet.
An excerpt from the Journal of Artemus Hale
The GM must also decide what effect any magical healing
would have on the injuries. It is recommended that, at a Ülfane is gone. He was within arm’s reach when the rope
bare minimum, the bones would have to be set with multiple broke. No one noticed that it had frayed against the rock as
Medicine checks. It could also take many consecutive healing each of us in turn ascended the gargantuan sheet of stone.
sessions over several days to get the creature’s body in order. Our eyes met for the briefest of moments as we both
realized that there was nothing that could be done. I
Unfortunately, no amount of magic will bring them out
stared in utter horror as poor Ülfane dropped helplessly
of their coma. When they finally do wake, they will be at a
into the mist below. He never screamed, but I shall never
Disadvantage on all actions for 8 hours afterwards.
forget the sound as he struck the ground far below.
If a character has any means of mitigating the damage from
We have debated the wisdom of going down to retrieve
a fall, the GM can decide to apply other modifiers as they see his body, but with only half of our rope, it would be
fit. For example, a monk of 4th level or higher might be able to foolhardy. We settled for offering a prayer to whomever was
reduce their damage level by 1 distance category or perhaps listening. Ülfane had never spoken of his faith.
add their level to their roll to survive a fall over 120 feet. Although I am ashamed to admit it, I am grateful that
Unless the spell states otherwise, casting or maintaining a the growing dark has hidden his remains from sight. We
spell while falling requires a Concentration check (DC 15). can travel no further this day, and must set camp for the
Inclined Fall. Not all falls will be as simple as falling night. Even as we now sit around the campfire pretending
straight down. In some ways, falling down a steep, or even not to hear the coyotes below, our eyes keep wandering
gradual slope can be almost as deadly. For the purposes of this to the empty space that has been left in our circle.
section, a gradual slope will be defined as being between 35 I must now write a letter to Ülfane’s family and explain
and 45 degrees, while a steep slope will be 45 to 80 degrees. why their loved one is dead. I am normally fair with
words, but I am at a loss here. His death is as senseless
When a creature begins to fall, they must make a Dexterity
as any I can imagine. The best we can do to honor him is
saving throw each round. The save DC is 10 for a gradual slope
to learn from this lesson that has come at so high a cost.
and 15 for a steep slope.
9
Mountain Hazards
The caravan entered the foothills of
the Kürbrek Mountains just before
Reaper Moon. It was a bit late in the
year for any expedition to attempt the
Grindmach Pass, but Lord Bredthan
was willing to pay twice the going rate
to ensure that his goods made it to the
coast before the northern harbors were
frozen in for the winter. Quite frankly, it
was too much gold to pass up.
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Mountain Hazards
Caves
Bat Cave. As the name implies, these caves extend quite
The thunderstorm that had threatened us for days has
far into the rock, and often have high ceilings housing huge
finally struck with incredible ferocity. We managed to
colonies of bats. Such creatures are not necessarily harmful
reach the cave that Ülfane discovered just off the trail,
in and of themselves, but the deep guano that covers the floor
and it turned out to be much larger than it first appeared
is often rife with parasites, diseases and noxious fumes.
from the exterior.
The nasty smell is usually enough to dissuade most parties
Since we are low on water, several of our number
from spending too much time in a bat cave, but should they
have gone deeper into the cave, following the sound of
decide to endure the discomfort for longer than 1 hour, the
what could be an underground spring. That was an hour
characters will have to make a successful Constitution saves
ago however, and I am becoming quite concerned. My
(DC 10) each hour or become nauseous, dizzy and have
research into these mountains suggests that they are
trouble breathing. This will give them the poisoned condition
riddled with caves and labyrinthine tunnels, which may
until they are able to breath fresh air for at least 30 minutes.
even connect to the Netherdark.
If attempting to rest within the cave, there is a very good
Even as I write this, I hear foot steps coming this
chance of infection from parasites and/or disease. After spending
way. The footfalls sound rather heavy, so perhaps they
more than 4 consecutive hours in a bat cave, the characters
found water after all.
must make a Constitution save (DC 15). Failure means that the
character contacts a disease or is infected by a parasite.
Pressure 1 Bat Plague. Within 2 days after becoming infected, the
The characters can be compelled to seek out the shelter of victim will develop a fever, chills, sore muscles and massive
a cave for many reasons, including severe weather, a secure swelling around the neck and groin. They will develop purplish-
overnight campsite, or to avoid unfriendly eyes. black sores all over their body, but mainly in the extremities. The
Once inside the cave, they may discover new threats which infected character suffers 1 level of exhaustion, and regains only
can put them in the position of choosing the lesser evil. half the normal number of hit points from spending Hit Dice, and
no hit points from finishing a long rest.
If / Then At the end of each long rest, an infected character must make
a Constitution saving throw (DC 12) or gain 1 level of exhaustion.
If your players decide to explore the cave, the GM will have to
On a successful save, the character’s exhaustion level decreases
decide the nature of the place. Is it a shallow cave that provides
by 1 level. If a successful saving throw reduces the infected
minor protection, a larger cave, or the beginning of a cave
creature’s level of exhaustion below 1, the character recovers
system that stretches throughout the mountain. from the disease.
11
using a rope to find their way back. Both of these options have
2 Rot Grubs. These parasites can be found in almost any pile
their limitations. Chalk will not work well on wet stone and or
of rotting organic waste matter or dead flesh, but are particularly
may be nearly invisible on lighter rock. A rope can only go so
common in bat caves. They will viciously burrow into any living
far, and can be cut if dragged across a sharp piece of stone.
flesh with which they come into contact, inflicting 1d4 hit points of
When entering a labyrinth, the GM can roll a d12 on the
piercing damage. If fire or electricity is applied to the wound within
following table or come up with their own prepared map:
the first 2 rounds, the Rot Grubs can be driven out, though the
victim will take damage from whatever method is used. For example, 1 Narrow Tunnel. The tunnel is low and narrow, averaging
if a torch is applied to the wound, the victim will suffer 1d6 hit points around 2 feet wide and 5 feet high. There are countless spurs of
of fire damage. Another option is to use a spell, such as lesser sharp stone that must be squeezed past, and anyone taller than 5
restoration, within 10 minutes after first contact. feet will have to duck their head. When passing through, medium-
If these parasites are not purged somehow, they will burrow sized creatures must make a Dexterity (Acrobatics) check to avoid
painfully through the victim’s flesh and into their heart, killing them getting stuck. Getting unstuck requires a Strength check (DC 12) to
within 15 minutes. get loose. A roll of 1 means that they remain stuck, and increases
Note that after the first 2 rounds, the intense pain will incapacitate the DC by 1. It is not possible to get through here with heavy armor
the victim, preventing them from taking any actions or reactions. or while wearing a backpack. Wearing medium armor will give the
3 Blood Fever. This is a rather unsettling disease that particularly character a Disadvantage on their check to avoid becoming stuck.
affects the brain. Within two hours of contracting it, the victim will 2 Wet Cave. This cave is just large enough for a medium humanoid
develop a high fever and begin profusely sweating and trembling. to stand up, and is roughly 8 to 10 feet in diameter. The walls and
The character must make a Constitution save (DC 15) or lose 1d4 floor are slick with algae from constantly trickling water. The water is
points of Intelligence. This save is repeated each hour. drinkable, though it has a rather slimy texture. There are 1d2 additional
Once they begin to lose Intelligence, affected characters begin exits, with one descending rather sharply. If the characters take the
hallucinating badly and becoming excessively paranoid. They will descending passage, they will have to make a Dexterity save (DC 15) to
“see and hear” their companions planning to murder them, and will avoid slipping on the heavy coating of slime that is running down the
likely seek immediate escape. If cornered, they will fight for their life, tunnel. Failure means sliding down through the tunnel. Their options at
even to the point of killing their companions. this point depends on the size and nature of the passage.
