Mountains terrain
From Vanathul Wiki
The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains.
As characters ascend into a mountainous area, they’re likely to face each terrain category in turn, beginning with alpine meadows, extending through rugged mountains, and reaching forbidding mountains near the summit.
Mountains have an important terrain element, the rock wall, that is marked on the border between squares rather than taking up squares itself.
Features
Gradual and Steep Slopes
These function as described in Hills Terrain.
Cliff
These terrain elements also function like their hills terrain counterparts, but they’re typically 2d6 × 10 feet tall. Cliffs taller than 80 feet take up 20 feet of horizontal space.
Chasm
Usually formed by natural geological processes, chasms function like pits in a dungeon setting. Chasms aren’t hidden, so characters won’t fall into them by accident (although bull rushes are another story). A typical chasm is 2d4 × 10 feet deep, 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. In forbidding mountain terrain, chasms are typically 2d8 × 10 feet deep.
Light Undergrowth
This functions as described in Forest Terrain.
Scree
A field of shifting gravel, scree doesn’t affect speed, but it can be treacherous on a slope. The DC of Acrobatics checks increases by 2 if there’s scree on a gradual slope and by 5 if there’s scree on a steep slope. The DC of Stealth checks increases by 2 if the scree is on a slope of any kind.
Dense Rubble
The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Acrobatics checks on dense rubble increases by 5, and the DC of Stealth checks increases by 2.
Rock Wall
A vertical plane of stone, rock walls require DC 25 Climb checks to ascend. A typical rock wall is 2d4 × 10 feet tall in rugged mountains and 2d8 × 10 feet tall in forbidding mountains. Rock walls are drawn on the edges of squares, not in the squares themselves.
Cave Entrance
Found in cliff and steep slope squares and next to rock walls, 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 Terrain Features
Most alpine meadows begin above the treeline, so trees and other forest elements are rare in the mountains. Mountain terrain can include active streams (5 to 10 feet wide and no more than 5 feet deep) and dry streambeds (treat as a trench 5 to 10 feet across). Particularly high-altitude areas tend to be colder than the lowland areas that surround them, so they might be covered in ice sheets (described in Desert Terrain).
Stealth and Detection in Mountains
As a guideline, the maximum distance in mountain terrain at which a Perception check for detecting the nearby presence of others can succeed is 4d10 × 10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there’s little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.
It’s easier to hear faraway sounds in the mountains. The DC of Perception checks that rely on sound increase by 1 per 20 feet between listener and source, not per 10 feet