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Mountain


Mountains include snowcapped peaks, volcanoes, and other high, rocky elevations. Trees are rare in the mountains (most wooded areas are actually hills). Mountain terrain can include active streams and dry streambeds. High-altitude areas tend to be colder than the lowland areas that surround them, and sometimes have glaciers.

SLOPES

A gradual slope isn’t steep enough to affect movement, but creatures gain a +1 bonus on melee attacks against foes downhill from them. On a steep slope, creatures moving uphill must spend 2 squares of movement to enter a square that is uphill of their current square. Creatures charging downhill must succeed at a DC 10 Acrobatics check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2 × 5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Acrobatics checks by + 2.

CLIFFS

A typical cliff requires a DC 15 Climb check to scale and is 2d6 × 10 feet tall, although the needs of your map might mandate a taller cliff. A cliff isn’t perfectly vertical, and takes up 5-foot squares if it’s less than 30 feet tall, 10-foot squares if it’s 30 feet or taller, and 20-foot squares if it’s 80 feet or taller. The steepest cliffs are called rock walls, require a DC 25 Climb check, and are drawn on the edges of map squares instead of taking up their own squares.

CHASMS

Chasms work like pits in a dungeon setting. Chasms aren’t hidden, so characters usually won’t fall into them by accident. A t ypical c hasm i s 2 d4 × 1 0 f eet d eep ( though i n s ome mountains 2d8 × 10 feet deep is typical), at least 20 feet long, and anywhere from 5 feet to 20 feet wide. It takes a DC 15 Climb check to climb out of a chasm.

CAVE ENTRANCE

Cave entrances are typically between 5 and 20 feet wide and 5 feet deep. A cave could be anything from a simple chamber to the entrance to an elaborate dungeon. Caves used as monster lairs typically have 1d3 rooms that are 1d4 × 10 feet across.

OTHER MOUNTAIN FEATURES

Mountains may have light undergrowth (see Forest Terrain), scree (areas of loose rock), rubble (areas of larger rocks), and ice sheets. Avalanches can move creatures, deal falling damage (8d6, Reflex half), and bury things in their path (a buried creature takes 1d6 points of damage per minute).

STEALTH AND DETECTION

Usually, the maximum distance at which you can spot someone in the mountains with a Perception check is 4d10 × 10 feet. Peaks and ridgelines give better vantage points with longer sight distances. Valleys and canyons may have much shorter visibility.
A ridge or peak provides enough cover to hide from anyone below the high point.
The DC of Perception checks that rely on sound increases by +1 per 20 feet instead of +1 per 10 feet.

SCREE

EFFECTS

   SKILLS increase Stealth DCs by +2, increase Acrobatics DCs by +2
   (gradual slope) or +5 (steep slope), no tumbling

DENSE RUBBLE

EFFECTS

    MOVEMENT 2 squares
    SKILLS increase Acrobatics DCs by +5, increase Stealth DCs by +2


LIGHT RUBBLE

EFFECTS

    SKILLS increase Acrobatics DCs by +2

ICE SHEET

EFFECTS

    MOVEMENT 2 squares
    SKILLS increase Acrobatics DCs by +5, Acrobatics DC 10 to charge