The nature of the disease means that casters will not be able to 3 Crawl Tunnel. This passage is little more than a crawl space,
draw upon their magic, but they will attack by whatever means they only about 2 to 3 feet in diameter. It is lined with crumbling rock, and
have available, whether it is a dagger, a rock or their bare hands. due to its twisting turns, it is impossible to see more than 10 feet at
The fever can be cured with a Lesser Restoration spell, or it will go a time. Crawling through here is very difficult, and for those prone to
away on its own after 24 hours. claustrophobia, rather alarming. When crawling in this tunnel, there
4 Gut Worms. Although not lethal, these parasites are subtle is a 1 in 20 chance that some of the tunnel will collapse, trapping the
enough to go unnoticed and can wear a character down over time. character. Freeing themselves requires a Strength (Athletics) check (DC
The first symptoms manifest about a day after infection, and include 15). They have Advantage on the check if they are aided by another. The
cramps and diarrhea. Whenever the infected victim attempts to GM may also want to consider a Wisdom save (DC 12) to avoid panicking
spend Hit Dice or take a long rest to regain hit points, they must when the roof collapses, particularly if it makes sense for the character.
make a Constitution save (DC 10). Failure means that they only It is impossible to crawl through the passage while wearing any armor,
regain half the normal number of hit points. carrying a pack, or with any larger weapons (like a great sword).
This parasite can be purged with an herbal tincture (available at 4 Crystal Cave. This cave is somewhat spacious, but very irregular.
most herbal or alchemy shops) or with a spell like Lesser Restoration. It has a high ceiling around 18 to 20 feet above, and many nooks and
Anyone with proficiency in herbalism or alchemy can probably make alcoves that make estimating it’s actual size difficult, though it is
the tincture if they spend at least 2 hours working on it. likely somewhere between 15 and 30 feet across. The area is clogged
with calcium deposits, stalagmites, stalactites, and clusters of quarts
Labyrinth. Whether these cave systems were formed by crystals that amplify any light within the cave. There are between 1 and
countless centuries of erosion or ancient volcanic vents, they 6 additional exits, with most of them moving deeper into the mountain.
stretch throughout this part of the mountain in all directions. There are many pools of stagnant water throughout, each with dozens
The tunnels themselves can be anywhere in size from 2 foot of pale, blind fish. The fish and water are safe to consume, though
crawl spaces to massive vaulted halls. the fish are quite sour. While not poisonous, eating them requires a
These passages can extend in any direction including Constitution save (DC 10) to avoid vomiting them out within an hour.
up and down at varying angles. With the nearly unlimited 5 Tall and Narrow Tunnel. This tunnel is narrow but tall. It twists
possible directions, it is very easy to become lost, unless the and turns through the mountain, making it impossible to see anything
characters take precautions, such as marking with chalk or
12
more than 15 feet away. It is somewhat dry and crumbling, with loose 11 Deep Pool. The entrance to this cave is between 10 and 40 feet
limestone littering the floor. Traveling through here is easy enough, above the floor which is filled with water of unknown depth. There are
though wearing a backpack is impossible. The constant sound of 3d4 additional exits to this chamber scattered throughout, all above the
falling dust and debris can be alarming, since it feels as if the ceiling water line. The water is very deep in the middle, but much shallower at
could collapse at any moment, though this is not the case. the edges. Should a character be foolish enough to leap into the water,
there is a 1 in 20 chance that they will hit a shallow rock, suffering 3d6
6 Deep Chasm. This cave is somewhat larger at nearly 40 feet
hit points of bludgeoning damage. The water is clean enough to drink,
across. Taking up most of the floor is a deep chasm that descends into
and even has a number of white, eyeless eels that are edible, if a bit sour.
pitch darkness. Dropping a stone or some light source will reveal that
it goes farther than 200 feet before a faint splash can be heard. There is 12 Wildcard! The GM should come up with something unusual,
a passage on the far side which is possible to reach by climbing around whether it’s the remains of a previous party, a long forgotten shrine,
the chasm to the left or right. This is a dangerous prospect since the rock cave art, strange mineral formations, or a vein of precious metal. If
is very loose. Climbing along the edge of the chasm requires a Strength the GM has planned some sort of encounter for these caves, this
(Athletics) check (DC 15) to avoid slipping. If a character slips, and is not would be the place to put it. On the other hand, if the GM is feeling
secured by other means, they can make a Dexterity save to grab hold of uninspired, then simply roll again.
a more secure rock. Should they plunge into the chasm, there could be
other opportunities to grab hold of something at the GM’s discretion. Naturally not all potential cave configurations can be listed
Falling into the water far below will have them taking 5d6 hit points of here, and so it is important that the GM embellish each of
bludgeoning damage. Note that the GM may want to consider having these options, changing them up as the characters go along.
the remains of other hapless adventurers in the water with some of their The important thing is to impart to the players the feelings
gear and treasure intact. A healing potion would be appropriate. of confusion and claustrophobia while within these cave
systems. For example, when describing the twisting tunnels,
7 Vertical Chimney. This tunnel climbs steeply up through
the rock. It twists and turns, even leveling off for brief periods. It stress the fact that, even as they turn a corner, they are not
emerges in an almost vertical shaft with an opening to the sky about turning a perfect right angle, and that the passage might even
100 feet above. This shaft can be climbed, but it is very narrow, turn back upon itself. Occasionally mentioning that a tunnel or
prohibiting the wearing of any armor or carrying anything like a pack, cave “looks very familiar,” even if they haven’t been there before,
though these could be packaged and pulled up behind. Climbing will help to heighten the sense of being lost.
to top requires 3 consecutive Strength (Athletics) checks (DC 12) Let’s say that the characters have entered a cave with 6 exits.
to succeed. Any failures result in slipping a short distance and If there is no indication of which one they entered, they would
suffering 1d4 hit points of bludgeoning damage. If a character has 3 be hard pressed to pick the right one to go back unless they have
consecutive failures, they gain a level of exhaustion. taken precautions to note it, since all of them look more or less the
8 Wide Tunnel. This isn’t so much a cave as it is a widening of the same. Some clever players may have their characters use chalk
tunnel, forming a long, winding gallery of stalagmites, stalactites and or rocks to mark the way, but of course using chalk on calcium
pillars of various minerals. The width varies between 20 and 30 feet, deposits or sandstone is nearly invisible. Rope can be used to
with the ceiling nearly 60 feet overhead. Despite the space, moving is leave a trail, but these can get snagged or even cut on sharp rocks.
difficult as there isn’t anything like a flat surface to walk upon. The only The confusion is compounded by the fact that any light they
exit is roughly 100 to 150 feet somewhere ahead, though the nature have will only reach so far, and in most caves, there will be
of the cave makes it difficult to tell for sure. Crossing this chamber is overlapping and confusing shadows.
a challenge requiring a Dexterity (Acrobatics) check (DC 10) to avoid Imparting the sense of claustrophobia is also critical to the
falling prone. Normally such a fall would only be annoying, but with this success of this hazard. Describe how their shoulders rub against
broken and jagged floor, the unhappy character will suffer hard bruises the passage walls, how they are hunched over because of the low
amounting to 1d4 hit points of bludgeoning damage. The GM should ceiling, and the sense of feeling the weight of an entire mountain
note that if there is going to be some sort of predator awaiting the party, above them pressing down.
this would be a perfect ambush point. Due to the difficult terrain, any Mineshaft. Burrowed into the side of the mountain is an
attacks by the characters would be at a Disadvantage. abandoned mineshaft. There is fairly obvious at a distance
9 Dead End. At first glance, this appears to be a dead end, but due to the obviously carved opening and debris scattered
closer examination might reveal a small, difficult-to-find exit. There is around the entrance. The tunnel goes in for some distance,
a 1 in 10 chance that there is such an exit, which can be located with and is shored up every 10 feet by stout wooden beams. Near
a successful Perception check (DC 18). the entrance are several boxes of old mining gear, including
10 Fork in the Tunnel. There is a fork in the passage that goes left lanterns, half empty oil flasks, old (and questionable) rope, a
and right, with both tunnels of sufficient size to allow average-sized few rusted pickaxes, and perhaps even a mining hat.
