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Published by ahtensfield7, 2021-11-13 15:34:44

Grios Guide to The Wildlands

Grios Guide to The Wildlands

MUDSLIDE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“AM I RUNNING, OR “WHAT A DIRTY TRICK”
IS THE GROUND?”
Mudslides occur when water quickly saturates ROLL FOR INITIATIVE!
the ground and causes rapid erosion of soil
on a steep slope. This results in a downhill • Allow characters who have perceived the
surge of earth, vegetation, and other debris. risk (at least a DC 14) to use a full round
Mudslides can be triggered by seismic events of Actions, Bonus Actions, and Movement
or intense rain after a drought or dry season. to deal with the threat.

A mudslide is a deadly event that levels almost • Characters who meet or exceed the
everything in its path. It can represent a deadly highest DC of 20 can also use a Reaction
encounter that will take many character resources to grant one other creature of their
to overcome. Alternatively, a mudslide can be used choice Advantage on its next skill check
to cut off a path, or to create a new path through or saving throw. Characters who rolled
the jungle. This unstoppable force of nature could lower than the minimum required check
split the party, it could carry away important items, or are surprised and may not move, act, or
it could drive the characters to particular locations react in this initial round.
within the jungle. This encounter could also serve as
a threat to a nearby settlement that must be saved. Because of the erosion that has affected this
area in the recent past, there are no sizable
NEXT-LEVEL DESCRIPTION trees, rocks, or other terrain features to which
“RUNNING A MUCK.” characters may secure themselves.
DC 14 WIS (Perception) or Higher: Your party
has been making your way along a jungle ridge, MECHANICAL RESOLUTION
trying to maintain a steady elevation above a valley “WHAT A DIRTY TRICK”
that runs several hundred feet below. As you are Once characters who are aware of the risk
traversing the steep hillside, you feel a slight settling have had their opportunity to act, the ground
beneath your feet. The slopes are saturated from beneath the party collapses and breaks free
recent rains, and the air around you still hangs thick without further warning, becoming a free-
with moisture. flowing mudslide. All creatures who are in
contact with the ground risk being swept
DC 17 INT (Investigation) or Higher: As you down the hillside with the flow of sludge.
attempt to assess the risks of this area more fully,
you can tell that much of the vegetation here is The Mudslide acts on both Initiative Counts
very small and relatively young. Where you might 20 and 10 and surges continuously for
expect to see large trees and well-established (1d4+1) rounds until it settles, trapping
undergrowth, you see only a few small saplings and anything moving with it under a layer of mud.
flowers instead. Perhaps some natural force has The relative power of the mudslide is
devastated this area in the recent past, leaving the determined by a roll on the Mudslide Power
jungle floor more open. There are notable signs of Table on the following page:
erosion here as well.

DC 20 WIS (Survival) or DC 20 INT (Nature)
or higher: Mudslides are common after heavy
rains. The disturbance caused by your party’s
passage is likely enough to make the earth give
way on this steep slope. Spreading out to disperse
your weight over a wider area might be helpful, and
belaying one another with ropes is a good idea for
additional safety.

TROPICAL JUNGLES 91

ROLL 2d8 TO DETERMINE THE MUDSLIDE POWER TABLE STR MODIFIER OF MUDSLIDE
MUDSLIDE POWER STR SAVE DC TO RESIST +5
2-5 +7
6-10 MUDSLIDE +10
11 or More 11
15

20

• On each of the mudslide’s turns, a creature • If a creature is utilizing special equipment
that is in direct contact with the ground to resist the flow of mud, Advantage may
in the area of the slide must succeed on be granted at the GM’s discretion.
a Strength Saving Throw against the DC
determined by the mudslide’s power. After (1d4+1) rounds, the mudslide buries
creatures and lost objects beneath a layer of
• On a failed save, the creature takes (3d6) mud approximately 1 foot thick as it settles and
Bludgeoning damage, loses (1d2-1) disperses at the base of the hillside. Remain
random items from inventory, becomes in initiative order until any buried creatures
Blinded and Restrained by the mudslide, have been located. Incapacitated creatures
and is swept 100 feet toward the bottom can be located by any creature who comes
of the slope. A creature who is knocked within 30 feet and succeeds on a DC 14 WIS
Unconscious in this way must begin (Perception) check. Any creatures who are
making Death Saving Throws on its next not Unconscious or otherwise Incapacitated
turn. are able to get themselves out of the mud
without assistance.
• On a successful save, the creature takes While buried, an Unconscious or otherwise
half as much damage, is not Restrained or Incapacitated creature is Suffocating. It can
Blinded, and is only moved 50 ft towards survive for a number of rounds equal to its
the bottom of the slope. A creature who Constitution modifier (minimum of 1 round).
succeeds on this saving throw is able to At the start of its next turn, it drops to 0 hit
spot and use terrain features that can help points (if not at 0 HP already) and is dying,
them to resist the power of the mudslide. and it can’t regain hit points or be stabilized
These characters grab onto a tree or rock until it can breathe again.
further down the hill, outside the area of Each object lost from inventory requires one
erosion that existed above, and are able to hour and a successful DC 15 INT (Investigation)
roll subsequent Strength Saving Throws check to recover. On a failed check, the hour
against the mudslide at Advantage. of search time is lost, but the item is not
recovered.

92 TROPICAL JUNGLES

TROPICAL JUNGLES 93

94 SWAMPS, MARSHES, & BOGS

CHAPTER SIX

SWAMPS, MARSHES, & BOGS

ADVENTURE ENVIRONMENT hour of drinking the unsafe water, a character
must succeed on a DC 18 Constitution Saving
Wetland environments are synonymous with Throw. On a failed save, the character is
misery for adventurers who are traveling on infected with Swamp Gut. See below for
foot or on standard mounts. Even traveling details.
by boat can be very difficult because of the
thick vegetation beneath the surface of the SWAMP GUT
murky waters. Reptiles, insects, and poisonous
plants thrive here, and finding a dry place to This parasitic infection arises from ingesting
camp for the night is nearly impossible. tainted water. The symptoms include fever,
muscle cramps, vomiting and/or diarrhea,
This is another biome that presents constant and severe fatigue.
(and sometimes oppressive) challenges for an
adventuring party. Groups who dare to travel A character who has contracted Swamp Gut
in this environment must deal with parasites, automatically takes a level of Exhaustion
ambush predators, very slow travel pace, every 8 hours until the disease is cured. These
and a significant risk of disease. We advise levels of Exhaustion are in addition to levels
GMs and players who are not interested in a accumulated from any other source (lack
highly challenging environment to avoid the of sleep, forced marches, extreme weather
Wetlands biome altogether. conditions, etc).

LANDSCAPE AND SWAMPY WATERS Swamp Gut can be cured with a Lesser
Restoration spell, and may be impossible to
Standing water dominates this environment. contract while under the protection of certain
Sometimes the ground is saturated and spells. It may also be cured by a Digestive
spongy with a few puddles of water that Tincture brewed by a skilled herbalist.
have accumulated in low-lying areas. At other
times the water may be several feet deep. The Standard uses of a Healer’s Kit, or a WIS
opacity of the water in swampy terrain reduces (Medicine) check performed by someone
visibility when characters are attempting to without Herbalism training, have no effect
see what lies beneath the surface. If fully against Swamp Gut.
submerged in the water, a creature’s vision
is Lightly Obscured by the murkiness of FESTERING WOUNDS AND JUNGLE ROT
the water, putting all vision-based WIS The constant moisture of the swamp can lead
(Perception) checks at Disadvantage. For a to debilitating skin infections over extended
character who is looking down on the surface periods of travel. Any serious open wounds
of the water from above, items and creatures sustained in combat may fester, as outlined in
below the surface are Heavily Obscured. the Festering Wounds section on (page 10) of
the introduction. Additionally, tropical ulcers
WATER REQUIREMENTS IN THE SWAMP that are sometimes known as “jungle rot” may
A character typically needs one gallon of water form from the simplest blisters or scrapes.
per day. A character who drinks only half the The GM may choose to apply Festering
required amount of water must succeed on Wounds at his or her discretion, even if
a DC 15 Constitution saving throw or suffer serious injuries have not been sustained
one level of Exhaustion at the end of the day. from combat encounters. Jungle rot is most
A character with access to even less water likely to take hold around a creature’s feet
automatically suffers one level of Exhaustion and ankles.
at the end of the day.

If the character already has one or more
levels of Exhaustion, the character takes two
levels in either case.

FOULED WATER

Fresh drinking water is not prevalent in a
wetland environment. All water should be
boiled before drinking, and often reeks of
sulfurous emissions, giving it a rotten egg
smell. A Detect Poison and Disease spell will
make this characteristic evident to the caster.
Characters who drink fouled water without
boiling or magical purification efforts, have a
chance of becoming incredibly ill. Within one

SWAMPS, MARSHES, & BOGS 95

TRAVEL PACE IN THE SWAMP

All overland travel speeds are cut in half while moving through the Wetlands biome due to
standing water. The exertion of travel can also increase the risk of Exhaustion from heat and
dehydration. If a Constitution Saving Throw must be made to avoid the effects of insufficient
water intake, characters moving at a Fast Pace make the saving throw at Disadvantage. The
following adjustments to the Travel Pace Table in 5th Edition manuals should be taken into
account.

PACE DISTANCE PER DISTANCE PER DISTANCE PER EFFECT
DAY
MINUTE HOUR

Fast 200 Feet 2 Miles 15 Miles -5 penalty to
passive Wisdom
(Perception)
scores AND CON
Saves for low
water intake at
Disadvantage

Normal 150 Feet 1.5 Miles 12 Miles -

Slow 100 Feet 1 Mile 9 Miles Able to use stealth

** Disadvantage on CON Saves also applies to any rolls required
due to a Forced March beyond 8 hours of travel in a day.

96 SWAMPS, MARSHES, & BOGS

SWAMPS, MARSHES, & BOGS 97

98 SWAMPS, MARSHES, & BOGS

LEECH SWARM

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“SO MANY BLOODSUCKERS!” “NO THANKS. I’LL PASS!”
Leeches are small, worm-like creatures. They If a member of the party has noticed the
vary in size from about the size of a grain of swarm by succeeding on one or more of the
rice to monstrous things over a foot long. checks in the Next-Level Description section
Many varieties are predators, ambushing their and is not currently surrounded by the swarm,
prey from high tree branches or watery lairs. they can simply keep their distance. The
They pierce the flesh with jaws or a proboscis, swarm is unlikely to catch them immediately.
injecting an anti-coagulant to keep their meal
of blood flowing and analgesics to keep prey If the party finds themselves unable to avoid
from detecting them. the area, anything they can do to limit their
exposure to the swarm, such as climbing
Though the majority of leech species live in trees or rocks, may give them more time to
freshwater, there are also terrestrial leeches find a way out. The swarm is relentless in their
that roam the land near water, and there are search for blood and can climb any surface.
some leeches that live in marine environments, Submerging below the surface of the water is
such as tidal pools and estuaries. While one not an effective means of avoiding the swarm
leech is an annoyance at most, a humanoid as leeches are amphibious in nature and
can be killed hundreds of leeches feeding at continue to swarm underwater.
the same time.
When the swarm senses prey, it will pursue
A leech swarm can serve your story by slowing slowly, but with determination. However, the
progress through swampy terrain, interrupting swarm will not pursue prey more than 100
a night’s rest, or creating a mystery where feet from a body of water. This special swarm
exsanguinated bodies are found covered in tiny is not a creature, and cannot be killed. It is
bites and near slimy trails that lead into the water.. a moving threat made up of thousands of
This encounter becomes incredibly interesting if individual creatures.
the party is forced to endure the swarm in order
to discover something that is hidden in the murky Leeches are fragile. Any spell that deals
waters of the swamp (a body, a magic item, a lost damage across an area of effect temporarily
trinket of significance, etc). eliminates the leeches in that area, but
hundreds more are prepared to take their
NEXT-LEVEL DESCRIPTION place. Spells like Antilife Shell prevent the
“HORRIFIC WRITING!” leeches from entering. However, single target
DC 15 WIS (Perception) or Higher: The water spells like Fire Bolt have no noticeable effect
around you is teeming with miniscule, worm-like on the swarm. Leeches will also retreat from
creatures that seem to be moving closer to you. mundane or magical damage sources like
There is a palpable stink of rotten fish in the air, burning oil, a cold snap, and acid.
and the shore is lined with dead fish covered in tiny,
bloodless wounds.

