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Captain Impulse
5th September 2007, 10:49 AM
In my current campaign, a significant part of the second Act will consist of the PCs climbing a mountain in the midst of the worst snowstorm they have ever known. When consulting the rules for mountain climbing, I've found that the DMG as well as the Frostburn book to be woefully lacking. So, over the past few days, I've developed a rudimentary system for handling mountain travel.

Captain Impulse's Mountaineering Rules System:[font=Arial Black]

Expedition Leader: First, the PCs must determine which of them will be the “Expedition Leader” (usually the best climber in the party). The Expedition Leader will be responsible for all Climb rolls for the party as a whole during the ascent. He will be in charge of determining the path, placing pitons, using rope winches/block and tackle, and finding safe locations to rest.

Climbing: One the leader is determined, the PCs can being their ascent. Have all PCs except the Expedition leader roll a Climb check (DC: 10). For each PC that succeeds, add a +1 to the Expedition Leader’s upcoming roll; for each PC that fails, subtract 1 from his roll instead. These bonuses or penalties are doubled in the case of a natural 20 or 1, respectively. Next, the Expedition Leader makes the Climb roll for the party (DC: 20), making sure to apply the total bonus (or penalty) granted by the party in addition to his own Climb bonus. Note: The Expedition Leader can make Knowledge: Mountaineering checks in favor of Climb checks for this result if he has the skill and its total bonus is greater than that of his Climb check. If the Expedition Leader has 5 ranks or more in Climb, he can add a +2 synergy bonus to his Knowledge: Mountaineering checks for these rolls.

Other factors can positively or negatively affect the Expedition Leader’s climb roll. Assume that a DC of 20 is a “best-case” scenario. The following list shows unfavorable conditions that can make the difficulty check more difficult (as determined by the DM):

Masterwork Climbing Kit: +2
Climbing Kit: +0
Only ropes &/or grapples: -1
No climbing equipment: -4
Light Wind: -1
Moderate Wind: -4
Heavy Wind: -10
Light Snow: -1
Moderate Snow: -2
Whiteout/Blizzard: -10 (usually combined with Heavy Wind)
Low Altitude (> 2,000’): -0
Mid-Altitide (2,000-5,000’): -1
High Altitude (5,000’-20,000’): -4
Extreme Altitude (20,000’+): -10

The results of the Climb check can have four types of result: Progress (result greater than or equal to 20), Delay (result of 15-19), Incident (result of less than 15) and Deadly Incident (a natural 1). To reach the summit of the mountain, the PCs must acquire 10 Progress Points(this can be adjusted by the DM depending on the size and difficulty of the mountain in question). Each Climb check resulting in Progress adds 1 Progress Point to the party’s score. A result of Delay or Incident adds no points, and a result of a Deadly Incident reduces the party’s score by 1.

Climb rolls by the Expedition Leader are rolled once per hour of ascent. The PCs still suffer subdual damage from the elements each hour at the normal rate while climbing, unless noted otherwise. In addition to merely making progress, certain results can have effects on the party’s safety, from damage and stat loss and even including death. After each Climb roll made by the Expedition Leader, consult the chart below and roll randomly for the effect generated by the roll:

Progress (roll 1d8):

1 – The PCs successfully scale a several dozen to several hundred foot cliff wall of rock and ice, with or without their equipment. The climb is made much easier by the abundance of available handholds, ledges and protrusions that give the PCs something to put their weight against.

2 – The PCs cross a vast, rocky plain of snow and ice that is relatively easy to traverse and requires little to no climbing. Occasionally the PCs have to scramble up a hill of loose stones or ice chunks, but these prove to be no problem.

3 – The PCs manage to safely cross a chasm or crevasse of random size and depth, using a snow/ice bridge, block and tackle with harnesses, or some other tool(s) at their disposal.

4 – Using a frozen riverbed, lava tube or similar terrain, the PCs manage to avoid a stretch rocky, uneven or otherwise treacherous terrain. This relatively flat and solid terrain proves easy to traverse and requires little to no climbing for its duration. At the end, the PCs will generally encounter a cliff wall, frozen waterfall or some other obstruction that prevents them from using this path any further.

5 – The terrain ahead ascends at a semi-steep incline, but is relatively flat and stable other than some large boulders, rock outcroppings, and large chunks of broken-off glacier. The PCs travel is slowed slightly due to the incline but is otherwise unhindered.