humanoids to pass. The GM will have to decide the extent of the mine. For
example, it could be collapsed a short distance inside, or it
13
could be literally miles of tunnels. In this latter case, just keep When there is a collapse, everyone in the area must make
in mind that the tunnels will likely be fairly well organized a Dexterity save (DC 15) to avoid being caught in the rubble.
and perhaps even labeled with crude signs. The mine could A success means that they have avoided the collapse, but are
potentially connect with a natural cave system (see Labyrinth). still prone on the ground. The GM should decide randomly on
The entrance to the mine should make a suitable location which side of the collapse the characters ended up.
for a long rest, as going further in could be less stable. This A failed save means suffering 3d6 hit points of bludgeoning
will be quite obvious due to the fallen beams and sections of damage and becoming pinned by the rocks. Getting free
collapsed wall. will require a Strength (Athletics) check (DC 12). If aided by
Of course many creatures could have made their lairs someone who is not trapped, they have an Advantage to get
within the mine (see Predator!). It’s also possible that those free. Each attempt to dig free takes 10 minutes.
who operated the mine delved too deep and uncovered Clearing a collapsed passage will take a minimum of
something... unspeakable. 1 hour of hard labor. The GM can decide if things such as
On the bright side, there is a 1 in 20 chance that, if the
limited air will be a factor for anyone trapped.
party takes some time to search around, they can find an
amount of valuable ore near the entrance that was not taken
by the miners. This will weigh roughly 50 lbs. with a value
Even the Odds
of 4d10 gp. This ore could contain raw minerals, precious An odd roll means that the party discovers the remains of a
metals or gemstones (GM’s discretion). previous group of travelers. The corpses are little more than
Overhang. This is only a cave in the loosest sense of the bones held together by clothing, but may have a few bits of useful
word. It consists of a massive sheet of stone that extends out of gear (GM’s discretion). The GM could use this opportunity to
the side of the mountain, creating a sheltered area anywhere insert a plot hook, clue, or bit of local lore to enrich the story.
between 100 to 1000 square feet. These are rarely inhabited
since they provide little protection from wind and cold.
The drawback to taking refuge under the overhang is that it
Fumblecrit
is usually quite visible at a distance, and if a fire is built inside, it 1 Victim inadvertently triggers a local collapse, trapping
will act like a lantern, making the party visible for many miles.
them beneath a pile of rocks and rubble. One of their legs
Enemies will have Advantage to spot the party’s camp is crushed (roll randomly) and they are unconscious. The
at a distance. leg is broken and useless until set and healed. Once set
Predator! The cave itself is quite mundane, and seems like with a successful Medicine check (DC 12), the bone will
a good location for setting up camp for the night. Sure, there mend on its own in a month or so, or can be mended
are a few old bones laying about, but nothing fresh. during a short rest by imparting at least 20 hit points worth
Unfortunately, near the back of the cave is an opening to of magical healing. Note that this 20 points is required,
another chamber that is very difficult to see. If the party takes even if the character is at full hit points.
15 minutes to search the cave, the opening can be found with a
successful Perception check (DC 10). 2 The Victim managed to horribly strike their head on a
Within the chamber is a large predator appropriate to the low rock, stunning them for 1d4 rounds. They will gain 1
region. It could be a large mountain lion, a grizzly bear, or level of exhaustion until they take a short rest to allow their
some animal unique to that world, but it will not appreciate addled brain to recover from the blow.
being disturbed. If their lair is discovered, they will attack 3 Victim is struck by a falling rock and is knocked
immediately. Otherwise they will awake sometime in the night
unconscious for 1d4 hours.
and surprise the party by attempting to savage the one closest
to the back of the cave. 4 The victim experiences an extreme reaction to being inside
If the GM wants to make it more challenging, it can certainly the cave, causing them to feel extremely claustrophobic
be turned into a full blown encounter by making the creature a and suffer a severe panic attack. This is a short-term
troll, ogre, or even a small clan of orc bandits. madness that persists as long as they are in the cave, and
for an additional 1d10 minutes once they are out. The panic
Changes attack will start with an increasing sense of dread, followed
There are many areas within a cave system or mine that can by mental paralysis that will make them unable to move
collapse with little or no warning. If a character makes any from the spot, resisting all attempts to move them. Finally,
significant disruption to a tunnel or cave (such as a concussive they will attempt to flee the cave at all costs. Anything that
spell or violently striking the stone), there is a 1 in 20 chance would give them some resistance to fear will give them a
that there will be a cave in. This chance increases by 1 for
Wisdom save (DC 15) to resist the panic attack.
each consecutive disruption in the same area.
14
Chasms
On our twenty-third day we came upon a great fissure in
the stone as if a mighty blow from a crazed god and split
the very mountain in twain.
At first glance it seems nearly bottomless, but Thanik
assures me that it’s not. It’s a small matter since death
would surely be the result for any poor soul unfortunate
enough to plunge into that abyss.
Pressure
The chasm is perhaps one of the more frustrating natural
barriers in that it can utterly stop a party’s progress, while at
the same time allowing them to see the path on the far side.
Like a cliff, this hazard can force a party to backtrack, losing
precious time and resources.
If / Then
A chasm can be anywhere from a few feet to hundreds of yards
across, but one challenge is common to all of them; finding a
way across without falling to death.
If the characters contrive a way to attempt to get across, the
GM will need to consider many factors.
Unstable Edge. A chasm can have loose and broken rocks
near its edge, and so even getting close enough to take a good
look can be dangerous. Other edges appear stable, but actually
hang out over the abyss, just waiting for the opportunity to
crumble when some hapless adventurer gets too close.
Any character than gets within 10 feet of an unstable
edge must make a Perception check (DC 15) to notice the
dangerous places to step. Failure means that they step on
a loose rock, sending them careening off the edge. They
will get at least one Dexterity saving throw (DC 15) to stop
themselves. It is recommended that they get an additional
check with a DC of 20 to give them one last chance to grab
the edge. If their companions may intervene, then the GM will
have to gauge the chances of success based on the situation.
15
Updrafts. Mountain winds can be very unpredictable,
GM can give the player the option to save the item and
especially when channeled into narrow spaces. These winds
allow themselves to fall.
can cause violent updrafts from the depths of the chasm,
causing great problems for anyone hanging suspended over 3 The victim gets tangled in a rope, root, or bit of clothing
the chasm. The GM should consider giving the characters a and ends up tripping into the chasm. Whatever tripped
Disadvantage on their checks when an updraft occurs. them stops their fall, but it wrenches their leg and leaves
them hanging over the edge upside down. Assuming they
Changes are rescued, they will have a limp, reducing their movement
The terrain can change quite rapidly in the mountains, by half until the end of their next long rest.
particularly in the early spring when melting ice breaks 4 The hapless victim plunges into the unseen depths below.
rock loose from cliffs, overhangs and slopes. Occasionally, The rest of the party might well assume that the character
a larger section of mountain can reach a point where a is dead, but in fact they are still alive. There is a massive
massive section of rock breaks open, leaving a deep chasm. web suspended between the walls of the chasm, and they
The GM could consider having one of these chasms open are in fact unharmed but trapped. The GM can decide
up when the characters are present. Are they separated from whether this web is abandoned or inhabited, and if it is
their goal? Are they now unable to backtrack? Is the party still in use, by whom.
split by this new obstacle? Were they unlucky enough to be
on top of a chasm as it opens?
An excerpt from the Journal of Greth of Kenwall
Rope Bridge. One of the more permanent means of
crossing a chasm is the classic rope bridge. These can be I was horribly disoriented by the fall and my unexpected
very primitive, like one made from vines and bones, or more stop left me with my heart racing and my head, which was
sophisticated, made with chains and ironwood. pointing awkwardly towards the ground, throbbing painfully.