DC 15 INT (Nature) or Higher: While leeches
are commonplace in swampy environments, it
is alarming that so many have gathered here.
Something has driven them into a frenzy.

DC 18 INT (Nature) or Higher: The waters here
are infested with voracious aquatic leeches. Given
the time of year and relative humidity, it’s safe to
say they’re on the hunt for blood and preparing to
spawn. It would be very dangerous to remain here
for long.

SWAMPS, MARSHES, & BOGS 99

MECHANICAL RESOLUTION
“GET THEM OFF!”
Leeches can be removed by pulling them off of exposed skin, but the sweeping tide of writhing
predators can quickly overwhelm the party. If a character is covered in leeches, that character
may use an Action to remove (1d4) “Leech Points” (see Ravenous Writhing below).

RAVENOUS WRITHING - ROLL FOR INITIATIVE!
• The leech swarm covers a circular area with a radius of 30 feet and has a walking, climbing,

and swimming speed of 10 feet. The area of the swarm counts as Difficult Terrain. While a
character is within the area of the swarm, whether it be on land or in the water, new leeches
attach themselves to the character each round. Armor or clothing will not mitigate this as
leeches can find the tiniest of holes to squeeze through.
• Each round on Initiative Count 20 and Initiative Count 10, every character in the area of the
swarm is automatically inflicted with (1d4) “Leech Points”. These points must be tracked,
and each point represents ten wriggling bloodsuckers that are attached to that character. A
character can have a maximum of 10 Leech Points, at which point, there just isn’t any more
room for new leeches.
• At the end of each of their turns, a character with at least one Leech Point remaining must
roll a Constitution saving throw due to the loss of blood. The DC of this saving throw is 10 +
the player’s current number of Leech Points. On a failed save, the player immediately takes
a level of Exhaustion.
• This encounter lasts as long as characters are within 100 feet of the swarm or as long as at
least one character has remaining Leech Points

100 SWAMPS, MARSHES, & BOGS

INSECT SWARM

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD DC 18 INT (Nature) or Higher: You pick up a
“ENDLESS BUZZING” dead specimen of the local insects from the ground
No matter where you travel in the swamp, and instantly notice that it has some pronounced
there will always be insects. Normally, an features that are different from others of its kind--it
insect bite is nothing more than a nuisance, or is stronger, larger, and a different color than others
perhaps a minor infection at worst. However, of the species. You know that changes like this only
if enough bugs are gathered in one place happen during swarm behavior, and it may become
(usually near water sources filled with larvae), quite an ordeal to move through this swarm of
swarms can metamorphose into something bloodthirsty creatures.
much more horrific. Most swarms are made up
of mosquitos, horse flies, or similar parasitic PLAYER ACTION OPPORTUNITY
creatures that are common within acrid “TO WITNESS PROBOSCIS”
swamps, sbut the most aggressive parasites
feed on blood and lay eggs beneath the skin ROLL FOR INITIATIVE!
of their victims.
Swarms are measured in distance rather than
Swarms are the most dangerous at the length in rounds. The swarm covers a circular
hours of dusk and dawn, when they rise from area with a radius of (6d8) x 10 feet. The
slumber to feed and multiply. Even worse, area is Lightly Obscured, and the direction of
when enough insects gather, they can take on travel to get out of the swarm’s area may not
new physical forms--a phenomenon known as be apparent.
swarm metamorphosis. Some swarms can be
miles long, with member counts high enough When the swarm descends upon the players,
to darken the sky. there is no escaping. Not even armor or thick
clothing can deter the insects from their goal
An insect swarm can serve your story by sapping of extracting blood to obtain the nutrients
the strength of your party, frightening them with needed to create a new batch of eggs. If
a decentralized threat of endless enemies, or a character is successful on the check to
highlighting the insidious dangers of the swamp create the herbal Insect Repellant, creatures
that can return days later as diseases. A wise druid who use an Action to apply it to exposed
or a black dragon might use these swarms as a skin gain a +4 to all CON Saves against the
protective barrier around a swampy lair. itch created by the swarm. This benefit lasts
for up to one hour.
NEXT-LEVEL DESCRIPTION
“A HAZE OF WINGS!” A swarm cannot enter water, so completely
Passive Perception: The ubiquitous buzzing of submerging oneself in the swamp can prevent
the swamp has increased here; there are many bites from flying insects, though it might
more insects than you’ve seen up to this point, and cause other complications to a traveling party:
swatting away the creatures is no longer of use. On leeches, quippers, disease, or more dangerous
each of your companions, gangs of wriggling insects predators.
can be seen searching for exposed skin to bite.
If a character lights and swings a torch,
DC 12 INT (Investigation) or Higher: You take surrounds itself with burning oil, or takes
a look at the local water supply, and realize that it is other mundane measures to protect its own
packed with tiny larvae, some of which have started space from the swarm, that space is safe only
to pupate and transform into winged creatures for the turn, and the surrounding area is still
before your eyes. Lightly Obscured.

ONLY A character who is proficient with the Certain protective spells may be sufficient
Herbalism Kit - DC 14 WIS (Survival) or DC 14 to ward an individual against the insect
INT (Nature) or Higher: Given the circumstances, bites completely. Other spells may have the
you take a few moments to pick several Catnip potential to create temporary pockets of
plants that you know to provide significant relief safety within the swarm at the GM’s discretion.
from the itch of insect bites and stings. By crushing
the stems and mixing the sap with Pine Needles and
some swamp mud, you quickly create enough of this
repellant for you and your fellow adventurers.

SWAMPS, MARSHES, & BOGS 101

MECHANICAL RESOLUTION
“RUN YOU FOOLS!
• When a creature starts its turn within the area of the swarm, it automatically takes 2 points

of Piercing damage and 2 points of Poison damage and must make a DC 15 Constitution
Saving Throw against the compulsion to scratch the itchy welts created by the insect bites.
On a failure, the itchiness is too much to bear, and the creature begins to scratch, opening
wounds and causing 1 additional point of Slashing damage. If a creature fails any Saving
Throw by more than 5 points, the gashes created by the scratching are large enough that
some of the swarming insects are able to lay clusters of eggs in the open wounds.

• If a character has opened wounds by failing a Constitution Saving Throw on any of its
previous turns, the automatic Piercing and Poison damage each increase by 2 points on
the next turn. The creature must repeat the Saving Throw at the beginning of each turn
spent inside the swarm, and the Piercing and Poison damage each continue to increase by
2 on every subsequent failure.

• Magical healing, a successful DC 12 WIS (Medicine) check with a Healer’s Kit, or specific
knowledge of Herbalism remedies are all sufficient to heal the wounds rendered by the
Insect Swarm. This healing attention must be provided within 8 hours after the wounds are
sustained, or the wounds will begin to Fester. See Festering Wounds on page 10 of the
Introduction.

• Egg clusters laid in a creature’s skin will hatch, and larvae will burrow their way to the
surface 60 hours after being laid. As they burst out, they open fresh wounds and do (2d4)
Slashing damage and (2d4) Necrotic damage to the affected creature.

102 SWAMPS, MARSHES, & BOGS

IMPENETRABLE FOG

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD MECHANICAL RESOLUTION
“HOW DO WE GET OUT OF HERE?” “WHERE IS THE SUN?”
Fog is a common phenomenon near large The area of the fog covers every square mile
bodies of water, and it occurs frequently of territory for the next (1d4 + 1) hours of
in wetland environments as well. Although travel. If the characters do nothing to raise
it does not pose an immediate threat to the air temperature and “burn away” the fog,
individuals who are traveling through it, fog the area remains Heavily Obscured. This
can heavily obscure vision, making navigation effectively conveys the Blinded condition to all
and general perception highly difficult. creatures who rely on normal sight. A blinded
creature can’t see and automatically fails any
You may use the Impenetrable Fog to help set the ability check that requires sight. Attack rolls
mood of the environment, to add an element of against the creature have Advantage, and the
complexity to a wetland combat scenario, or to help creature’s attack rolls have Disadvantage.
your player characters to consider magical forces
that may be at work in your campaign world. This Additionally, a party attempting to navigate
encounter may also be easily transported to a through these foggy waterways is almost
Coastal environment. certain to wander off of their original heading
unless an experienced trailblazer is among
NEXT-LEVEL DESCRIPTION them. For every hour traveled in the
“CAN YOU FOLLOW THE SOUND impenetrable fog, have the navigator roll a
OF MY VOICE?” WIS (Survival) check to remain on course. On
Passive Perception: The mist that is so prevalent a result of 20 or less, the party wanders for an
here has now thickened into an impenetrable fog. hour in a random direction as determined by
Your vision is heavily obscured, and you are unable a roll of (1d8).
to see anything around you.
ROLL 1d8 DIRECTION TRAVELED
DC 15 INT (Nature) or DC 15 WIS (Survival) (1 HOUR)
or Higher: You are aware that the fog is unable to 1 North
penetrate the barrier created by the water below it, 2 Northeast
and it occurs to you that visibility might actually be 3 East
better beneath the surface. 4 Southeast
5 South
DC 18 INT (Nature) or DC 18 WIS (Survival) 6 Southwest
or Higher: You understand that fog dissipates 7 West
when the air temperature rises. Perhaps there is 8 Northwest
something that you or your travelling companions
may do to significantly increase the air temperature Each time the characters stray from their intended
in your vicinity. direction of travel, an ambush by an opportunistic
predator is likely to occur. Poisonous snakes,
PLAYER ACTION OPPORTUNITY crocodiles,constrictor snakes,shambling mounds,
“WHAT JUST TOUCHED MY LEG?” and young black dragons are all excellent choices.
Allow creative solutions for navigation
through the fog. Enemies or predators with
Blindsight have a distinct advantage while
the fog lingers, as do predators who move
beneath the surface of the water. If the
characters simply choose to wait until the fog
dissipates, they may find themselves at the
mercy of such monsters. Characters may have
to rely on their hearing or smell to perceive
these threats before an ambush occurs.

SWAMPS, MARSHES, & BOGS 103

QUICKSAND

Player Difficulty Rating: |Mechanical Complexity Rating:

Before running this encounter, a GM should have accurate body weights and encumbrance for each
character. Total weight plays an important role in the mechanical resolution of this hazard.

NARRATIVE THREAD on a DC 15 WIS (Survival) check. On a failure,
“WATCH YOUR STEP” a creature steps into a patch of quicksand
Quicksand occurs when water cannot escape and begins to sink. Player characters who
sand, clay, or mud. This creates a liquefied soil take special precautions to move slowly, or to
which cannot support much weight. Once a probe for quicksand using a pole or stick, may
creature breaks the surface, the quicksand roll with Advantage on this check.
presses in and traps the unlucky individual. If in Initiative Order due to combat or a chase
Quicksand is a common natural hazard scenario, this WIS (Survival) check should be
in wetland and coastal areas and can be made as a free check the first time a character
inconvenient at best and deadly if handled uses movement on a turn.
carelessly.

Quicksand can be indistinguishable from MECHANICAL RESOLUTION
other naturally occurring pools and puddles. “I’D LIKE TO GET OUT QUICKLY,
Adventurers who travel light may not sink as IF THAT’S AN OPTION.”
deeply as those who are more encumbered, ROLL FOR INITIATIVE!
but both should keep in mind that slow and
calculated movements are the key to survival. • Once a creature has fallen into quicksand,
Drowning tends to be the first concern while place the Quicksand at Initiative Count
dealing with quicksand, but it is actually 20.
almost impossible to submerge completely.
Creatures are more buoyant in quicksand than • Each individual patch of quicksand has
they are in water, so they generally won’t sink a radius of 5 feet. Unless a creature falls
past waist deep unless forced downward. The Prone directly in a patch of quicksand,
real threats come in the forms of immobility it will initially only sink up to its center
and the risk of rapid hypothermia and of gravity. Lighter, or less encumbered,
exhaustion. creatures sink even less. Heavy creatures
may find themselves quite deep from the
Quicksand is an excellent complication to a combat start.
encounter. Hidden pockets of quicksand spread
around the battlefield can catch characters by • Active struggling and outside forces both
surprise and require players to think critically under have the potential to drive a creature
pressure. Use this encounter if you wish to have deeper into quicksand. Use the Quicksand
them work as a team to get out of a sticky situation. Table to determine initial depth and
additional depth each round. A forceful
NEXT-LEVEL DESCRIPTION action or spell that has the power to drive
“STINKING BOG? MORE LIKE SINKING BOG!” a creature deeper into the quicksand
DC 14 WIS (Perception) or Higher: The terrain successfully pushes it (1d3) levels deeper.
ahead includes several shallow pools of water, some
of which have small bubbles forming on the surface. • Quicksand quickly saps heat energy out of
a creature who is trapped there. When
DC 16 WIS (Survival) or DC 16 INT (Nature) a creature is at any Depth Level of the
or Higher: Quicksand is common in wetland areas quicksand at the beginning of its turn,
and is often concealed beneath small pools of this that creature must succeed on a DC
kind. A creature who gets stuck in quicksand and 14 Constitution Saving Throw or take
struggles will certainly sink more rapidly than a the Cold damage that corresponds to
creature who is calm and collected. its current depth, taking half as much
damage on a successful save.