6 – Before the PCs stretches a vast, slightly downward sloping plain that leads deeper into the mountain’s core and towards their destination. The plain is reasonably clear of rocks and boulders and is exceptionally easy to walk/sled/ski across. The PCs can use the downward slope at the beginning to pick up speed if skiing or sledding, allowing them to make excellent progress.

7 – The PCs find themselves at the shore of a small frozen lake or the banks of a wide frozen river. They can skirt around it if they wish but after testing the ice they find it to be quite thick and very sturdy. A layer of snow on top makes it easy to walk, sled or ski across. Traveling around the lake/river the long way instead of crossing over it changes the result of this Climb check to a Delay.

8 – The PCs stumble upon a small cave that leads into a dark tunnel system (either through rock or through a glacier). However they can see a light at the end of the tunnel. Once through the tunnel they find that they have passed under a large rocky hill or glacier wall that they would have had to go around or over, saving them a lot of time. Optional: If the DM wants, he can expand the tunnel system and populate it with any type of mountain or snow-dwelling creature(s). Even if a battle occurs, the PCs will have still made significant progress thanks to the shortcut (unless they get lost in the cave or decide to explore/camp out in it, which changes this result to a Delay).

Delay (roll 1d8):

1 – The expedition encounters a cliff wall that juts out at an acute angle, making vertical progress impossible considering the climbing skill of the party. They are forced to turn around and backtrack.

2 – The lack of oxygen contributes to the party overexerting itself on a particularly difficult part of the mountain, and the PCs are forced to take a rest or risk passing out and triggering a Deadly Incident.

3 – A snow or ice bridge over a chasm or ravine has collapsed, forcing the PCs to backtrack to find a way around, or attempt to cross it using their equipment (if they have such gear). They manage to cross it without incident but it does delay them significantly.

4 – A chasm of un-crossable width or angle bisects the PCs chosen path, and the PCs are forced to travel its length in one or both directions to find a point where it is either narrower or a natural bridge cuts across it.

5 – The PCs begin scaling a tall vertical cliff face, but find that a lack of usable handholds, ledges or other protrusions makes the climbing of it impossible without equipment. Even with the proper gear, the climb
takes at least twice as long and delays the PCs progress somewhat.

6 – A frozen lake or a wide frozen river stretches out before the PCs, blocking their intended path. Upon testing the ice it is found to be brittle and its stability uncertain, not suitable for travel over. The PCs will have to travel around it, setting them back a few hours. Traveling over the lake/river instead of going around it changes the result of this Climb check to a Deadly Incident, as the ice gives way underneath a PC or a sled. Anyone who falls into the water this way suffers the effects of hypothermia if not pulled from the water within 3 rounds.

7 – A snow-covered alpine forest stands before the PCs in their intended direction. Whether the PCs decide to skirt around it or trudge through the thick snow, fallen debris and hidden undergrowth, their progress is slowed considerably. Optional: If the DM wants, he can expand the tunnel system and populate it with any type of mountain or snow-dwelling creature(s).

8 – Although the terrain ahead appeared to be mostly flat and featureless plain of snow and easy to cross, the PCs soon find out that the snow hides below it the presence of an arctic swamp, or tundra. The ground under the snow is mushy and soggy, and when walking on it the PCs experience a sucking effect that slows their movement speed. The snow itself is slushy and wet and thus skis and sleds often get stuck. The PCs can continue through the tundra or go around, either of which slows their travel speed.

Incident (roll 1d8, affects the PC who rolled the lowest result, unless noted otherwise):

1 – One of the PCs slips and falls several hundred feet down a steep, slick slope. He manages to save himself by self-arrest, but the party is forced to halt to wait and/or rescue the PC. The PC suffers 2d6 points of subdual damage and must make a Fortitude Save (DC: 16) or sprain/dislocate his shoulder, applying a –2 penalty to all attack and Strength based rolls for the next 24 hours, assuming he receives a Heal check (DC: 20). Lack of a Heal check extends this penalty for 7 days, but its duration can be shortened to 24 hours anytime during that period with a proper Heal check.

2 – A PC steps into a shallow ice crevasse about 10’ deep. The PC suffers 3d6 points of damage as well as losing two points of Dexterity due to a sprained ankle (Reflex DC: 20 halves damage and negates Dexterity damage). The party must stop to rescue him and progress is slowed due to the injury.

