Frostfell Terrains

FROSTFELL MOUNTAIN TERRAIN FEATURES

Cliff: A cliff typically requires a DC 15 Climb check to scale and is 1d4×10 feet tall, although the needs of your map may mandate a taller cliff. A cliff isn’t perfectly vertical, taking up 5-foot squares if it’s less than 30 feet tall and 10- foot squares if it’s 30 feet or taller. Since the rocks in these regions are typically covered in frost, the DC of Climb checks is increased by 2 when climbing cliffs in frostfell areas.
Crevasse: Crevasses function like pits in a dungeon setting. A typical crevasse is 2d4×10 feet deep, at least 30 feet long, and anywhere from 5 to 40 feet wide. Some crevasses are hidden by crusts of snow.
Dense Rubble: The ground is covered in rocks and chunks of ice of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and Move Silently checks have a –2 penalty.
Gradual Slope: This incline isn’t steep enough to affect movement, but characters gain a +1 bonus on melee attacks against foes downhill from them.
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Balance and Tumble checks increases by 5. A DC 10 Balance check is required to run or charge across an ice sheet. Ice sheets in areas with a gradual slope cost 3 squares of movement to enter and increase the DC of Balance and Tumble checks by 10. A DC 12 Balance check is required to run or charge. Ice sheets in areas with a steep slope cost 4 squares of movement to enter and increase the DC of Tumble checks by 10 and Balance checks by 12. All other effects of steep slope also apply, and all other DCs (such as Ride checks) are increased by an additional 2; however, the Tumble penalty of the ice sheet supersedes the Tumble penalty of the steep slope.
Light Undergrowth: A space covered with light under growth provides concealment, costs 2 squares of movement to move into, and increases the DC of Tumble checks by 2. Creatures take a –2 penalty on Move Silently checks in light undergrowth.
Natural Snow Field: The area is covered by snow 1d4×10 feet in depth, although a firm layer is only 1d6 feet below the surface.
Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

GLACIER TERRAIN FEATURES

Glaciers are moving masses of ice formed in high mountains and polar regions by the compacting of snow and ice. They are thrust into motion by their sheer, colossal weight. Glaciers come in three categories: tongue, valley, and continental. Tongue glaciers are narrow sheets of ice formed by frozen streams or rivers that flow down into valleys. Valley glaciers are larger sheets of ice that crawl slowly, skirting mountains by following valleys. Continental glaciers are massive ice sheets that can extend for tens or even hundreds of miles. These grind across the earth, engulfing entire land masses in ice.
Crevasse: Glacial crevasses are covered 50% of the time by a layer of snow. A typical glacier crevasse is 4d4×10 feet deep, at least 30 feet long, and anywhere from 5 to 40 feet wide.
Dense Rubble: The ground is covered in rocks and chunks of ice of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and Move Silently checks have a –2 penalty.
Freezing River: A stream, tributary, or river flows through the area, moving just fast enough to avoid freezing. The water is 2d4 squares wide.
Ice Sheet: The ground consists of slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Balance and Tumble checks increases by 5. A DC 10 Balance check is required to run or charge across an ice sheet.
Light Rubble: Small frost-covered rocks and chunks of frozen soil are strewn across the ground, making nimble movement more difficult. The DC of Balance and Tumble checks increases by 2.
Natural Snow Field: The area is covered by snow 1d4×10 feet in depth, although a firm layer is only 1d6 feet below the surface.
Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.

Frostfell Terrains

Philo's Crossing A_Duck