DC 17 INT (Investigation) or Higher: Using • On each turn, a creature may choose
a probe to explore the depths of one of these to use an Action to attempt a STR
pools, you discover that it is in fact quicksand. One (Athletics) check to remove itself from
misplaced step and you might find yourself waist the quicksand. The DC of this check is
deep in the muck. determined by the creature’s current
Depth Level on the Quicksand Table. This
PLAYER ACTION OPPORTUNITY check represents a strenuous effort that
“SO MUCH TIME TO CONTEMPLATE will either free the creature completely or
MY OWN DEATH.” cause it to sink even deeper. Creatures
In order to avoid the quicksand while moving who are able to grab onto a firmly
through the area, each character must succeed secured object (like a rope, a pole, or a
branch) may roll with Advantage.

104 SWAMPS, MARSHES, & BOGS

QUICKSAND TABLE

TOTAL STARTING STR COLD ADDITIONAL ADDITIONAL
WEIGHT DEPTH (ATHLETICS) DAMAGE DEPTH ON DEPTH ON STR
OF BODY + TAKEN ON (ATHLETICS)
LEVEL WHEN CHECK FAILED EACH OF THE
GEAR ENTERING REQUIRED QUICKSAND’S CHECK
TO ESCAPE DC 14 FAILURE
50 lbs or less QUICKSAND CON SAVE TURNS (IF
51 - 150 lbs DC 12 WHILE IN PASSIVE) 1 Level
151 - 300 lbs Shins DC 13 QUICKSAND 2 Levels
Over 300 lbs Knees 0 Levels
N/A (1d4) 1 Level
N/A
N/A (1d6)
N/A
N/A Thighs DC 14 (2d4) 1 Level 2 Levels

Waist DC 15 (2d6) 1 Level 2 Levels
Abdomen DC 16 (2d8)
Chest DC 17 (2d10)
Shoulders DC 18 (3d8)
Neck DC19 (3d10)
Submerged DC 20 (3d12)

A creature who wishes to hold its breath before going completely under must use a Bonus
Action to inhale deeply at or before the Submerged Depth Level. Otherwise, the creature
begins Suffocating immediately on the next turn.

Suffocation Rules
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier
(minimum of 30 seconds).
When a creature runs out of breath or is choking, it can survive for a number of rounds equal
to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit
points and is dying, and it can’t regain hit points or be stabilized until it can breathe again.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts
suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

SWAMPS, MARSHES, & BOGS 105

106 SWAMPS, MARSHES, & BOGS

QUAKING BOG

Player Difficulty Rating: |Mechanical Complexity Rating:

*Before running this encounter, a GM should have accurate body weights and encumbrance for
each character. Total weight plays an important role in the mechanical resolution of this hazard.

NARRATIVE THREAD
“SOGGY STEPS . . . UGH”
A bog is specifically defined as a wetland that accumulates peat, or dead plant material. Over
time, this peat can create thick layers, sometimes in the form of floating mats of dead vegetation.
When these mats build up long enough to crowd together, they can completely cover large
bodies of water. This happens quite often in glacial basins that form relatively small, but deep,
ponds. As peat accumulates over time, other wetland plants, small shrubs, and even trees may
begin to grow on top of the floating mat of vegetation, giving it the appearance of an average
meadow. These quaking bogs may appear as if they are solid ground with only a few puddles
on the surface, when in reality they consist of relatively thin floating mats of vegetation on top
of a surprisingly deep body of water. The quaking bog may be able to support the weight of
adventurers walking on top of the floating mat . . . up to a point. When a hapless traveler is
unlucky enough to fall through a weak point in the mat into the dark water below, it can be
incredibly difficult to break through to the surface again as it closes overhead. Many animals
and human beings have drowned in quaking bogs for this reason.

A quaking bog is a misleading hazard that may lull your adventurers into a false sense of confidence. After
trudging through more obvious wetlands, they may mistake it as relatively dry ground. It may be even more
surprising to find one of these deep ponds covered over by floating mats of vegetation in a highland valley
among the peaks of jagged mountains. Regardless of where they are found, quaking bogs hide many
secrets. Perhaps other unfortunate adventurers (and their valuable belongings) have been lost to the bog in
ages past. Or maybe a coven of villainous hags uses the bog to snare unwary prey. A wealthy benefactor
may even send a group of adventurers to retrieve a valuable item that was lost in the bog.

There typically would not be any beastly threats beneath the surface of a quaking bog because the mat
completely blocks the surface, and the resulting acidity and low oxygen content of the waters below make it
an inhospitable environment for creatures who might otherwise live here. However, there is the possibility that
Undead creatures could exist beneath the bog mat. When one of them reaches up and pulls an adventurer
under, this makes for an incredibly complex combat environment.

SWAMPS, MARSHES, & BOGS 107

NEXT-LEVEL DESCRIPTION MECHANICAL RESOLUTION
“IS THE GROUND TREMBLING?” “JUST HOW DEEP COULD THIS BE?”
Passive Perception: You have found your way • The encounter descriptions in the Next-
into an expansive clearing populated by a few holly
shrubs and an abundance of heather. There are Level Description section begin when
some small trees spaced out across this area, but the characters have already reached the
it’s open terrain with very little cover. Puddles are middle of the bog area. The bog extends
visible in several places across the clearing, but the for (5d10 x 10) feet in all directions. Every
thick grass that covers this area is relatively dry in time a creature uses movement, it has a
comparison. chance of falling through a weak spot in
the floating mat. A Percentile (d100) roll
DC 13 WIS (Perception) or Higher: As you should be made by the player each time
continue to walk across the clearing, you begin to a character moves across the surface of
realize that the ground has a bit of a “springy” feel the mat. The percentages based on total
to it. It bounces slightly with each step, as if you are weight are provided in the Bog Mat Table
walking from the bow to the stern of a small rowboat. on the next page.
It’s an unusual feeling, to be sure.
• If a character is running, jumping, or
DC 18 INT (Nature) or DC 18 WIS (Survival) otherwise placing additional stress on
or Higher: You have heard tales of bogs that the floating layer of vegetation, use the
accumulate so much peat over the centuries that percentages in the “Moving Recklessly”
they form dense floating mats of vegetation. This column. If a character is crawling,
seems to be such a bog, and the mat apparently distributing their weight over a broader
covers a fairly large body of water that is likely very area, or actively working to make sure that
deep as well. You’re not sure if this floating mat of they don’t fall through, use the percentages
vegetation has the strength to hold you and your in the “Taking Precautions” column.
gear.
• When a creature falls or is pulled through
DC 21 INT (Nature) or DC 21 WIS (Survival) or the bog mat, they immediately sink
Higher: You have also heard that unwary travelers to a depth of 10 feet below the mat
sometimes fall through weak points in the floating and become Invisible to their traveling
mats and are never heard from again! It suddenly companions who remain on the surface.
occurs to you that a broader distribution of weight is The thick vegetation closes up behind
likely the safest way to remain on the top side of the the unlucky victim blocking all line of
floating mat. sight. Anything below the surface has
Complete Cover from creatures above
PLAYER ACTION OPPORTUNITY the surface and vice versa.
“I’VE GOT A SINKING FEELING”
• The floating mat of vegetation on the
ROLL FOR INITIATIVE! surface of the bog is 2 feet thick, and a
5-foot square section of the mat has
Characters who find themselves standing in an AC of 10 and 30 HP. When a 5-foot
the middle of a quaking bog may feel the square section of the mat is reduced to
urgent need to get out, but slow and steady 0 HP, an open hole is created, allowing
wins the race here. Any running or jumping creatures below the mat to surface. The
will double the probability of breaking through mat is Immune to Piercing, Poison, and
the surface. Characters may decide to probe Psychic damage, and it is resistant to
the mat with a long pole or a weapon as they Acid and Fire damage because of the
gradually move to safety. They may also acidic waters of the bog.
decide to distribute their weight across a
broader surface area by crawling or affixing • The water beneath the floating mat is
wider items to their feet. Some may have (2d10 + 10) feet deep. Visibility beneath
spells that allow them to travel more lightly the surface of the floating mat is very low
across the surface of the bog as well. Allow because most of the light from above is
the characters to describe their creative blocked by the mat. The area beneath
modes of travel as they make their way off of the surface is in Dim Light during daylight
the bog mat. hours and Darkness during nighttime
hours.

108 SWAMPS, MARSHES, & BOGS

BOG MAT TABLE

TOTAL WEIGHT OF BREAKS THROUGH PERCENTILE PERCENTILE
ADVENTURER + SURFACE ON (1d100) ROLL FOR (1d100)
GEAR CARRIED BREAKTHROUGH IF
PERCENTILE (1d100) MOVING RECKLESSLY ROLL FOR
ROLL OF BREAKTHROUGH

IF TAKING
PRECAUTIONS

Less than 50 lbs 10 or Lower 20 or Lower 5 or Lower
51 - 100 lbs 20 or Lower 40 or Lower 10 or Lower

101 - 150 lbs 30 or Lower 60 or Lower 15 or Lower

151 - 200 lbs 40 or Lower 80 or Lower 20 or Lower
201 - 300 lbs 50 or Lower Guaranteed 25 or Lower
301 - 400 lbs 60 or Lower Guaranteed 30 or Lower
Over 400 lbs 70 or Lower Guaranteed 35 or Lower

In order to help retrieve a fallen member of the party, the location of the victim must be
established first. TThis will require creating a hole in the mat or using a spell like Locate Creature.
A rescue aid like a rope or a pole may be extended through a section of the mat that has
already been cleared within range of the compromised individual.
Distribution of weight is still very important! If an attempt is made to pull a creature back up
onto the surface of the quaking bog mat, the combined weight of the rescuer(s) and rescuee(s)
should be taken into account on the Bog Mat Table above. It’s possible that additional pieces
of the mat will give way and that more of the team will fall into the water.
For example, if an adventurer with a total weight of 160 lbs is attempting to drag an adventurer
with a total weight of 250 pounds out of the water, without taking precautions to distribute
weight, there is a 70% chance (410 lbs total weight) that the rescuer will fall through the mat
as well.
Furthermore, a submerged creature must make a swim check in order to get back to the surface
- a prospect that can be made incredibly difficult by heavy armor or encumbering equipment.
See the Expanded Swimming System on page 8 of the Introduction.

SWAMPS, MARSHES, & BOGS 109

SWAMP GAS EMISSIONS

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD that form around the base of trees. When methane
“THIS SWAMP HAS GAS” and oxygen combine, they produce carbon dioxide,
Methane and Hydrogen Sulfide emissions which can lead to illness and/or asphyxiation.
are mostly harmless occurrences within the
swamplands, but direct exposure can be PLAYER ACTION OPPORTUNITY
deadly. As the players travel, they may find “SO HORRIBLE I CAN TASTE IT”
themselves in an area that has pockets of Characters may use a number of methods to
swamp gas trapped beneath the surface. As deal with swamp gas emissions. The following
various swamp gasses combine, the reaction is a short list of possibilities:
causes noxious bubbles to appear on the
surface of the water and produces steam-like Magical detection of (and/or resistance to)
vapor. Bulges of peat moss and soil might the swamp gasses be achieved through spells
be present, indicating pockets of poisonous like Detect Poison and Disease, Protection
gas that have collected below.. Extremophile From Poison, and Resistance.
plants feed off these emissions in the soil,
growing wherever they can carve out a niche. Depending on the amount of time spent in
It is important to refrain from lingering too the area, a creature might be able to avoid
long in such an area as one can become ill the effects of the gas by holding its breath. A
and exhausted. It is vitally important not to Plague Mask or a Respiration Mask would be
expose these natural gases to fire. The results much more reliable though.
can be catastrophic.