These bridges can offer great cinematic opportunities It took me several moments to piece together what had
for GMs to spice up the game. Is it in disrepair and ready to just happened. I had been standing on the edge of the chasm
attempting to judge the distance across, when a gust of wind
collapse? Is it trapped to break at the wrong time? Are their
caught me off guard. I lost my balance and pitched head first
enemies watching and just waiting for the party to reach the
into the darkness below.
middle of the bridge before loosing a cloud of arrows.
I only vaguely remember hearing the gasps from my
The fight on the rope bridge is a trope for a reason.
companions, who must have surely thought me dead. The
Make the most of this exciting opportunity for your player edge from which I had fallen was nothing but a bright gash of
characters to be awesome. light above me. A shower of grit and small stones continued
to rain down upon me.
Even the Odds Taking a breath to collect myself, I started to relax. Then
If a new chasm opens up in the midst of the party, Even the I felt one of the sticky threads tremble, like the string of an
Odds to determine which characters are on which side. The instrument. Then it did it again. Twisting my head around I
saw a large opening in the chasm wall, and in the darkness
odd rolls will end up on the least advantageous side based on
was the faint reflection of eight, shiny black eyes. A three foot
the current situation.
long stick-like leg had reached out and was gently plucking at
the threads of the web.
Fumblecrit
1 Victim tumbles into the chasm, falling 10 to 40 feet before
getting horribly wedged between two massive rocks and
taking any appropriate falling damage. They are unable to
extract themselves, but may be extracted with the help of
others. Doing so requires a combined Strength (Athletics)
check (DC 25). Unfortunately, the act of forcibly dragging
a character from such a position will inflict 2d6 hit points
worth of bludgeoning damage.
2 The victim just manages to grab a hold of someone or
something before plummeting into the chasm, but ends
up losing a personal or valuable item in the process. The
16
Cliffs
As we rounded one last bend in the trail, we were
If / Then
confronted by a sheer plain of stone that seemed to There are a number of ways that the characters can climb
stretch to the very sky itself. The land fell away to both the cliff, depending on whether they are going up or down
sides, leaving us only two choices: retrace our steps and the nature of the cliff. For example, some cliffs are
for a week and take the southern pass, or find a way to smooth granite with few hand-holds while others can be
ascend the vast wall of stone before us. rough and crumbling.
Ürfane went to examine the cliff, and reported that Other factors that can effect the ease or difficulty of
there are sufficient hand-holds for one of us to make an climbing include the character’s level or training, the presence
unassisted climb to the top. Once there, anchors and of proper equipment, the characters’ endurance, and no small
ropes could be established to bring up the remainder of amount of luck.
the expedition, including gear and beasts. Crumbing Face. The major difference between this type
Since this will mean at least a full day of backbreaking of cliff and the others is that the surface is very unstable,
work, we have decided to set up camp for the night and though it may not appear so at first glance. A passive
start fresh in the morning. Measuring out the rope, it Perception check (DC 12) will alert a character to the
seems as if we will have enough, if nothing goes wrong. dangers of climbing such a cliff.
The climb rolls are the same as the smooth face cliff. The
difference comes when the character barely succeeds or
Pressure miserably fails.
These unexpected obstacles can come up at any time in a When a character only just succeeds on their climb check
mountain setting. Encountering one of these imposing barriers they do not fall, but they do knock several rocks loose which
– even a small one – can mean hours or even days of lost time plummet to the ground below. Anyone within 10 feet of the
if the characters decide to backtrack and find a new route. space directly beneath them must make a Dexterity save (DC
Traversing the cliff can save time, but will add a significant 12) of suffer 2d4 bludgeoning damage from the falling debris.
amount of risk to the journey, especially for those without the For example, if are climbing and get a modified roll of exactly
proper equipment or training. If the party has pack animals, 15, the rocks fall.
this can compound the challenge even more. If a climber rolls a natural 1, then in addition to falling,
The pressure can be heightened if they are being pursued by they bring a rock slide down with them (see the section on
an enemy or if they themselves are chasing down quarry. They Rock Slides).
could also be pressed for time. For example, they might need to If the climbing character is unaware of the unstable
acquire a relic before darkness covers the land. nature of the cliff, they will trigger falling rocks when rolling
17
within 2 of what they need to succeed. For example, if they If a character manages to reach the top and anchor a
are ascending the cliff, a modified roll of 15 or 16 will trigger strong rope, the rest of the party can ascend with successful
the falling rocks. The unaware character will trigger a full Strength (Athletics) checks (DC 10) every 20 feet, with
rock slide on a natural roll of 1 or 2. Advantage if they have climbing experience.
Overhanging Face. The overhanging cliff, as the name Descending is easier, though certainly not without risk. The
implies, is a face of rock that is greater than 90 degrees. In characters can secure a rope and rappel down, making Strength
other words, the top extends out farther than the bottom. This (Athletics) checks (DC 10) every 30 feet (1 check minimum).
makes ascending and descending a lot more challenging in The last character will either have to abandon the rope, or
that there is little to no contact with the actual cliff. if they have twice the distance required, they can loop the rope
Climbing down means anchoring a stout rope and the around a secure object (like a sturdy tree, piton, or smooth
characters lowering themselves slowly by either sheer rock) and use both ropes to climb down. This allows them to
strength or by using some tool for slowing their descent. pull one end and recover the rope when they reach the bottom.
This requires climbers to make Strength (Athletics) checks Waterfall. Many cliffs in the mountains are created by
(DC 15) every 20 feet to maintain their grip on the rope. The waterfalls fed by icy runoff coming down from the summit.
DC lowers to 10 if they are using proper climbing gear with Between the constantly thundering water, mist and slime
which they have been trained. making every surface slick, and the risk of hypothermia,
Climbing up (assuming the use of a rope) is much more these cliffs are particularly dangerous and best avoided if at
physically demanding, requiring the climber to make a all possible.
Strength (Athletics) check (DC 20) every 10 feet. Proper If it is unavoidable, then climbing is an option. Climbing
equipment and training does not reduce the DC, but it can down is easier since a rope can be anchored at the top,
save their life if they fail their check. allowing for a controlled descent. On the other hand, if the
A failed save while climbing a bare rope means falling to water seems deep enough, the more bold adventurer might
the ground. If they are properly using climbing gear, then they decide to dive into the water below and hope for the best.
will fall only 10 feet before jerking to a stop and gaining 1 The rules for climbing up or down can be used from any of the
level of exhaustion. previous cliff types, but all checks are made at a Disadvantage.
Regardless of the equipment, a climber must also make Diving into the water requires the character to make a
a Constitution save (DC 10) every 30 feet or gain a level of Perception or Nature check (DC 15) to determine if the water
exhaustion. Of course this means that future checks will be below is deep enough, and a Strength (Athletics) check (DC
made at Disadvantage, making the prospect of reaching the 20) to make the dive safely. If the water is not deep enough or
top far less likely. they fail of their dive check, then treat the dive as a fall, except
Rough Face. These cliffs tend to have more outcroppings that the damage halved (round up).
and holds to make climbing easier. They also tend to have If anyone becomes immersed in the water, they must
intermittent plant growth that takes hold in the various nooks make a Constitution save (DC 10) to avoid hypothermia.
and crannies, depending on the climate. They must re-roll the save every minute until they are warm
Climbing is similar to the smooth faced cliff, except that and dry. This save is at a Disadvantage if the air temperature
each DC is reduced by 5. is below 50 degrees fahrenheit.
