Random Mountain Features & Hazards Table

This table is designed to help Dungeon Masters (DMs) create dynamic and engaging mountain encounters. You can roll once or twice on each table to add primary and secondary features to your mountain setting. The effects listed are optional and can be tailored to fit the level and context of your game. Adjust the difficulty classes (DCs) for checks as appropriate for your characters' levels. The primary goal is to enhance the environment without bogging down gameplay.

Primary Mountain Features

  1. Gap/Gorge: A deep, narrow valley or chasm.

    • Effect 1: Requires a DC 15 Acrobatics check to cross safely.
    • Effect 2: May contain a fast flowing raging river.
  2. Summit: The highest point of the mountain.

    • Effect 1: Grants advantage on Perception checks due to the vantage point.
    • Effect 2: Exposed to strong winds, requiring a DC 12 Strength save to avoid being knocked over.
  3. Ridge/Spine: A long, narrow elevation.

    • Effect 1: Provides a strategic advantage in combat.
    • Effect 2: Requires careful navigation to avoid falling, DC 12 Dexterity save.
  4. Valley: A low area between mountains.

    • Effect 1: Could be prone to flooding during heavy rains.
  5. Cliff: A steep rock face.

    • Effect 1: DC 15 Athletics check required to climb.
    • Effect 2: Falling can result in significant damage.
    • Effect 3: Provides an excellent vantage point.
  6. Massive Boulders: Huge rocks scattered around.

    • Effect 1: Can provide cover or limit perception.
    • Effect 2: May require DC 12 Strength check to move.
  7. Ridge Saddle: A low point between two peaks.

    • Effect 1: May require a DC 10 Survival check to navigate safely.
  8. Pools in Depressions: Water collected in natural basins.

    • Effect 1: Standing water may slow/restrict movement.
    • Effect 2: DC 12 Constitution save to avoid disease.
  9. Overlook Point: A high vantage point.

    • Effect 1: Advantage on Perception checks.
    • Effect 2: Exposed to cold elements, requiring DC 12 Constitution save to avoid exhaustion.
    • Effect 3: Ideal for spotting distant landmarks.
  10. Mountain Lake or Pond: A large body of water in the mountains.

    • Effect 1: Provides fresh water and potential fishing opportunities.
    • Effect 2: May require swimming, DC 12 Athletics check.
    • Effect 3: Could be treacherous to cross, requiring a DC 12 Athletics check.
  11. Waterfall: A cascade of water.

    • Effect 1: DC 15 Dexterity save to avoid slipping on wet rocks.
    • Effect 2: Noise may mask other sounds, disadvantage on Perception checks.
  12. Hot Springs: Naturally occurring heated water.

    • Effect 1: Provides a place for rest and relaxation, restoring 1d4 Temporary HP.
    • Effect 2: Could be scalding hot, DC 12 Constitution save to avoid burns.
    • Effect 3: Potentially therapeutic, providing temporary 1d4 hours resistance to cold effects.

Secondary Mountain Features

  1. Natural Cave: An underground chamber.

    • Effect 1: Requires a DC 12 Survival check to navigate safely.
    • Effect 2: May contain valuable minerals or ores.
    • Effect 3: Provides a natural shelter, avoiding exposure effects.
  2. Rock Fall: Recent or ongoing rockslide.

    • Effect 1: Difficult terrain.
    • Effect 2: DC 12 Dexterity save to avoid falling rocks.
  3. Scree Slope/Gravel/Shale: Loose rock debris on a slope.

    • Effect 1: Difficult terrain.
    • Effect 2: DC 12 Dexterity save on a miss by more than 5 or critical fail to avoid falling prone or sliding.
    • Effect 3: Could cause minor cuts and abrasions, DC 10 Constitution save to avoid infection.
  4. Large Boulders: Big rocks scattered around.

    • Effect 1: Provides cover or limit perception.
    • Effect 2: Can be used as movement obstacles.
    • Effect 3: May require DC 20 Strength check to move.
  5. Mossy Rocks: Rocks covered in moss.

    • Effect: Slippery surface, DC 10 Dexterity save to avoid falling prone.
  6. Snow: Areas covered in snow.

    • Effect 1: Difficult terrain, reduces movement speed.
    • Effect 2: DC 10 Constitution save to avoid hypothermia or exhaustion.
    • Effect 3: May conceal hidden paths or obstacles.
  7. Mud: Wet, sticky ground.

    • Effect 1: Difficult terrain.
    • Effect 2: Advantage or disadvantage on tracking checks depending on circumstances.
    • Effect 3: DC 12 Strength save to avoid getting a foot stuck.
  8. Mushroom Patch: Area covered in mushrooms or some other fungi.

    • Effect 1: Harvestable ingredients for potions.
    • Effect 2: Possible poison spores, DC 12 Constitution save to avoid effects.
  9. Spring: Freshwater source.

    • Effect 1: Can be used to refill water supplies granting 1d6 Temp HP.
    • Effect 2: Provides a clean water source, avoiding dehydration effects.
  10. Vein of Precious Metals: Rich deposits of valuable ore.

    • Effect 1: Requires DC 15 Investigation check to find.
    • Effect 2: Potential to find rare or valuable materials.
  11. Animal Evidence: Signs of local wildlife, such as tracks or scat.

    • Effect 1: Advantage on Survival checks to track or avoid animals.
    • Effect 2: Indicates the presence of specific animals.
    • Effect 3: Could provide clues about nearby dangers or resources.
  12. Stagnant Pools in Depressions: Water collected in natural basins.

    • Effect 1: Standing water may slow/restrict movement.
    • Effect 2: Provides a water source for the party.
    • Effect 3: DC 12 Constitution save to avoid disease.

Use this table to enhance your mountain encounters, adding layers of complexity and interest to your campaign. Remember, the effects are optional and should be tailored to fit the level and context of your game. By integrating these dynamic elements, you can create memorable and engaging adventures for your players.

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