Swamp gas emission is a great way to introduce It is crucially important to avoid metallic
your players to the hazardous atmosphere of a sparks and any sources of fire while in the
swamp environment. It is perfect for games that proximity of swamp gas emissions.
require the players to spend an extended amount
of time traversing wetlands, and it also serves as an
excellent complication to a combat encounter.

NEXT-LEVEL DESCRIPTION
“DO YOU THINK THOSE BUBBLES
ARE SIGNIFICANT?”
DC 12 WIS (Perception) or Higher: While
traversing the swamp, your vision is lightly obscured
by a gentle mist that rises from the surface of the
water. Outside of the occasional bubbling sounds
coming from the fetid pool, it is eerily silent. There is
also a pungent odor of rotten eggs.

DC 14 WIS (Survival) or Higher: There is little
wildlife or vegetation present in this area. The only
exceptions are the pale shoots of an odd looking
plant that seems to lack chlorophyll. The air here
seems thin, and you feel light-headed.

DC 14 INT (Investigation) or Higher: A light
vapor is emerging from the various puddles around
you, creating a thin mist. Frothing bubbles form on
the surface of the water, exuding an acrid scent.
On the small protrusions of land nearby, misshapen
piles of soil bulge upward in a peculiar way. You find
a dead bird floating in the water nearby. It appears
that it might have suffocated.

DC 17 INT (Nature) or Higher: Some of
the natural gases found in the swamplands are
hydrogen sulfide and methane, both of which are
extremely flammable. Methane emissions can form
both under the soil on land and underwater. They
can also lead to the thriving of certain fungi plants

110 SWAMPS, MARSHES, & BOGS

MECHANICAL RESOLUTION
“IF ONE GOES, THEY ALL GO!”
• Constitution Saving Throw - After spending one minute exposed to the poisonous gasses in

the mist, a creature must make a DC 15 Constitution Saving Throw. On a failure, the creature
becomes Poisoned for 1 hour. On a success, the creature is immune to the effects of the
inhaled gasses for 1 hour.

• The general mist created by the swamp gas emissions covers an area with a radius of (4d10
x 10) feet. Within this circular area, there are (4d10) individual methane pockets indicated
by slight bulges in the soil or bubbles on the surface of the water. These individual pockets
are spaced out rather evenly within the area of the mist but are close enough to one another
to create a chain reaction if just one pocket of gas is ignited.

• Each pocket has the potential to ignite and create an explosion with a radius of 10 feet. A
creature can perform the DC 14 INT (Investigation) check from the Next-Level Description
section above as a Bonus Action to locate all individual methane pockets within 30 feet of
it at the time of the check.

• Ignition: If fire or a spark of any kind comes within 10 feet of a swamp gas emission point,
all creatures in a 10-foot radius of the gas pocket must succeed on a DC 14 Dexterity Saving
Throw or take (8d6) Fire damage. A creature takes half as much damage on a success.

• Roll for Initiative! A methane pocket that has been ignited only burns for a few seconds, but
the remaining gas pockets in the area begin to light in a chain reaction. On Initiative Counts
20 and 10, all any swamp gas pockets within a 20-foot radius of one that has just exploded
will also ignite, and the players within the radius of each new explosion must make the DEX
Save mentioned above. This continues until all methane pockets in the area have exploded.

SWAMPS, MARSHES, & BOGS 111

SHAMBLING ISLAND

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“DID YOU FEEL THAT? “A WRITHING MASS OF DEATH,
A Shambling Mound is a heap of decaying COME FOR US ALL”
moss, vines, and compost that is created Players may be wary of the island and the
when lightning or fey magic animates swamp risk/reward trade-off that it offers. The only
vegetation. Primarily operating as stationary way that they might avoid being attacked is
ambush predators, shambling mounds thrive to move on from this place immediately. As
in most wetland environments. Mounds that any ambush predator does, the shambling
feed frequently enough have the potential to island can remain exceptionally still, and it has
grow to a limitless mass, and some grow to perfect camouflage.
a size where they are no longer just mounds;
they become islands. There is no indication that the island is a living
creature unless spells or magical detection
This encounter may serve to make the swampy equipment are utilized. The monster does
wilderness of your campaign an even more emanate low-level heat that will register for a
menacing location. The arcane nature of this foe character wearing Goggles of Heat Detection,
may lead your player characters to consider the but a regular compost heap generates
magical powers that brought it into existence. similar levels of heat. Spells like Detect Magic
Was it left here on purpose as a guardian? Did it and True Seeing will indicate the presence
come to be through simple happenstance? Either of the dangerous plant monster. Detect
way, a shambling island may represent a terrifying Thoughts does not register anything from the
realization that all is not as it seems in the depths of shambling island because it does not possess
the unforgiving swamp. any language abilities. Spells like Tiny Hut and
Wall of Force do not protect creatures from
NEXT-LEVEL DESCRIPTION attacks beneath their respective domes.
“WHY IS IT SO QUIET?”
Passive Perception: A respite from the flooded If player characters are wise enough to
marshlands lies ahead; a muddy island rises up observe this island stealthily from a distance
before you, offering enough elevation for your entire (beyond its Blindsight range of 60 feet), they
party to get up out of the muck and mire. may witness the true nature of the island as
it quickly lashes out to attack and engulf a
young crocodile.

DC 14 WIS (Survival) or Higher: There is a
silence here that is almost deafening. The croaks
of frogs, the buzzing of insects, and the squawking
of birds have ceased completely. Animal life seems
to have abandoned the area for the time being. The
question is, “Why?”

DC 16 WIS (Survival) or DC 16 INT (Nature)
or Higher: The absence of life here would typically
indicate a toxin of some kind, or perhaps a dominant
predator. If it were a toxin, one might expect to find
dead bodies that could be examined further. If it
were a predator, those bodies would have likely
been consumed . . . Looking around, you see no
bodies.

112 SWAMPS, MARSHES, & BOGS

MECHANICAL RESOLUTION
“I’M USED TO GETTING SLAMMED TO THE GROUND,
NOT GETTING SLAMMED BY THE GROUND”

ROLL FOR INITIATIVE!
The island is a dome of decaying vegetation with a radius of 100 feet. At its highest point, it is
5 feet above the surface of the water in the surrounding swamp. The water around the island
is 5 feet deep.
The island uses the Shambling Mound stat block with the following alterations:
• The island does not move from its current position due to its massive bulk and only acts on

Initiative Counts 20 and 10.
• The island has 216 (16d12 + 112) HP
• The island’s STR score is 22, and its CON Score is 24.
• On Initiative Count 20, the island rumbles and shakes, forcing a DC 12 Dexterity Saving

Throw from all creatures who are atop it. On a failure, the creature falls Prone. The island also
inflicts crushing damage to any creatures who are currently engulfed.
• On Initiative Count 10, the island uses its Multiattack on any creatures who are within 10
feet.
• Multiattack. The island makes four slam attacks. If three attacks hit the same Medium or
smaller target, that target is Grappled (escape DC 16), and the island uses its Engulf on the
creature.
• Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: (3d8+6) Bludgeoning
damage.
• Engulf. The shambling island engulfs a Medium or smaller creature Grappled by it. The
engulfed target is Blinded, Restrained, and unable to breathe, and it must succeed on a DC
16 Constitution Saving Throw on Initiative Count 20 or take (3d8+6) Bludgeoning damage.

SWAMPS, MARSHES, & BOGS 113

114 FOOTHILLS & MOUNTAINS

CHAPTER SEVEN

FOOTHILLS & MOUNTAINS

ADVENTURE ENVIRONMENT

Rugged hills and towering mountains impact travel in remarkable ways for even the hardiest
of adventuring parties. Thinning oxygen at higher elevations, arduous terrain, and treacherous
weather conditions are just a few of the challenges that travelers may face here. Whenever a group
makes the choice to venture into the mountains, a simple misstep may be the only difference
between reaching the summit and instant death. Precipitous falls, hypothermia, altitude sickness,
and exhaustion have the potential to make this a highly challenging biome.

RATE OF ASCENT

Travel pace in the Mountains is restricted by elevation and rate of ascent. The following table
shows the maximum distance and altitude gain a party can attain in a day’s travel (not including
forced marches).

MOUNTAIN ASCENT TRAVEL PACE TABLE

ASCENT DIFFICULTY SLOW PACE NORMAL PACE FAST PACE

No Slope 16 Miles, 0 Feet 24 Miles, 0 Feet 30 Miles, 0 Feet
18 Miles, 5,000 Feet 22.5 Miles, 6,000 Feet
Easy (Gentle Slope) 12 Miles, 3,000 Feet

Medium (Moderate 8 Miles, 4,000 Feet 12 Miles, 6,000 Feet 15 Miles, 8,000 Feet
Slope)

Hard (Steep Slope) 4 Miles, 3,000 Feet 6 Miles , 4,500 Feet 7.5 Miles, 6,000 Feet

FOOTHILLS & MOUNTAINS 115

Both the mightiest warrior and the most powerful wizard can be laid low by ascending too
rapidly into high-altitude situations. The air is simply too thin for the unaccustomed body to
handle. As the Game Master, you will need to decide whether or not you want to include complex
mechanics for altitude sickness in your Mountain encounters.
Early signs of mild altitude sickness include a slight headache, nausea, vomiting, and loss of
appetite. Later, a mental fog falls on the creature, extremities begin to swell as tissues fill with
fluid, and nosebleeds may occur. Creatures who do not need to breathe are unaffected by
Altitude Sickness. As the party ascends they will begin to experience shortness of breath, even
while idle or sleeping, a persistent dry cough, and fever. Severe headaches follow, along with an
uncoordinated movements, inability to concentrate, and increased nausea and vomiting. If the
party climbs high enough, their vision will go blurry as the blood vessels in their eyes begin to
burst, and they might even lose consciousness as their lungs begin to fill with fluid.
Characters with knowledge of mountainous hazards, such as Rangers with mountains as their
favored terrain, Circle of the Land (Mountain) Druids, or those proficient with vehicles or mounts
that traverse the air will know that altitude sickness can be avoided by a gradual ascension of
no more than 1,000 feet per day.
For the uneducated, the symptoms of altitude sickness are mysterious and seemingly sourceless.
To them, there appears to be no perceptible reason why their physical and mental faculties
would be leaving them.
High Altitude is defined as 4,000 to 11,000 feet, Very-High Altitude is 11,000 to 18,000 feet, and
Extreme Altitude is anything above 18,000 feet.

If a party chooses to ascend at a gradual rate of less than 1,000 feet per day, Altitude Points
do not impact creatures traveling with the party until they are in the Extreme Altitude zone.

Altitude Points and Their Effects
A creature accumulates 1 Altitude Point for every 4 hours of travel in High Altitude, every 2 hours
of travel in Very-High Altitude, and every 1 hour of travel in Extreme Altitude. These Altitude
Points are cumulative, and may only be removed by the specific methods mentioned below.

ALTITUDE POINTS TABLE

ALTITUDE SYMPTOMS EFFECTS SAVE (NEGATES EFFECTS)
POINT

0 None No negative effects None
Disadvantage on Wisdom, DC 13 CON Save
1 Persistent Headache Intelligence, and Charisma ability
checks

2 Severe Headache, Nausea, Disadvantage on all ability checks DC 15 CON Save
Vomiting, Nosebleeds

3 Previous Symptoms + Previous effects + Disadvantage DC 15 CON Save
Mental Fog on Concentration Saving Throws

Previous Symptoms + Previous effects + Disadvantage
Swelling in Extremities on weapon attacks and any spell
4 attack rolls that require a somatic None

component

5 Previous Symptoms + Previous effects + Movement None
Shortness of Breath and Dry Speed Halved
Cough

Previous Symptoms + Previous effects + Daytime
Blurred Vision Vision Reduced to 60 Feet and
6 Darkvision Range Reduced by None

Half

DC 12 CON Save to remain
Conscious. The DC increases by
2 for every Altitude Point above
7 Previous symptoms + Lungs Previous effects + Unconscious 7. A Death Saving Throw must
Filling With Fluid be rolled for every hour that a

creature is Unconscious in this
way.