These sorts of cliffs can provide shelter for many creatures,
from nesting eagles to climbing primates. The GM can decide Changes
if any such creatures inhabit the cliff, and what might happen Due to the nature of cliffs, there are always rocks falling, even
if the characters stumble across one. Are they startled? Is the from the most stable cliff face. These can happen randomly,
beast dangerous? Is it something more dangerous than a a but are more common in the later evening or morning when
normal beast? the temperature changes cause the stone to expand or
Smooth Face. These cliffs are usually comprise of a hard contract. If the characters decide to camp near a cliff, there
stone like granite, and are usually quite tall. Climbing up is is a chance that rocks can simply fall, and potentially causing
close to impossible without training, unless the party can serious injuries.
somehow get a rope anchored at the top. A character can climb During the 2 or 3 hours after sunset, there is a 1 in 20
without equipment, making a Strength (Athletics) check (DC chance that some rocks will fall. If the party camps close
15) every 10 feet until they reach the top or fall (see page 8 for to the cliff, they will hear the crack as the rock comes loose
falling rules). The character has Advantage on their check if and have 1 round to react. Each character should make a
they have anything in their background related to climbing. Dexterity save (DC 15) to avoid being struck by debris.
18
Anyone stuck by the rocks will suffer 2d6 hit points of 3 Victim suffers a massive head injury in addition to any
bludgeoning damage. If anyone is asleep, give them a 1 in 4
other damage. The brain damage is irreversible, causing
chance of avoiding the rocks just by dumb luck.
a permanent loss of 1d4 Intelligence points. Nothing
If it is a crumbling or rough cliff, then there is the chance
short of Greater Restoration will help, restoring half of
of a full rock slide. If some rocks fall, roll another d20, and if
their Intelligence loss.
the result is 1 again, a huge section of the cliff gives way (see
the Rock Slide section for details). 4 Victim discovers a new fear of heights and has a panic
The falling rocks will alert the characters to the coming attack at even the thought of being on the cliff. This has the
rock slide, and so they will have 1d4 rounds to react before effect of leaving the character frightened when thinking
the cliff comes down upon them. about the cliff. They may be able to climb after some coaxing
or with enough motivation, but their terror will make
Fumblecrit everything harder, and it will take twice as long. Anything
that alleviates fear can remove this penalty. Any character
1 An unknown flaw in the victim’s gear fails, whether it’s
immune to fear is not affected, but will talk about the
an inherent weakness in the rope, a fracture in the piton,
dangers obsessively, which will pass their fear onto another
or the seam of a glove tearing. They plummet to the ground,
(choose randomly).
suffering critical injuries. They will die in 1 minute without
a successful Medicine check (DC 20) or magical healing.
2 Victim slips and gets snagged in the rope or wedged in a
rock. The good news is that they haven’t fallen. The bad
news is that they lose 1 point of Constitution, their leg is
badly broken, and someone will have to rescue them.
19
Ledges
It seems that the gods have blessed our travels today.
After many arduous days of climbing broken rocks and
to go back. If the ledge is unstable and begins to crumble, the
cliffs, we have finally come to a ledge that seems to run
characters will have to think quickly if they are to survive.
along the mountainside, and it happens to be going in
Walking along a ledge requires the characters to pay particular
the direction we wish to go.
attention to where they put their feet. Certain areas may seem
Whether the result of natural erosion or by the hands
stable, but will break loose with a single wrong step.
of some long forgotten hands, we will not look a gift
If the players state that their characters are paying attention,
horse in the mouth.
then they should make a Perception check (DC 10) every 30
Greth is concerned that the ledge may be narrowing
minutes. Failure means that they either get a little too close to
ahead, and that the outer edge seems unstable, but
the edge or step on a bit of rock that seemed safe, but was not.
I refuse to give in to the despair that seems to have
The character can then make a Dexterity save (DC 15) to save
gripped poor Greth recently.
themselves, or those nearby can make a grab for them with a
I must go. We just heard some sort of cracking sound.
successful Dexterity (Acrobatics) check (DC 10).
If they fall, the results will depend on the ledge and what is
Pressure below it (see Falling on page 8).
If the party has any pack animals, they are more likely to
Although ledges can allow travelers to move more quickly and
misstep, and so it will be up to their handler to stay on the ledge.
easily in the mountains, they are not without their downsides.
This will require a Animal Handling check (DC 10) every 30
The characters will essentially be limited to moving forward or
minutes in areas that are extremely narrow and/or unstable.
back, unless they are prepared to do some rather dangerous
climbing. The GM can consider having such a ledge as the only
access to the party’s destination, or it can make an excellent
Changes
Depending on the nature of the surrounding stone, rock slides
place for an ambush.
are a serious risk when walking on a ledge. These can happen
randomly, but are more likely cause by significant disturbances
If / Then such as combat and thunder-based spells.
The nature of ledges allow for few options if things go badly, All saves to avoid the rock slide are at a Disadvantage. If
since they are often narrow with a wall to one side and a cliff to any character is pushed beyond the ledge, then they will likely
the other. If there is a rock slide, there will be nowhere to run. take some sort of falling damage. Basically, they will have a
If the ledge comes to a dead end, there will be no option but very bad day.
20
Rock Slide
We learned an expensive lesson today about becoming
Changes
A rock slide can affect an area between 10 square feet to 100
too complacent in the mountains. Shortly after breaking
square feet. The GM can determine the size of the slide or roll
camp, we were feeling quite ambitious and decided to
1d10 x 10 feet to determine the area of effect.
push on directly up the slope through to the tree line.
The characters will have 1 round to react before any saves
After the first hour however, our optimism gave way
are necessary. If the area is equal to or larger than a character’s
to pragmatism, and when we came upon a trail that
movement, they will have to make a saving throw to avoid it.
wove more gradually up the mountain, we decided to
For example, if the area affected is 30 feet and a character has
take advantage of it.
a movement of 30, they will be in danger.
Grateful for the chance to take the easier path, we
Rocks and dirt will slam into every creature in the area,
foolishly relaxed our guard, and we paid the price.
requiring them to make a Dexterity save (DC 20) to avoid the
Rounding a bend in the trail, a deep crack that was felt
worst of the slide. A failed save means that the creature is
more than heard caused us all to stop in our tracks.
pushed in the direction of the slide by a number of feet equal to
My gaze followed the sound to a massive boulder over 10 x the amount they failed the DC. For example, if the player
our heads, and even as my eyes fell upon it, the rock ends up with a save roll of 12, that is 8 less than required, and
gave way, bringing the cliff down on us. so the character will be swept 80 feet. Additionally, the victims of
the rock slide will suffer 4d6 hit points of bludgeoning damage
and become stunned for 2d4 rounds.
Pressure
A successful save means that they take only half damage
The characters must decide to go back or forward when and are not stunned.
the slide begins. Otherwise the party will be slammed by Due to the sudden violence of the event, everyone in the
falling rocks, boulders and other debris. Depending on the slide area loses whatever they were holding. It will take at
size of the slide, this event can dramatically hinder travel by least 30 minutes to recover any lost objects. The GM may also
blocking trails and filling narrow ravines. want to note any fragile items carried by the characters which
may have been broken in the event.
If / Then
If your players do not chose an action quickly, then all checks or Even the Odds
saves related to the rock slide are attempted at a Disadvantage. An odd roll means that they are trapped by the slide. It might
If a GM wants to ramp up the tension, consider using some be a pile of smaller rocks or they might be pinned by a large
sort of timer. The instant the rock slide is announced, give the boulder. In either case, it will require a combined Strength
players 30 seconds to describe what their characters do. (Athletics) check (DC 15) to free the trapped creature.
21
Fumblecrit An excerpt from the Journal of Artemus Hale
1 Victim has one of their limbs crushed by a boulder (roll
I’m not sure that I would say we were lucky today, but it
randomly). It is broken and useless until set and healed. could certainly have been far worse. It has been an hour
Once set with a successful Medicine check (DC 12), the since the mountainside crashed down upon us for no
bone will mend on its own in a month or so, or can be apparent reason. The beasts with all of our supplies are
mended during a short rest by imparting at least 20 hit on the far side of the rock slide and, for the moment, we
points worth of magical healing. Note that this 20 points is are helpless to reach them.
required, even if the character is at full hit points. Baleroth suffered a terrible blow to the head, and
2 Victim loses 1 to 4 items in the slide. It will require a although the healer claims that his wound has been
Wisdom (Perception) check (DC 20) to find any one item. mended, he has still not awakened. The rest of us
have suffered a plethora of cuts and bruises, but no
3 Victim is knocked unconscious for 1d4 hours.
significant injuries.