116 FOOTHILLS & MOUNTAINS

Removal of Altitude Points

When a creature receives the benefits of a Long Rest, remove one Altitude Point.

- AND -

When a creature with Altitude Points spends 8 hours in an extradimensional space
with air, such as those created by spells like Tiny Hut, remove one Altitude Point. These
methods may be combined to remove two Altitude Points if a Long Rest is taken in
one of these accommodating extradimensional spaces.

Lesser Restoration can be used to remove one Altitude Point. Greater Restoration can
be used to remove two Altitude Points. Spells that bring a creature back from the
dead do not remove Altitude Points. A skilled herbalist may also create an infusion
from Chachacoma and Mint which can increase blood circulation and help to fight
altitude sickness. When consumed during a Short Rest or a Long Rest, this tea removes
1 Altitude Point.

FOOTHILLS & MOUNTAINS 117

118 FOOTHILLS & MOUNTAINS

UNSTABLE ROPE BRIDGE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD to strengthen it with some of your supplies or with
“A SHORTCUT TO A magic.
LONG FALL ”
While traveling through the mountain range, DC 18 INT (Investigation) or (Proficiency with
your party comes across a deep mountain Carpenter’s Tools): Only the lightest member
gorge that could add many hours of potential of your party should be sent out onto the bridge
travel time, but luck is on their side. They spot in its current state, and unneeded gear should be
a rickety rope bridge swinging in the wind, offloaded before the attempt. It would be wise to
creaking ominously but promising to save a make sure that the person is safely secured to a
great deal of travel time if crossed. Someone solid anchor point while performing the necessary
has tried to make this gorge more passable. repairs.

Time has taken its toll—the bridge has fallen PLAYER ACTION OPPORTUNITY
into disrepair. The gorge is 100 ft across, and “AFTER YOU, I INSIST”
the bridge spans that distance. It is 5 feet Characters can make their way across the rope
wide, drooping in the middle and swaying in bridge to save time, or they can choose to go
the wind. The sun bleached planks of wood the long way. If they choose the long way,
look rotten, with some that have completely use the Vertical Climb Encounter mechanics
fallen away, leaving uneven gaps. The edges as they descend (2d100 + 50) feet into the
of the ropes are frayed and untrustworthy. gorge and climb a similar distance back up
the other side. This process will delay the
An unstable rope bridge presents your party with a journey for no fewer than 4 hours and may
choice: take a chance and risk the stability of the put party members at significant risk of injury.
bridge, or take the careful route and tind a way to If they choose to cross the bridge, characters
descend into the gorge and then climb back up the may attempt to reinforce the bridge after
other side. The bridge is dangerous, but it could save realizing its structural weaknesses.
the group days of travel. This encounter could be
used as part of a chase or in conjunction with combat A Mending spell can be used to make the
to add excitement and new dynamics. Perhaps the necessary repairs to the bridge one 10-
wind picks up while the party is crossing, a sudden foot section at a time (departure from spell
thunderstorm assails them while they navigate their description based on incomplete repairs
passage, or the integrity of the bridge fails and splits to the bridge). These magical repairs are
the party, placing them on opposite sides of the expedient and imperfect, but they are enough
gorge. to make the bridge safe for heavier creatures
to cross.
NEXT-LEVEL DESCRIPTION
“IF IT SEEMS TOO GOOD Alternatively, a character proficient with
TO BE TRUE . . .” Carpenter’s Tools can make the minimally
Passive Perception: You see a rickety rope necessary repairs by succeeding on a DC 13
bridge up ahead, swaying conspicuously in the INT (Investigation) check while using those
wind. Several of the knobby, splintered planks are tools. Add the character’s Proficiency Bonus
hanging loosely from the frayed ropes to which they to these checks if not already proficient in the
were once secured. Investigation skill. If neither of these options
are available, the party may improvise repairs
DC 12 INT (Investigation) or (Proficiency using gear and skills at their disposal, and the
with Carpenter’s Tools): Time and weather have GM may adjudicate the success of the repairs
eaten away at this rope bridge. You’re not sure if accordingly.
you should trust it completely, but crossing it would
save you many hours of travel. If you don’t cross
here, you would have to descend several hundred
feet down into the gorge and somehow find a way
up the other side.

DC 15 INT (Investigation) or (Proficiency with
Carpenter’s Tools): The bridge has decayed
significantly. The sun bleached planks of wood look
about ready to turn to dust and blow away in the
wind if disturbed. You’re certain that it cannot hold
the weight of more than one party member at a time
in its current state, but perhaps you could find a way

FOOTHILLS & MOUNTAINS 119

MECHANICAL RESOLUTION • On a failure of either the DEX (Acrobatics)
“MMMMAYBE I SHOULD HAVE or the INT (Investigation) check, a creature
GONE FIRST…?” makes no headway and may take no
Actions, Bonus Actions, or Reactions as it
ROLL FOR INITIATIVE! spends its effort maintaining its balance
on the wildly swaying bridge. If the
The bridge extends across the entire 100-ft creature fails either check by 5 or more, a
gap. Before repairs have been completed, the gust of wind or a weak spot in the bridge
following rules apply: causes the creature to lose its footing, and
it falls through a gap in the bridge.
• A creature that falls for any reason during
an attempt to cross the bridge must • If more than 200 lbs of combined weight
succeed on a DC 15 Dexterity Saving is applied to the bridge before repairs
Throw to grab onto the remains of the have been completed across its entire
bridge and to avoid plummeting into the length, there is a 60% chance that the
gorge. ropes of the bridge will break, causing all
creatures who are on the bridge at that
• The floor of the gorge is (2d100 + time to fall. A creature who is successful
50) feet below. A fall from this height on the required DC 15 Dexterity Saving
without magical assistance, or without Throw, or who is otherwise secured, holds
being otherwise secured to avoid the fall, onto the remains of the bridge as it swings
could potentially result in severe injury toward the side with the most complete
or death. See the Expanded Climbing repairs. If no repairs have been made,
System and Fall Damage on page 6 the bridge swings toward the far side of
of the Introduction. The harness from the gorge. A creature who is able to hold
a Climber’s Kit can be used to secure a onto the bridge takes (4d6) Bludgeoning
creature to the bridge itself, or ropes damage as the bridge slams into the rock
may be secured to a location on the near wall, but may then climb up the remains of
side of the bridge. If adequately secured the bridge to safety. A creature who fails
during a fall, the Dexterity Saving Throw is the saving throw plummets into the gorge
not required. unless otherwise secured.

• A single creature weighing less than 200 Once repairs are complete, the party is
lbs (gear included) can make its way no longer in Initiative Order and may pass
across the bridge carefully by succeeding without any further risk.
on a DC 13 DEX (Acrobatics) check at the
beginning of each turn. On a success, the
creature navigates through the uneven
spacing of the planks at half of their
normal movement speed and can use an
Action to Dash, to perform partial repairs,
or to otherwise assist with the crossing
attempt. If using Carpenter’s Tools
or improvising repairs with available
supplies, the creature must also succeed
on a DC 13 INT (Investigation) check to
strengthen the bridge.

120 FOOTHILLS & MOUNTAINS

FALLING BOULDERS

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD Surprised creatures are at Disadvantage on
“LOOK AT THOSE ROCK their first round of Dexterity Saving Throws
FORMATIONS UP THERE!” against the boulders.
Rockslides are very common in mountainous
regions, and they can sometimes unseat Characters who have noticed the impending
massive boulders that have the potential to threat have only a split second to react. Allow
do alarming amounts of damage to creatures these alerted characters to use a full round of
and objects below. When several boulders the Actions, Bonus Actions, and Movement, and
size of wagons and small huts come hurtling then proceed with the Mechanical Resolution
down the hillside at uncanny speeds, the below.
party will literally have to be on their toes to
avoid a devastating impact. Remember that alerted characters who
choose to use the Dodge Action will gain
While this is not designed to be the “Rocks fall, Advantage on their Dexterity Saving Throws.
and everyone dies,” type of encounter, it can be Additionally, since the boulders only strike
potentially heavy-hitting if the dice are not in the creatures who are on the ground, any
characters’ favor. This encounter should occur in character with the ability to Fly, Levitate, or
an open “chute” on the mountainside, or perhaps to rise at least 10 feet above the ground by
somewhere above the treeline. It can be used to any other means, is completely safe from the
create a very short (but potentially eye-opening) falling rocks.
interaction with the mountain environment, and
it might be a precursor to a later use of the more MECHANICAL RESOLUTION
violent and deadly Mountain Avalanche encounter. “WHY ARE ROCKS FALLING
The boulders may have been set on their downhill FROM THE SKY?”
journey by erosion or other natural forces at work • The boulders act on Initiative Counts 20
farther up the mountainside, but it is also possible
that an enemy of the party could use this as a trap and 10, and the rocks continue to hurtle
or a warning. downhill for (1d3) rounds. The rocks may
only strike creatures who are on the
NEXT-LEVEL DESCRIPTION ground.
“DID YOU HEAR THAT?”
Passive Perception: A loud “Crack!” echoes from • The chute that the boulders are passing
several hundred feet above your party’s current through is 200 feet wide, and the
location. It wasn’t lightning. Instead it sounded more characters are near its center. The
like two very large rocks being struck together. minimum distance to safety is 100 feet
in a lateral direction. Moving up or down
DC 13 WIS (Perception) or Higher: As you the slope of the hill does not create a safe
glance uphill, you see small stones and pebbles distance while the boulders are active.
settling and rolling down the slope. You also have There are no trees or other objects that
just enough time to see several massive boulders may be climbed by creatures who are in
that have bounced over the edge of an escarpment the path of the falling stones.
above you and are careening toward you at very
high speeds. It doesn’t take a genius to understand • On each of the boulders’ turns, all creatures
that a collision with one of these stones could be on the ground in the area must succeed
devastating. on a DC 13 Dexterity Saving Throw or be
hit by a large stone moving at high speed.
PLAYER ACTION OPPORTUNITY On a success, the creature effectively
dodges the oncoming boulders and takes
“DUCK!” no damage. On a failure, the creature is hit
by a massive rock and takes (10d6) points
ROLL FOR INITIATIVE! of Bludgeoning damage, is Stunned, and
is knocked Prone.
In this particular encounter, any creatures
who have Passive Perception of less than 13, Since a Stunned creature cannot move and
and who have not rolled the minimum DC 13 automatically fails future Dexterity Saving
WIS (Perception) check, will be surprised and Throws, a hit by one of these boulders can
should not be allowed to act or react in any be life threatening. Communicate to fellow
way. Items or abilities that prevent a character adventurers in the party that they will need to
from being surprised will aid a character in assist in order to get a Stunned character out
this situation. of harm’s way.

FOOTHILLS & MOUNTAINS 121

VERTICAL CLIMBING WALL

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session, roll for the height of the wall. The wall is a nearly vertical incline that
measures (2d100 + 50) feet from bottom to top.

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“UP, UP, AND AWAY . . . “WHAT EXACTLY IS A PITON?”
FROM THIS TERRIBLE PLACE” The characters are faced with a choice to
While traveling through mountainous terrain, tackle the difficult climb or to detour (3d4)
a party should expect to reach areas that are hours to find a less strenuous path. If they
only passable by vertical ascent. A sheer rock choose to make the climb, using the proper
face or a wall of ice at high altitude demands equipment is essential. Hammers, pitons,
proper skill and advanced equipment to ropes, a climber’s kit, and any other specialized
navigate successfully. climbing equipment can help to make sure
that characters are safely secured to the rock
Placing a vertical climb in your party’s path can face. Allow the party to choose a lead climber
serve the story in a number of exciting ways. When if necessary, and have them determine their
seeking a treasure, unique quest information, or a climbing order. Due to the strenuous nature
villain who has barricaded himself in a mountain of climbing a vertical surface, the hands and
fortress, the party may simply see a vertical climb feet of all climbers must be free for use during
as a temporary barrier that slows their passage. the climb. All equipment and/or creatures
However, it can also be utilized as a part of a thrilling that are being carried up the wall by a player
combat engagement, or as part of a combination character must be securely stowed in a
with a mountain weather event. If the characters backpack, a secure harness, or some other
make hasty and unadvisable choices, this simple container.
barrier could be their undoing.
MECHANICAL RESOLUTION
NEXT-LEVEL DESCRIPTION “IS THAT ROPE SECURE?”
“BEWARE FALLING BODIES” • If in Initiative Order due to combat or
Passive Perception: The rocky terrain of the
mountain pass has converged on all sides, funneling a Chase scenario, characters may locate
your party into a small clearing that is enclosed by sufficient handholds and footholds to
walls of stone. Directly before you, in your intended descend or ascend at half of their normal
direction of travel, stands a towering rock face that movement speed. At the beginning of
leads straight upward. The only choices are to climb each turn, a creature may climb up or
or to go back the way you came. down the wall by succeeding on a DC
15 STR (Athletics) Climbing Check. The
DC 12 WIS (Survival) or Higher: There are STR (Athletics) check does not require
a number of risks associated with a climb of this an Action or Bonus Action, but these
magnitude. Of course falling from a great height checks should be made on each turn
onto the solid rock below could lead to injury or even before movement is taken. The climbing
death, but climbing injuries also include sprains, checks may be rolled at Advantage for a
muscle pulls, and severe cuts from jagged rocks. climber with the assistance of a rope that
Making this attempt without the proper climbing is properly secured overhead.
equipment would be a foolhardy undertaking.
• If NOT in Initiative Order, use the
DC 15 WIS (Survival) or DC 15 INT (Nature) Expanded Climbing System referenced
or Higher: The pace of this climb will be slow, but in the Introduction. A hammer and pitons
it should allow you to proceed more quickly than may be used by a Lead Climber who climbs
backtracking to find an alternate route. A competent ahead in order to drive the pitons into the
lead climber can definitely find the proper hand and climbing surface and to attach the rope
footholds and should be able to secure ropes that for trailing climbers. Use of a Climber’s
will make it easier on the rest of the party. Kit by this Lead Climber assures a fall of
no more than 25 feet if a Slip should occur.

DC 17 WIS (Survival) or DC 17 INT (Nature)
or Higher: During the time that it will take to finish
this ascent, the members of your party will be
directly exposed to harsh mountain weather, and
potentially even aerial predators who may nest
nearby. Lookouts should be posted, and climbers
will need to be prepared for anything.

122 FOOTHILLS & MOUNTAINS

FOOTHILLS & MOUNTAINS 123

MOUNTAIN STORM

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session, roll for the severity of the storm using the Storm
Severity Table on the following page.

NARRATIVE THREAD
“THIS MOUNTAIN IS SOMEWHAT
INHOSPITABLE”
Traversing mountainous terrain has its fair
share of dangers. However, none of them
are as formidable or deadly as being caught
in a mountain storm. Finding oneself in high
winds, freezing temperatures, falling hail, and
lightning strikes can most certainly lead to an
untimely death.

Adventurers may only find themselves dealing with
a powerful mountain storm in the most extreme of
circumstances. Perhaps the party requires a unique
item or material that can only be found at the highest
peak, or maybe the only way to reach their next
destination is through a hazardous mountain pass.
Whatever the reasoning, adding a mountain storm
encounter to your game will demonstrate the sheer
power of nature.

NEXT-LEVEL DESCRIPTION
“DID YOU SEE THAT FLASH?”
Passive Perception: A swift wind suddenly rushes
past you, sending chills through your body and filling
your nostrils with the familiar smell of rain.

DC 12 WIS (Perception or Higher): You notice
the distinct makings of a storm cloud in the distance.
A flash of light can be seen within its depths, followed
by a loud crack of thunder a couple of seconds later.
The gathering wind seems to be moving the storm in
your direction.

DC 14 WIS (Survival) or DC 14 INT (Nature)
or Higher: It is crucially important to find shelter
quickly as storms of this type may bring high winds,
hail, and dangerous lightning strikes.

PLAYER ACTION OPPORTUNITY
“I ONCE KNEW A GUY WHO
WAS STRUCK BY LIGHTNING”
Characters will participate in a Group Skill
Challenge to navigate their way to safety
during the storm. Remind the players of the
mechanics used in a Group Skill Challenge.
Because of the difficult terrain and the
movement speed of the oncoming storm,
characters will only have a few moments
to prepare themselves for the worst.
Allow players to describe any equipment,
techniques, or spells that their characters
are able to use in the 1 minute that they have
before the storm is on top of them. Take these
preparations into account as you begin the
Mechanical Resolution of this encounter.

124 FOOTHILLS & MOUNTAINS

MECHANICAL RESOLUTION

When running a Mountain Storm encounter it is important to establish the severity of the
storm that the players are caught in. The storm consists of four parts; Wind Rate, Precipitation,
Lightning Strikes, and Time Required to Find Shelter.

Roll (1d4) or choose from the “Storm Severity” table below:

STORM SEVERITY TABLE

SEVERITY LEVEL WIND RATE (CON PRECIPITATION LIGHTNING (# OF TIME REQUIRED
(ROLL 1D4 OR SAVE REQUIRED (MAY AFFECT FAILURES BEFORE TO FIND SHELTER
CHOOSE A LEVEL BEFORE EACH VISION-BASED LIGHTNING (# OF SUCCESSES
BELOW) SKILL CHECK) SKILL CHECKS) STRIKE) REQUIRED)
Level 1 - All Skill Moderate Rain
Checks are at a Moderate Wind 4 6
DC 15 (DC 13 CON Heavy Rain
Save Against Disadvantage to 38
Level 2 - All Skill Hypothermia) checks that rely on
Checks are at a sight 3 10
DC 16 Strong Wind Light Hail (1d4
(DC 14 CON Bludgeoning
Level 3 - All Skill Save Against Damage Before a
Checks are at a Hypothermia) Check)
DC 17
Strong Wind
(DC 14 CON
Save Against
Hypothermia)

Level 4 - All Skill Powerful Wind Heavy Hail (3d4 2 12
Checks are at a (DC 15 CON Bludgeoning
DC 18 Save Against Damage Before a
Hypothermia) Check)
AND
Disadvantage to
checks that rely on
sight

• Hypothermia: Before a character makes a skill check as a part of the group skill challenge,
that character must succeed on a Constitution Saving Throw at the DC determined by
the Wind Rate on the table above. On a failure, the character immediately takes (3d6)
Cold damage before attempting the chosen skill. If a character is wearing specialized
Cold Weather Clothing, or if the character is Resistant to Cold damage, the CON Save
may be rolled at Advantage. Creatures who are Immune to Cold damage automatically
succeed on this CON Save.

• Lightly Obscured Vision: If the storm includes Heavy Rain or Heavy Hail, any WIS
(Survival) checks to navigate to safety, as well as any WIS (Perception) checks that rely
on sight, are rolled at Disadvantage.

• Hail Damage: If the storm includes Hail, before a character makes a skill check as part
of the group skill challenge, that character takes either (1d4) points of Bludgeoning
damage for Light Hail or (3d4) points of Bludgeoning damage for Heavy Hail.

• Lightning Strike: If the prescribed number of failures takes place before a party reaches
shelter, lightning strikes in the immediate area. All creatures must succeed on a DC 15
Dexterity Saving Throw or take (8d6) Lightning damage. Creatures take half damage
on a success.

FOOTHILLS & MOUNTAINS 125

Group Skill Challenge Requirements

• Roll for Initiative! Alternatively the GM may have all players declare the checks that they
are making and to have them roll simultaneously. This allows the GM to adjudicate the
combined successes or failures of the group and to adjust consequences accordingly.

• The DCs of the required skill checks, as well as the number of successes required to find
shelter, are determined by the severity of the storm as rolled on the Storm Severity Table
above. A GM may choose to allow the players to know the DC required for success, but
they should not be aware of the number of successes that are required to find shelter
unless a character uses the WIS (Survival) skill as mentioned below.

• The use of spells does not count as a success or a failure in this challenge, but it may
assist other characters with the required skill checks, or it may help mitigate damage
from hypothermia, hail, or lightning. Due to the high winds, precipitation, and imminent
lightning strikes, Ritual spellcasting cannot be used while exposed to the storm, and
spellcasters may find it incredibly difficult to maintain concentration on spell effects.

• As per usual, characters may only use skills in which they are Proficient. The following
skills may come into play during the skill challenge, but other creative methods may also
be allowed at the GM’s discretion. The GM may choose to suggest some of these skills
for characters who are Proficient.

• A successful STR (Athletics) check may allow a player character to help the
group along through the difficult winds and treacherous terrain or to carry an
incapacitated character.

• A successful DEX (Acrobatics) check can be used to help others avoid lightning
strikes. * Special Feature: On a success, this eliminates one failure previously
accumulated by the group.

• A successful WIS (Insight) check may be used to predict the movement of the
worst parts of the storm and to seek shelter outside of its primary path.

• A successful INT (Investigation) check can be used to locate areas of partial
shelter along the path in order to avoid the worst moments of the storm.

• A successful WIS (Medicine) check allows a character to identify signs of
hypothermia and to aid those suffering from it or to stabilize an incapacitated
character.

• A successful INT (Nature) check - May be used to understand the electrical
qualities of the storm and to forecast its level of danger (knows exactly how
many failures before the next Lightning Strike).

• A successful WIS (Perception) check allows a character to spot inherent risks in
the terrain itself to prevent unnecessary injury to members of the group. * Special
Feature: On a success, this eliminates one failure previously accumulated by
the group.

• A successful WIS (Religion) check may be used to invoke the name of a deity
and to plead for safe passage.

• A successful WIS (Survival) check allows a character to identify the shortest
path to meaningful shelter for the group (knows exactly how many successes are
required to find shelter).

Once the required number of successes has been reached, the party finds themselves in a
mountain cave that is deep enough to protect them from the cold winds, the precipitation, and
the lightning caused by the storm. The storm remains in the area for 1 additional hour and
then passes.

126 FOOTHILLS & MOUNTAINS

AVALANCHE

Player Difficulty Rating: |Mechanical Complexity Rating:

Bfore this session: First, roll for the dimensions of the avalanche. The avalanche area is (3d100
+ 50) feet wide laterally across the mountain slope, (3d100 + 100 ) feet long up and down the
mountainside, and creates a wall of snow that is (2d12 + 2) feet thick. It moves at a rate of 200
feet per second. Review the group skill challenge mechanics at the end of the Mechanical Resolution

section and all of the tables below before moving on with player actions.

NARRATIVE THREAD
“SUCH PICTURESQUE VIEWS”
An avalanche is one of the most powerful and terrifying forces of nature, rivaling hurricanes,
earthquakes, and forest fires in its intensity. Tons of ice and snow barreling down a mountainside
at speeds of up to 200 miles per hour can be absolutely catastrophic. This hazard is a killer;
mountain travelers should always be wary of the potential for avalanches after a recent snowfall.

Avalanches create an intense and exciting hazard for your adventuring party as they trek through a snowy
mountain pass, but they should be used sparingly and are likely a once-per-campaign type of encounter. Not
only do avalanches have the power to annihilate a party, but to experience the power of an avalanche once
is likely enough to keep characters on the lookout any time they venture into the mountains. Be thoughtful
when including this hazard and pick the proper timing and location.

The relative power of the avalanche is determined by its thickness as indicated on the Avalanche
Power Table below:

Avalanche Power Table

AVALANCHE ROLL (2D12) TO STR SAVE DC STR MODIFIER OF BURY DEPTH FOR
POWER LEVEL: DETERMINE THE TO RESIST AVALANCHE CREATURES AND

BASED ON AVALANCHE AVALANCHE OBJECTS
THICKNESS THICKNESS
12 +6 3 feet
1 1-5 feet 16 +8 8 feet
22 +11 13 feet
2 6-10 feet 30 +15 18 feet

3 11-15 feet

4 16 feet or more

The Strength Save DC of the avalanche and its Strength Modifier will be especially important
in determining the safety of characters who have climbed trees, who are hanging onto
boulders, or who are using special equipment or magic to resist the effects of the avalanche.