4 Victim has sustained an internal injury that is not A few minutes ago, the mules seemed to be in distress,
immediately apparent. Over the course of the next few and we fear that there may be predators nearby. Ülfane is
hours, the character will begin to feel weaker, losing attempting to uncover a path to the other side of the rock
1 point of Constitution per hour as they bleed internally. slide, but it could take hours to clear enough stone to
A Medicine check (DC 10) will reveal the problem. Using allow for safe passage.
a Healer’s Kit can stop the bleeding within the first 3 hours, In the meantime, we can only wait as night begins to
with a successful Medicine check (DC 15) and a long rest. set in and Ülfane continues his labors. As I sit here and
Magic that imparts a minimum of 15 hit points of healing think about the rock slide, the timing does seem rather
will also reverse the effects, if also followed by a long rest. suspicious, as if it had been deliberately triggered so as to
separate the party from our supplies.
5 Victim suffers a massive head injury, causing them to lose
I suppose that this notion could just as easily be the
consciousness for an hour. Upon waking, they are unable
product of my own imagination as the darkness closes
to remember anything about their life, including their own
around us and I listen to the sound of rocks being
name. Their memory will return gradually over the course
moved about.
of the next day or so. During that time, they will lose the
Speaking of which, Ülfane has just informed us that
ability to perform any skills that require thought, so the GM
he hears rocks moving above, and that it’s likely due
will have to use their discretion when determining which to his activities. This is of course the most reasonable
abilities will suffer as a result of the amnesia. answer, but I cannot help but feel as if we are now being
6 Victim twists their leg badly, reducing their movement by watched by some one or some thing as yet unseen on
10 feet until they have had a long rest. the cliffs above us.
22
Wind & Weather
Another close call today when we were nearly blown off
the mountain by a sudden gale. We suspected nothing
since the sky was perfectly clear, and the only warning
was a kind of howl that seemed to be moving along the Freezing Rain and Fog. Freezing rain is simply rain that
valley far below us like a banshee. falls through a shallow layer of cold temperatures (at or
Then the wind hit us with such force that we were all below freezing) near the surface. Ice will collect quickly on all
knocked off our feet. I barely managed to hold on to Lilly, as surfaces from rocks to trees to outer clothing.
the violent gust threatened to hurl the halfling into the air. Freezing fog is not as common, and happens when a bank
Then, just as suddenly, the wind ceased, leaving us of fog moves into an area of freezing temperatures.
with bruises and a lot of gear to collect, but none the The ice can be up to an inch thick, and so anything left
worse for wear. outside unattended is likely to be encased.
Had this happened when we were scaling the cliff The icy surfaces cause all creatures in the area to suffer a
however, this might not have been such a happy ending. Disadvantage on all movement related checks and saves.
If moving faster than half of their normal movement, a
creature must make a successful Dexterity saving throw
Pressure
(DC 10) every 10 minutes, or slip and fall prone, sliding 5
A sudden change in the weather can force a party to seek feet in a random direction.
shelter, move more quickly, or turn a previously safe terrain Gust of Wind. These sudden bursts of wind can occur on
into a nightmare. Depending on the altitude, the party the most pleasant of days. They are caused by many things,
could encounter sudden gale force winds, thunderstorms, from wind being funneled through a mountain pass to strong
whiteouts, or dense fog. updrafts. Whatever the cause, the characters will have very
little time to react.
If / Then The characters can make a Perception check (DC 10) to
There are quite a few options for weather of varying intensities. notice the sound of the approaching wind, and if they are not
Here are only a few. The GM should feel free to adjust them to familiar with such things, an Intelligence (Survival) check (DC
suit the setting and tone of the adventure. 15) to know what’s coming.
Fog. Of all the extreme weather conditions in the mountains, When the wind hits, the characters will need to make
fog is probably the most common (though specific regions can Dexterity saving throws (DC 15) or get knocked prone. Those
vary). When the mountain is wreathed in clouds, visibility varies who knew it was coming have Advantage of this save. Obviously
between 10 and 40 feet. This can make navigation very difficult if a character is climbing or near a cliff, this could spell serious
and cause one to lose direction very quickly. trouble for them.
Every 30 minutes in the fog, the characters should make Heavy Rain. Normally a heavy rain is a simple
Perception checks (DC 15) to maintain their heading. Failure inconvenience, but in the mountains, it can cause many
means drifting to one side or another by many degrees. The dangers to become worse.
GM should roll randomly to determine how far off course. Within moments after the rain starts, all stone surfaces
Any creatures beyond 40 feet are considered invisible. become slick and more difficult to hold onto, and rope becomes
23
a lot more difficult to grip. Any checks related to keeping one’s Normally, one would only encounter a snowstorm in the
feet, climbing, using rope, and so on, are at a Disadvantage. winter, but in the mountains they can come much later in the
The rain also reduces visibility significantly, especially at season at higher altitudes.
night. During the day, normal vision is reduced to 60 feet, and
at night it is reduced to 0 feet without a water and wind-proof Changes
light source. The effectiveness of the light source is reduced to Regardless of the specific conditions, extreme weather can
half of what it would normally be. trigger all sorts of events, from falling to seeking shelter in a
Thunderstorm. Few things are as spectacular as a cave. If the players are taking their time or are suffering from
thunderstorm in the mountains. Along with their awesome analysis paralysis, pointing out that bad weather is closing in
beauty comes great power and danger. can give them the kick they need to get things moving.
During a thunderstorm, the characters will not only experience Alternately, weather can be used to interrupt an undesirable
heavy rain and wind (see above), but also deadly lightning. situation. For example, maybe the party is being set upon
There is only a 1% chance of a direct lightning strike, but by dozens of mountain orcs, and they are losing. Having a
even a nearby strike can cause injury or death. Every minute that thunderstorm move in can provide them the cover and or
the characters remain exposed during a thunderstorm, the GM distraction necessary to make their escape or strategically
should roll a percentile. If they roll a 95-99, then there is a nearby reposition themselves.
strike. Each character within 60 feet must make a Constitution Keep in mind that one weather condition can lead into
saving throw (DC 15) or suffer 1 point of Constitution damage. another. So the party might begin experiencing more wind
They are also knocked prone and deafened for 1 minute. gusts as a precursor to a major thunderstorm. Allow those
If the roll is 100, then the lightning strikes a character.
who are familiar with weather in general or the mountain
Roll randomly to determine which one, or pick the one with
climate specifically to make an Intelligence check to realize
the most metal armor. They must make a Constitution save
what is coming.
(DC 20) or suffer 3d6 points of Constitution damage, and if
they are still alive, fall unconscious for 1d4 hours. If the save
is successful they take only half damage and are unconscious
Even the Odds
for 10 minutes. Everyone within 30 feet of the character is In the mountains, it only takes a moment to make a deadly
effected by the nearby strike. mistake. If the characters become sufficiently distracted
Constitution points lost as a result of a lightning strike return (GM’s discretion), then have them roll a die. An odd roll
at a rate of 1d4 points during a short rest and 2d4 points during means that the character makes a misstep that sends them
a long rest. Any magical healing will restore 1d4 Constitution falling 5 feet in a random direction, leaving them prone
points in addition to any other healing imparted by the spell. on the ground. This could be quite bad
Whiteout. When a snowstorm moves through the mountains, if they are close to a cliff or some
it can turn a previously clear day into blinding whiteout. When other nearby hazard.
this happens, the driving snow and accompanying wind reduce
all visibility and hearing to 5 feet, making everyone effectively
blind and deaf beyond that range.