At any point when a creature is in direct contact with the moving snow in the area of the
avalanche, that creature must succeed on a Strength Saving Throw against the DC determined
by the avalanche’s thickness. On a success, that creature is able to avoid being dragged away
and buried by the snow. On a failure, the creature is dragged and buried somewhere down
the mountainside. Any equipment or objects that were not being worn by a character who is
caught up in the avalanche are also dragged away and buried in random locations downhill.
A buried creature’s or object’s depth beneath the surface is determined by the Bury Depth on
the Avalanche Power Table.

If a creature is utilizing equipment or a specific terrain feature to resist the pull of the snowslide,
the avalanche also makes a Strength check (with the appropriate modifier from the Avalanche
Power Table) against the Breakage Threshold of the piece of equipment or terrain feature. A
list of common breakage points are listed below:

COMMON BREAKAGE THRESHOLDS TABLE

OBJECT TYPE OR SIZE BREAKAGE THRESHOLD
Rope (Hempen) Any length DC 17 Strength Check
Rope (Silk)
Chain Any Length DC 17 Strength Check
Trees
Any length DC 20 Strength Check

Small, Medium, or Large Listed in Terrain Assistance Table Below

FOOTHILLS & MOUNTAINS 127

NEXT-LEVEL DESCRIPTION
“LISTEN TO MY ECHO . . . ECHO . . . ECHO”
DC 13 WIS (Perception) or Higher: The snow on the mountainside is particularly thick. As you continue
to trudge through it, you begin to notice conspicuous cracks in the surface of the snow, and you hear a deep
“whumping” sound as the snow shifts and settles underfoot.

DC 15 INT (Nature) or WIS (Survival) or Higher: You have stumbled into an area that is ripe for an
avalanche! Any sudden movements or loud noise will most certainly set it off, and you have only a moment
to get yourself and your companions to safety!

DC 18 INT (Nature) or WIS (Survival) or Higher: Outrunning an avalanche is impossible. The snow
and ice will reach incredible speeds as it slides down the steep mountainside. Your only hope is to climb high
enough, or to move laterally across the slope of the mountain, to get yourself completely out of its path. If you
are ultimately caught in the deluge, you are likely to be buried alive!

PLAYER ACTION OPPORTUNITY
“WHO PULLED THE RUG
FROM UNDER MY FEET?”

• Roll for Initiative! Alternatively the GM may have all players declare the checks
that they are making and to have them roll simultaneously. This allows the GM
to adjudicate the combined successes or failures of the group and to adjust
consequences accordingly.

• If any characters have recognized the threat (successful DC 15 Nature or Survival
check or higher), those characters should be given a full round of Action, Bonus
Action, and Movement to mitigate the risk. All creatures who failed to meet at
least the DC 15 checks above, are caught by surprise and should not be given the
opportunity to react in any way.

• Characters with Passive Perception of at least 12, and who are aware of the avalanche
threat, may immediately assess the width of the avalanche area and their relative
position in it. Surprised and imperceptive characters are unaware of the avalanche
dimensions or their options to avoid it. Roll (1d6) on the Party Location Table to
determine the party’s general position within the avalanche zone:

Roll 1d6 PARTY LOCATION TABLE
1-2
3-4 Location Within the Avalanche Area
5 The party is directly in the center of the avalanche area.
6 The party is 100 feet from a safe area on the lateral edge of the avalanche zone.
The party is 50 feet from a safe area on the lateral edge of the avalanche zone.
The party is 25 feet from a safe area on the lateral edge of the avalanche zone.

• This same DC 12 Passive Perception check may also reveal trees and boulders
that are in close proximity and that offer potential elevation above the flow of the
avalanche for characters who are aware of the threat. Surprised characters may
not take advantage of these terrain items. A DC 13 STR (Athletics) check will be
required to climb any of these terrain features at the beginning of the Group Skill
Challenge. Have each alerted character roll (1d10) according to the following table
to determine what terrain elements are nearby.

128 FOOTHILLS & MOUNTAINS

ROLL 1D10 TERRAIN ASSISTANCE TABLE BREAKAGE DC
1-4 N/A
5-6 ITEM NEARBY
7 Cannot reach any object nearby Breaks on a DC 20 STR check
8 Breaks on a DC 25 STR check
9 Can reach a small tree nearby
10 Can reach a medium sized tree nearby Does not break
Can reach a medium sized boulder nearby Does not break
Breaks on a DC 30 STR check
Can reach a large boulder nearby
Can reach a large tree nearby

• If a character is aware that the party is close enough to the lateral edge of the
avalanche area, the best possible self-preservation strategy is likely to Dash out
of the potential path of the avalanche. However, if an alerted character is unlucky
enough to be in the middle of the affected area, the only option may be to climb a
tree or a boulder and to hope for the best. Surprised characters have no option but
to rely on their strength as the avalanche begins. Allow the casting of helpful spells
and the use of specialized equipment by alerted characters here, if they choose to
use their Actions or Bonus Actions for that purpose, and then move on to the group
skill challenge mechanic to resolve the encounter.

MECHANICAL RESOLUTION • A successful DC 13 DEX (Acrobatics)
“WE’RE GOING FOR A RIDE!” check allows an alerted character to jump
When the alerted characters have had their safely from boulder to boulder, or tree to
opportunity to act, the avalanche is triggered tree, while the avalanche is still moving.
and begins in earnest. The outcome of this A failure results in a fall into the moving
encounter will be determined by a Group avalanche.
Skill Challenge. Successes need not be
tracked, but the group must avoid the flow • A successful DC 13 WIS (Perception)
of the avalanche and uncover any buried check allows an alerted character to
creatures and objects before accumulating 5 track the relative positions of up to 3
total failures. creatures or objects that are caught in
the flow of the avalanche while it is still
The casting of spells does not count as a in progress. On a failure, the character is
success or a failure in the group tally but may unable to keep track of the locations of
aid in related skill checks. A buried creature any creatures or objects.
may cast spells only if it has the necessary
breathing room and bodily space for Verbal • A successful DC 13 WIS (Survival)
and Somatic components of the spell check allows a creature who is being
(unlikely). dragged and buried by the avalanche
to create a small pocket of air beneath
As per usual, characters may only use skills in the snow as it settles. This grants the
which they are Proficient. The following skills creature additional breathable air before
may come into play during the skill challenge, beginning to suffocate and allows space
but other creative methods may also be for Verbal and Somatic spell components.
allowed at the GM’s discretion. The GM may
choose to suggest some of these skills for • A successful DC 13 STR (Athletics)
characters who are Proficient. check allows a creature who is being
dragged and buried by the avalanche
Stage 1: Avalanche Triggered to use a swimming motion to remain
close to the surface. This results in the
Potential checks available as the avalanche creature’s being buried closer to the
begins - Stage 1 of the Challenge (ends when surface and grants Advantage to direct
all characters have had the opportunity to WIS (Perception) or INT (Investigation)
make their first skill check) checks used by unburied creatures to
find them.
• A successful DC 13 STR (Athletics) check
allows an alerted character to climb At this point, the avalanche slows and
quickly to the highest point of a tree or settles at a point well down the slope of the
boulder, if there is one nearby. A failure mountainside (the number of feet rolled for
results in a fall into the moving avalanche. the avalanche length) from where it began.

FOOTHILLS & MOUNTAINS 129

All creatures who were moved by the • A successful DC 13 WIS (Perception)
avalanche are buried, Blinded, Deafened, check allows an unburied creature with
and Suffocating (with the exception of a the Keen Hearing and Smell trait to locate
successful Survival check above). another creature or object that is buried
under the snow after the avalanche has
Suffocating - When a creature runs out of settled. On a failure, the creature is
breath or is choking, it can survive for a unable to pinpoint the location of other
number of rounds equal to its Constitution buried creatures or objects until its next
modifier (minimum of 1 round). At the start turn.
of its next turn, it drops to 0 hit points and
is dying, and it can’t regain hit points or be • A successful DC 13 INT (Investigation)
stabilized until it can breathe again. check allows an unburied character to
locate creatures and objects that have
Stage 2: Avalanche Settled been buried by the avalanche based on
the debris pattern. This check may be
Potential checks available after the avalanche made at Advantage if a previous WIS
has settled - Stage 2 of the Challenge (ends (Perception), WIS (Survival), or INT
when all creatures and objects have been (Religion) check hast been successful.
uncovered OR when 5 total failures have been On a failure, the character who failed is
accumulated across both Stages combined) unable to pinpoint the location of other
buried creatures or objects until its next
• A successful DC 13 INT (Survival) check turn.
allows an unburied character who is
attempting to locate a buried creature • A successful DC 13 STR (Athletics)
or object to use a long stick or pole as a check allows an unburied creature to dig
probe. If successful while searching for 1 foot into the snow (without the aid of
a buried creature, this probing technique equipment) where an object or creature
also creates a breathing hole that is known to be buried. Improvised
eliminates the possibility of Suffocation equipment may allow the character to
for one creature who is buried beneath dig more quickly at the GM’s discretion.
the snow. On a failure, the character is If specialized equipment (like a shovel or
unable to locate objects or creatures that a mining pick) is used during this check, a
have been buried by the snow until its creature can dig 5 times as deep on each
next turn. attempt.

• A successful DC 13 INT (Religion) check The group may continue making skill checks
allows an unburied character to receive until they have accumulated a total of 5
guidance from a patron deity that aids failures (adjusted by any reversals mentioned
in the location of buried creatures or above). When 5 failures have been tallied, all
objects. On a failure, the deity chooses undiscovered objects and creatures become
not to intervene for the remainder of impossible to locate. Buried creatures
the challenge, and this check cannot be who rely on the ability to breathe die from
repeated by the character who failed. Suffocation. Buried objects are permanently
removed from character inventory.

130 FOOTHILLS & MOUNTAINS

FOOTHILLS & MOUNTAINS 131

EARTHBERGS

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD MECHANICAL RESOLUTION
“WHY WOULDN’T THERE “STEP LIGHTLY”
BE FLOATING LAND MASSES?” Each earthberg represents an area of land
In civilizations where the arcane arts have that is (1d10) x 1000 square feet. Each
reached their zenith, conclaves of wizards earthberg is also levitating at its own unique
have inevitably come to the conclusion that height (3d10) x 100 feet above the surface of
their strongholds are safer when floating far the terrain below.
above the common earthbound peasants. There is very little mechanical complexity
Therefore, adventurers in these realms to this encounter, but a GM can craft some
may have reason to encounter the floating meaningful complications to a battle that
earthbergs on which these fortresses rest. rages hundreds or thousands of feet in the air.
Although powerful magic is required to keep Utilize the Fall Damage from the Expanded
them aloft, earthbergs place very meaningful Climbing System in the introduction, and
separation between powerful mages and consider the following mechanics for rescuing
those who might seek to unseat them. a falling character.
• When a character falls from an earthberg,
Earthbergs represent an intentional blockade for
your campaign storyline. Adventurers will not be Initiative must be rolled if it is not already
able to reach these floating bits of terrain without in effect.
flying mounts, flying vehicles, or powerful magic. • The falling creature descends at a rate of
Depending on the methods by which characters 500 feet per round if there is no system
choose to alight on earthbergs, there may also be a of restraint or magic to stop or slow the
significant risk of their plummeting back to the ground fall.
below. Consider carefully what other defenses • Another creature may use a Reaction to
the mage denizens of these floating islands would assist a falling creature during the turn in
employ and let gravity do the rest. which the fall is initiated.
• Any other rescue attempts must utilize
NEXT-LEVEL DESCRIPTION a character Action or Bonus Action,
“WE NEED A NEW WORD and must take this rate of descent into
TO DESCRIBE THESE THINGS” account.
Passive Perception: Hundreds of feet above the
rocky terrain on which you stand, massive islands of
stone hover in the sky like dense clouds.

DC 15 INT (Arcana) or Higher: The arcane
power that is necessary to hold these earthbergs
aloft is substantial. Such a feat of magic could only
be performed by a mighty group of wizards, or by
a magical artifact that has been infused with their
collective power.

DC 18 INT (Arcana) or Higher: Access to the
floating islands can only be attained through flight
or teleportation. The wizards who reside there
would likely prefer the use of teleportation circles
or interdimensional portals that they can control
directly.