Range attacks and many spells are rendered
useless, and all enemies more than 5 feet away
are treated as invisible.
24
Appendix
New Background d8 Personality Trait
1 The sky is my temple. When I am in the mountains,
Mountaineer I am in the presence of the gods.
Whether you were born to a people native to the mountains or 2 I prefer solitude or the company of a few to large
whether you were trained by a mentor to navigate them, you groups of people.
are most comfortable in those high, rocky places, where the 3 I am solid and reliable like the stone that forged me.
climate can change by the hour and a wrong step can send I often find myself being the foundation of my party.
you careening into a chasm or bury you under tons of stone. 4 I am sure and decisive. Hesitation or second guessing
You are a mountaineer, and you are as hard and indomitable will get you killed.
as the land that forged you. 5 Anything can be accomplished with enough determination
Skill Proficiencies: Athletics, Survival and patience. These are things that I have in abundance.
Tool Proficiencies: Climbing Gear 6 Survival in the mountains depends on teamwork, and so
I feel that all solid relationships must be founded on trust.
Languages: One of your choice.
7 I believe in moving ever forward, whether on a mountain,
Equipment: Climbing Gear, a heavy hunting knife, mountain achieving a goal, or improving one’s self.
cloak, leather clothing, and a belt pouch containing 4d4 gem
8 In the mountains, there is something new around every
stones worth 1gp each.
corner. I am nothing if not adaptable.
Feature: Natural Climber
You have the ability to ascend and descend vertical d6 Ideal
surfaces that would be impossible for the average person. 1 Cooperation. Only by working together can we move
Your training has taught you to take advantage of smallest forward and achieve our goals. (Good)
hand holds and maximize the efficient use of your muscles 2 Self-Improvement. Every day, in every way, I’m getting
when climbing. better and better. (Any)
This allows you to add your Wisdom modifier to any 3 Change. Everything changes, even the mountains.
Strength (Athletics) checks related to climbing. For example, if We just have to accept it. (Chaos)
your Strength (Athletics) bonus is 6 (Proficiency 2 + Strength
4 Unyielding. Once I have set my path, you’d better stay
modifier 4), and your Intelligence modifier is 2, your total climb out of my way. (Evil)
modifier would be 8.
5 Solid. A stable foundation is the basis for any culture,
You are able to climb without any gear as if you were using
and so its laws must be immutable. (Lawful)
it, except under the most extreme cases. If you are using
6 Acceptance. We cannot move the mountain, and so we
climbing gear, then no climb check is necessary, unless there are
must accept that and change ourselves. (Neutral)
extenuating circumstances.
If you are assisting others while using climbing gear, you
d6 Bond
can impart an inspiration die (d4) once to each person you are
guiding, after a sort or long rest. 1 I know every cave and crag in the mountains. I always
have a place to shelter or hide.
Finally, if you or someone within 5 feet of you falls, you can
make a last ditch effort arrest their fall by making a Dexterity 2 I have guided many people through the mountains over
the years, and more than a few owe me their lives.
save (DC 20). Success means that you have grabbed a nearby
hand hold or just managed to snatch your companion’s jacket. 3 I have close ties with the mountain dwarves, and they
Unfortunately, this desperate act inflicts 1 level of exhaustion will aid me in times of need.
upon you, but at least you’re still alive. 4 I was banished to the mountains by a corrupt lord who
sought my family’s land. Once day I will reclaim it.
Suggested Characteristics
5 My sister is a mountain guide like myself, but she
As a mountaineer, you have learned that, although brutal
disappeared several years ago. I must find her.
and unyielding, even the mightiest stone can be shaped
6 Only I know the location of a particular shrine in the
with time and patience. As such, you don’t rush into any
mountains, and there are some who would do anything
situation without thoughtful consideration, nor do you jump to
(including murder) to find it.
conclusions before hearing all sides of an issue.
25
d6 Flaw If there is a trained climber assisting them, the untrained
1 I am terrified of being underground or in enclosed stone climbers will gain the full benefits of the equipment, but it will
buildings. I’ll go... but only after all other options have take twice as long. [Cost 50 gp; Weight 30 lbs.]
been exhausted. Mountain Bed. This is a bed in that it allows one to sleep
2 I am as stubborn as stone. Once I have set my mind, on the side of a mountain, but that is where the similarity
good luck changing it.
ends. The mountain bed is a quilted rectangular bag with
3 I don’t like being around people and often say grommets that allow it to be anchored to a surface with
inappropriate things in social situations.
pitons. This allows the climber to secure the bed in place, and
4 I once almost died due to faulty climbing gear. I have
so eliminate the possibility of rolling of a cliff in the night.
since become obsessive that no one touch my stuff.
The mountain bed can even be anchored to a vertical
5 I have developed an odd sense of humor, often playing
surface, though only the most experienced climbers will use it
practical jokes at the wrong moment.
under those conditions.
6 Personal hygiene was not a priority in the mountains
and is still not that important to me. The fabric is heavily oiled on the outside, making it
waterproof, and there is a hood at the top that can be pulled
up to cover the head. This provides protection from the
New Equipment & Weapons elements, and can allow comfortable sleep in rain, snow,
Altimeter. This small, brass device is about 4 inches in wind, and temperatures as low as 0 degrees fahrenheit.
diameter, and has a glass face, much like a compass. Inside is The drawback to the mountain bed is its weight, which
a series of gears and cylinders of fluid that cause the needle adds 10 pounds to the climber’s gear. A not insignificant
on the face to point to the current altitude above sea level. burden when climbing a mountain. [Cost 20 gp; Weight 10 lbs.]
It is accurate to within 100 feet unless there is a storm Mountain Staff. This 8-foot long staff is used by seasoned
approaching, at which point, the air pressure drops, giving mountaineers to aid them in their travels. The shaft is most
a false reading. The obvious benefit to this “flaw” is that the often made from high plains ironwood. It has a sturdy steel
perceptive user can possibly predict an approaching storm. claw on the bottom and a six to eight-inch hooked spiked
When such a storm is approaching, the character using the hammer at the top. Since one of the primary goals of this staff
altimeter can make a Perception check (DC 10) to notice the is to assist with walking, the bottom claw is designed to dig
drop. If they are familiar with the device, they will know what into a surface to avoid slipping. The spike on top is used to
it means, but anyone else might have to make an Intelligence give a climber extra reach when needed.
check (DC 15) to understand the implications. Additionally, the mountain staff can be used as a pole arm
There is a dial on the side to adjust for the inaccuracy if the to deal with many of the threats that one might encounter in
user wishes. [Cost 120 gp; Weight 6 oz.] the mountains, from mountain lions to trolls to giants. [Use the
Climbing Gear. Often carried in its own pack, this gear statistics for the Pike, except that it is not a Heavy weapon.]
consists of silk rope, pitons, spring cams, body harness, locking This staff provides reach and stability for the climber,
carabiners, belay mechanism, rock hammer, grappling hook, and could provide an Advantage where appropriate (GM’s
chalk pouch, climbing shoes and reinforced leather gloves. discretion). For example, if a Dexterity saving throw were
Each pack contains enough gear to equip one person, required to walk across a wet stone surface, then it would
though it can be shared if taking turns. The rope is sufficient to likely provide Advantage on that save. Another example would
climb distances of up to 200 feet, though this can be extended be a climber traversing a cliff face whose path was blocked
if addition rope is available. by a crack in the rock that was wider than his reach. The staff
When properly trained, this gear allows the character to could be then used to get a hold on the far side and facilitate
climb a normal surface under normal conditions without the crossing the gap. [Cost 8 gp; Weight 8 lbs.]
need for a Strength (Athletics) check. These could include a Red Root. The plant from which this root is harvested
cliff face, castle wall, or almost any vertical surface. is called a Maiden’s Blush due to the pale pink flowers
Under adverse conditions, they will need to make a it has in the late summer. It is a low, ground cover with
Strength (Athletics) check verses the appropriate DC, but small round leaves that thrives at high altitudes, and is
will do so at Advantage. found growing in cracks on rocky ground, often in the
An untrained character will gain Advantage using this company of other mosses and lichens. Like most plants,
equipment climbing normal conditions. Under adverse the Maiden’s Blush “breathes” in carbon dioxide and
conditions where the character would not be able to climb at produces oxygen. Unlike other plants however, it stores
all, the gear will allow them to do so with Disadvantage. some of this oxygen in its roots.
26
As the name suggests, the root is a deep red color, and it is Sun Whiskey. Brewed from the roots of several high
much sought after by mountaineers. That is because chewing altitude plants (including red root), Sun Whiskey is a much
the root releases a mixture of nitrogen and oxygen that eases sought after spirit. Its most distinctive visual characteristics
the effects of altitude sickness, as well as providing some are its faint bioluminescent glow and the constant bubbling.
carbohydrates and vitamins. The deep golden glow of Sun Whiskey illuminates many of
The root must be used within 12 hours after being the more upscale taverns’ shelves, and is believed (incorrectly)
harvested, and each plant can provide 6 oz. (6 doses) of to provide an aphrodisiac effect on the drinker. Although not
usable root. Chewing 1 oz. of red root will last 1 hour, enough to read by, a bottle can provide a pool of faint light in
and will reduce the effects of altitude by 1 category. For pitch darkness.
example, if the user is at Very High Altitude, chewing the The bubbling causes the whiskey to look very much as if
root will mean that they only suffer the effects of being at it’s boiling, though it produces no heat. In fact, the bubbles
High Altitude. are an alchemical reaction within the liquid that produces
Searching for Maiden’s Blush will require a Wisdom bubbles at the bottom and reabsorbing them at the top.
(Survival) check (DC 20). Success means finding 1d4 plants. The Sun Whiskey is one of the stronger spirits, rivaling
This check will require an hour of searching in a rocky area even the most hardy dwarven distillations (about 180 proof).
above 10,000 feet. This could be done during a short rest, As such, it is highly flammable, and can substitute for lamp oil
though the person searching will obviously not receive the in a pinch.
benefits of the rest. Although it does not increase libido, it does have one
A tincture can be made from the root that will produce the extraordinary effect. One drink will allow the creature to hold
same effect, though it is extremely expensive due to the fact their breath for up to 15 minutes with no ill effects.
that the benefits fade so quickly after harvest. The drawback is that they must make a Constitution save
A liquid dose (1 vial) will cost around 50 gold pieces, but (DC 10) or be at a Disadvantage to all skill checks for at least
will last for twice as long as chewing the root (2 hours). 30 minutes due to intoxication.
Mountain Staff
Mountain Bed
Altimeter
Red Root
Climbing Gear
Sun Whiskey
27
The rope itself is soft, only about a quarter inch thick
New Magic Items and weighs next to nothing, and yet it is twice as strong as
Grappling Arrow any other rope. It has a test strength of over 2000 lbs., and
Weapon (arrow), common stretches about 10% under a heavy load.
The most extraordinary property of the spider silk rope
This is a masterwork arrow with a head designed to open up and is its ability to become sticky or frictionless at the user’s
grapple onto a surface. Often used in conjunction with the Spider will. If more than one person is using it, the property
Silk Rope, this arrow can be shot at about half the distance of a applies in that area of the rope. This feature provides an
normal arrow with light twine attached. When the arrow lands, Advantage to any skill check utilizing the rope.
the grappling claws open and hook on whatever it can. Spider silk rope is extremely difficult to damage with 14 hit
The head of the arrow has minor spells placed upon it. points, resistance to normal weapons, and a DC 22 Strength
One of them reduces the weight of the grappling mechanism, check to break it. Unfortunately, it is vulnerable to fire.
allowing for longer and more accurate shots. The other allows
the claws to open and close at a command word. Be warned Weather Stone
that anyone can say the word, so the user should be careful to
Wondrous item, uncommon
share the word only with those they trust.
These stones are often set into sturdy bit of jewelry or
Ring of Floating embedded at the top of a traveler’s walking stick.
Wondrous item, uncommon When the weather is pleasant, the stone is a deep, sky blue
color, but when the weather is about to change in the region
This functions very much like a Ring of Feather Falling (25 mile radius), the stone changes color as follows:
except that instead of falling slowly, the wearer is just
stopped. The ring can be activated as a reaction, causing Deep Sky Blue – Pleasant Weather, Seasonal
the falling character to stop and float in the air for up to
Dusty Grey – Overcast and Rainy
30 minutes. This should give the wearer time to rescue
themselves or to have someone else rescue them. Dark Grey – Heavy Rain
This ring makes the wearer neutrally buoyant, and so if Black – Severe Weather (Thunderstorms, Hurricanes,
pushed or pulled, they will simply float in that direction. Blizzards, and so on.)
The wearer can choose to stop floating at any time. The ring Orange – Extreme Heat, Unseasonal
only effects the wearer, and so anyone holding them will pull
Silvery Blue – Extreme Cold, Unseasonal
them down. This power can be used once after each dawn.
Pale Grey – Snow, Light
Spider Silk Rope White – Snow, Heavy
Wondrous item, common
Clear – Ice (Freezing Rain or Fog)
This is an alchemical rope that utilizes great lengths of a thin,
web-like strands extruded from exotic blend of spider glands. The color of the stone changes between 2 and 12 hours prior
Due to the extremely rare nature of the required components, to the weather changing. This can be determined randomly or
spider silk rope is quite expensive. the time can be chosen for the greatest cinematic effect.
Grappling Arrow
Weather Stone
Ring of Floating
28
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The terms of the Open Gaming License Version 1.0a are as follows: of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
OPEN GAME LICENSE Version 1.0a The following text is the property of
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 8. Identification: If you distribute Open Game Content You must clearly indicate
(“Wizards”). All Rights Reserved. which portions of the work that you are distributing are Open Game Content.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 9. Updating the License: Wizards or its designated Agents may publish updated
who have contributed Open Game Content; (b)”Derivative Material” means versions of this License. You may use any authorized version of this License to
copyrighted material including derivative works and translations (including into copy, modify and distribute any Open Game Content originally distributed under
other computer languages), potation, modification, correction, addition, extension, any version of this License.
upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 10. Copy of this License: You MUST include a copy of this License with every
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; copy of the Open Game Content You Distribute.
(d)”Open Game Content” means the game mechanic and includes the methods,
procedures, processes and routines to the extent such content does not embody 11. Use of Contributor Credits: You may not market or advertise the Open Game
the Product Identity and is an enhancement over the prior art and any additional Content using the name of any Contributor unless You have written permission
content clearly identified as Open Game Content by the Contributor, and means any from the Contributor to do so.
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its products or the associated products contributed to the Open Game License by the
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modify, translate and otherwise create Derivative Material of Open Game Content. Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016,
(h) “You” or “Your” means the licensee in terms of this agreement. Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris
Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
2. The License: This License applies to any Open Game Content that contains Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original
a notice indicating that the Open Game Content may only be Used under and in material by E. Gary Gygax and Dave Arneson.
END OF LICENSE
29
The Story of Davae Breon Jaxon
Davae Breon Jaxon, a master wizard and collector of exotic lore,
was apprenticed to the infamous Mordenkane in the great city of
Tal’Navashar in the east.
As soon as he was able, Jaxon set out into the world in search of
adventure, spending more than three decades traveling the roads
and wild lands of A ndün and greater A rda. During his wanderings,
he managed to amass a vast amount of magical knowledge and an
extraordinary number of books. In his latter years, Jaxon established
the largest and most respected library dedicated to the arcane arts the
world had ever seen.
Davae Breon Jaxon has recently turned his attention to the instruction
of adventurers in the fine art of survival in extreme environments, and
this book has benefited greatly from his experience.
30