PLAYER ACTION OPPORTUNITY
“TELEPORTATION UPSETS
MY STOMACH”
If the characters know of a way to travel to
the surface of a nearby earthberg, they may
choose to do so. Otherwise, this serves as a
mystery that the players will need to solve.
Information may also be available on the
arcane defenses that are used to protect each
earthberg.

132 FOOTHILLS & MOUNTAINS

• Consider the following example:
• The group is already in Initiative Order because they were in the midst of a combat
engagement with Trevanya, the evil mage, and her minions.
• The earthberg on which this combat encounter takes place is 900 feet in the air.
• Grio Whiteshine is propelled off of the edge of the earthberg when Trevanya casts
Thunderwave.
• If Grio hits the ground, it will be at a velocity that is sufficient to cause his death.
• Grio will have fallen 500 feet by the end of Trevanya’s 6-second turn in combat unless
someone else in the party has prepared a Reaction spell, like Featherfall, or can use a
Reaction in some other way to change this eventuality.
• Luckily for Grio, his good friend Vertha had previously positioned himself at the edge
of the earthberg and had readied an Action to lasso anyone unlucky enough to fall. He
uses his Reaction to make the Dexterity check that is necessary to toss a rope around
Grio’s flailing legs, . . . but he fails miserably when he rolls below the necessary DC of 13
that the GM has established for this task.
• Grio’s other companion, Klaesic, uses his action to leap onto the back of his trained
wyvern mount and Dash through the air to Grio’s rescue. However, since the wyvern can
only fly a maximum of 160 feet on its turn, Klaesic comes up 340 feet short. He has no
other abilities that can help Grio at that range.
• As Grio continues to fall, he can cast Levitate on himself when his next turn comes
around because he has another 400 feet to fall before he makes contact with the hard
ground below.
• If Grio is all out of spell slots, he might also remember that he can use his Ring of Air
Elemental Command to slow his descent. If all of those options fail, Grio goes SPLAT!

FOOTHILLS & MOUNTAINS 133

134 TEMPERATE FORESTS & WOODLANDS

CHAPTER EIGHT

TEMPERATE FORESTS & WOODLANDS

ADVENTURE ENVIRONMENT

Forests may seem almost commonplace in the life of an adventurer because they are so
prevalent in the wilderness. They may be a source of mystery, housing hidden civilizations or
lost artifacts. They may also provide shelter and respite for weary travelers. However, a scenic
woodland can quickly turn into a deadly environment just as easily as any of the other natural
biomes in this guide.
Woodlands offer a little bit of everything to your party, but the general level of risk is lower than
in some of the other environments in this book. Many of the hazards mentioned here provide
opportunities for narrative expansion and world-building, but most will not be life-threatening
for player characters. See the Player Difficulty and Mechanical Complexity Ratings for more
information.

TRAVEL PACE IN THE FOREST

There are no penalties to travel pace in this environment. Use standard travel speeds from the
core rules.

TEMPERATE FORESTS & WOODLANDS 135

136 TEMPERATE FORESTS & WOODLANDS

FOREST CAVE

Player Difficulty Rating: |Mechanical Complexity Rating:

Before running this encounter, decide if the cave is occupied or unoccupied. If
occupied, design an appropriate level encounter using beasts or monstrosities.
Provide signs of their coming and going from the cave in the form of tracks, fresh kills,

or other-worldly traces. If unoccupied, use the hazards detailed below.

NARRATIVE THREAD The following checks relate to what the party
“HELLO? ANYBODY IN THERE?” knows when they discover an unoccupied
Caves can be found almost anywhere. cave:
Forests, however, can provide a unique set of
circumstances that create caves unlike any • DC 13 WIS (Survival) or Higher: There is no
other. The most-common type is caused by sign that the cave is occupied. No fresh tracks,
a forest taking root over limestone, typically no scat, no other markings that would indicate
after a mudslide, volcanic eruption, flood, or anything has made a home here. It is odd that a
other mass movement of earth. After decades seemingly good shelter in the wilderness would
or centuries of tree roots slowly breaking be unoccupied.
the stone apart, cracks form allowing water
to wash away much of the stone not held • DC 16 WIS (Survival) or Higher: Caves
by tree roots. This process can create vast in this sort of terrain can build up a significant
underground chambers and passageways amount of deadfall in them. The process of
lined with tree roots. all the vegetation rotting away can cause a
concentration of noxious gases which can
At some point in your campaign adventures, the linger in low places. It could also be that this
party is likely to be desperate for shelter and a Long cave floods frequently, prohibiting anything from
Rest. That is the time to introduce a mysterious cave. living here for long. Maybe there is a darker,
A dry cave may seem very inviting. However, these more sinister reason the cave is unoccupied. Or
places are rarely unoccupied, and if they are, there maybe it is nothing at all.
is likely a very good reason. Perhaps there is an
accumulation of poisonous gas, or maybe the cave • DC 18 WIS (Perception) or Higher: As you
floods regularly. Perhaps the cave is haunted or peer down into the absolute darkness of the
serves as a portal to some other plane or existence. cave entrance, the wind swirls for just a moment,
The narrative options are almost limitless. and you feel a bit lightheaded. Perhaps just a
bit of vertigo? Or maybe there is something foul
NEXT-LEVEL DESCRIPTION down below.

“IF IT’S EMPTY, IT WILL BE A PLAYER ACTION OPPORTUNITY
GREAT PLACE TO REST” “THIS MIGHT BE A TERRIBLE IDEA”
The following checks relate to finding the If the party is descending into the cave,
cave entrance: they may have an additional opportunity to
spot any threat that lurks within. Climbing
• DC 13 WIS (Survival) or Higher: Animal equipment and ropes may help to ease their
tracks in the area clearly avoid certain parts of descent, and use of light sources or Darkvision
the terrain ahead, though it is not clear why. will be imperative.

• DC 16 WIS (Perception) or Higher: It’s
very hard to see, but there is an opening in the
ground that is covered by twigs, leaves, and
other deadfall. It doesn’t look like a trap. It could
have occurred quite naturally.

• DC 16 INT (Nature) or Higher: By its very
nature, this forest is certain to have hidden caves
and pits. The limestone terrain makes it almost
impossible for there not to be caves here.

TEMPERATE FORESTS & WOODLANDS 137

MECHANICAL RESOLUTION
“I FEEL A LITTLE WOOZY”
The entrance cavern is (3d6 x 10) feet deep, and the descent into the cave is nearly vertical. Use
the Expanding Climbing System rules to adjudicate climbing progress and falls. The GM will
need to track relative positions of the climbers as they move up or down the cave walls.
• A 10-foot-thick layer of accumulated cave gas lingers at the bottom of this entrance.
• The specific properties of the gas may cause asphyxiation, explosion, or both.
• A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier

(minimum of 30 seconds).
• When a creature runs out of breath or is choking, it can survive for a number of rounds equal

to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to
0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe
again.

Accumulated Gasses
These gasses are odorless and colorless and will slowly suffocate the party if they remain at the
base of the cavern. They also have the potential to ignite if given a spark.
• While in the gas layer in the bottom 10 feet of the cave entrance, any source of mundane

or magical flame, or any forceful metal-on-metal contact that is sufficient to create a spark,
immediately causes the gasses to detonate.
• Any creature caught in the explosion must make a DC 15 Dexterity Saving Throw, taking
(6d6) points of Fire damage on a failure, or half as much on a success.
• Furthermore, the detonation shakes the cave walls violently. Any creatures who are climbing
walls in any part of the cave at the time of the explosion must succeed on a separate DC
13 Dexterity Saving Throw to avoid falling from the wall. Use of a climbing rope grants
Advantage on this Save, and use of a Climber’s Kit will prevent a fall of more than 25 feet.
Consult the Expanded Climbing Rules for details on fall damage and injuries.

138 TEMPERATE FORESTS & WOODLANDS

• Any creature who is in the bottom 10 feet
of the cave at the time of the explosion
must make a separate DC 13 Dexterity
Saving Throw or take (2d6) Bludgeoning
damage from falling rocks shaken loose
by the detonation, taking half damage on
a success.

• If no detonation has occurred, a creature
who spends 1 minute in the accumulated
gasses at the bottom of the cave must
succeed on a DC 12 Constitution Saving
Throw or immediately take 1 Level of
Exhaustion. Creatures who do not need
to breathe are not affected by the gasses
in this way.

• At the end of the next minute, if a creature
is still in the gas layer, it must succeed on
a DC 13 Constitution Saving Throw or take
another Level of Exhaustion. The DC of
these Con Saves increases by one for each
minute spent in the gas such that the DC
is 12 + the number of minutes since the
initial Constitution Saving Throw.

TEMPERATE FORESTS & WOODLANDS 139

DEADFALL AT CAMPSITE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD is an imminent threat to anyone who is below
“THE ABUNDANCE OF TREES this widowmaker. While it may or may not fall,
PROVIDE SOME SHELTER” this is a very dangerous location for your camp.
Among the various challenges of the forest,
there is one so mundane that adventurers PLAYER ACTION OPPORTUNITY
may simply overlook it. A dead or dying “A CUT ABOVE THE REST”
tree is easy to spot, and it may remain in its If none of the advanced checks from the
place for many years after the last sap has Next-Level Description section are successful,
circulated through its trunk. Whether due the characters are not aware of the danger
to lightning, disease, time, weight of snow, that looms above the campsite. Have the
landslides, or volcanic eruptions, dead trees characters establish their watch order and
are easy to identify by their lack of leaves move on to the Mechanical Resolution section
and deteriorating bark. However, unobservant of this encounter.
travelers may unknowingly set up camp
beneath the formidable heft of these plants, The only ways to avoid the damage from
and the consequences can be horrendous. the falling tree are to move to an alternate
campsite or to protect the campers below
A deadfall encounter can be used in either a forest or with a significant mundane or magical barrier
a jungle setting, and once a party has experienced that can withstand the initial impact.
this disaster at their campsite, their level of diligence
will likely go through the roof. It creates a feeling MECHANICAL RESOLUTION
of constant threat in a wilderness environment. “I’VE GOT A CRUSH ON YOU”
This encounter may be used in combination with • On each character’s watch, Flip a coin
some meaningful push to establish camp, forcing
player characters to make decisions quickly and or Roll (1d2) to see if the tree falls. On
potentially overlook the danger. It also serves as a a Heads (1), the tree will fall during this
great complication to a combat encounter in the late watch, and on a Tails (2), the tree will
watches of the night. hold until the next watch. If the tree is to
fall, have the character who is on watch
NEXT-LEVEL DESCRIPTION make another attempt at a DC 20 WIS
“THE CREAKING IS QUITE OMINOUS” (Perception) check. On a success, they
• Passive Perception: The wind is picking up hear the snapping of the trunk as the
high winds continue to buffet the canopy
around you. As you look around the woodlands, above and have just one turn to aid their
you notice there are dead branches littering the party. On a failure, they too are Surprised
forest floor. Many of these could be used for as the tree plummets to the earth in the
kindling; this might be a good place to gather center of the campsite.
firewood and make camp.
• Roll for Initiative as the tree is coming
• DC 15 WIS (Perception) or Higher: The down. The tree acts on Initiative Count
wind is moving briskly through the trees and 20 and only acts once. All characters
the sky is darkening quickly. It is possible that who are sleeping or otherwise unaware
a storm may be moving in. The trees sway back of the threat are Surprised and may not
and forth from the gusts, and the strain can be take Actions, Bonus Actions, Reactions, or
heard in the form of occasional creaks echoing Movement, during the first round.
through the forest.
• A conscious character, such as an Elf with
• DC 17 WIS (Survival) or Higher: As an the Trance ability or a person on watch,
experienced survivalist, you have made a habit notices the falling tree and gets to make
of always checking the canopy above your a DC 18 Dexterity Saving Throw to move
planned campsite. As you look up, you are outside of the affected radius, avoiding
incredibly thankful for this old habit. (Reveal the all damage on a success. Others who were
information from the Perception check below) sleeping or surprised cannot make a Save
to avoid damage. The massive tree trunk
• DC 20 WIS (Perception) or Higher: A hits every creature and object within a 30-
massive, dead tree of tremendous girth is foot radius of the center of the campsite as
leaning precariously toward the center of your it smashes into the ground, rolls, bounces,
campsite. The gray trunk is somewhat supported and shatters.
by intersecting branches of other trees, but there

140 TEMPERATE FORESTS & WOODLANDS


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