3 – A small rockslide or stones and blocks of ice tumbles down and pummels the party. All PCs must make a Reflex Save DC: 18 or suffer 4d6 points of damage. In addition, the rockslide partially blocks the PCs path and they must either labor to clear the path or backtrack to go around it, either one causing a delay.

4 – An improperly secured piton during a cliff climb comes loose and one of the PCs is yanked away from the rock wall. The PC falls until the slack of the rope is used up. Fortunately, the rest of the pitons are secured properly and the PCs fall is arrested. The sudden jerking motion at the end of the fall deals 4d6 points of damage to the PC and he must make a Fortitude Save (DC: 22) or be knocked out for 1d10 minutes. The PC suffers an additional 2d6 damage from slamming into the cliff face when the rope straightens out. If the PC is unconscious, he suffers this damage automatically, but if he is awake, he can make a Reflex Save DC: 15 (or a Climb/Tumble check DC: 20) to ignore the damage. It takes several minutes to reorient the PC and resume the climb. Even if the PC is not unconscious, he will need to stop and rest at the next opportunity or pass out (again) for 3d20 minutes (no save). If the PC has the Endurance feat, he can ignore this rest period, but this result is still considered an Incident/Delay.

5 – A PC loses his footing when scaling descending a steep, icy slope. His slide continues for several dozen yards before crashing into a protruding rock. The PC suffers 8d6 points of damage (Reflex Save DC: 22 halves the damage, but a Save of 26 or more stops the PC before he slams into anything). The PC is also knocked out for 3d20 minutes. Anyone with the Heal skill can make a check (DC: 10) and determine that the PC should not be moved until he wakes up, for fear or possible limb damage. This forces the PCs to halt for a while. If the PC suffers more than 20 damage, he has suffered a sprain or minor fracture, which applies a –2 penalty to AC and Dexterity related skills, and halves his movement rate for 24 hours, assuming he receives a Heal check (DC: 20). Lack of a Heal check extends this penalty for 7 days, but its duration can be shortened to 24 hours anytime during that period with a proper Heal check.

6 - The weather intensifies, and a small localized blizzard makes visibility limited. The PCs suffer double the effects of subdual damage this hour and their progress against the mighty headwind is greatly reduced. The PCs can reduce the subdual damage dealt from exposure by half (back to normal) by seeking shelter within a nearby rock outcropping as they ride out the storm, which lasts about 45 minutes. Unfortunately, this sets them back a bit.

7 - While climbing up a scree slope, the rocks underneath a PC roll out from under him, requiring a Balance check DC: 25 or the PC falls prone and suffers 1d6 points of damage. This in itself isn’t all that severe; the problem is that another PC who is directly behind him is pummeled by the cascading rocks. The PC below must make a Reflex Save DC: 24 or suffer 6d6 points of crushing damage and be knocked unconscious for 3d6 minutes (half damage on successful save). If the PC suffers more than 10 points of damage, he suffers a minor fracture which applies a –2 penalty to AC and Dexterity related skills, and halves his movement rate for 24 hours, assuming he receives a Heal check (DC: 20). Lack of a Heal check extends this penalty for 7 days, but its duration can be shortened to 24 hours anytime during that period with a proper Heal check. The other party members must wait for the injured party member to scale the scree, which takes significantly longer after the injury slowing their progress.

8 - The PCs are forced to inch along a narrow, windswept pass if they are to continue any further forward without significant delays. If the PCs opt to turn around, they can avoid any dangers but they lose 1 Progress
Point, even though this is not a Deadly Incident. If they press on, the PCs are forced to travel single-file along a sheer cliff face with a precipitous drop of several hundred feet. Even though the pass is only a few hundred feet long it will take the PCs the majority of an hour to safely cross it. Because of the whipping wind, unsecured PCs must make a Balance check (DC: 10, + modifiers from weather and altitude; see the modifiers chart above) for every 50’ traveled. Failure indicates a PC slips and/or is blown off the cliff face and falls to his death. The PCs can ignore this check by using any equipment and ropes to secure them to the cliff face as they make their way across. This takes a lot more time but is the safest means of passing. At some point during the crossing, the PC with the lowest Climb check must make a Reflex Save DC: 22 or slip and be whisked off the cliff face by a powerful gust of wind. If the PC is secured by ropes he flies out a few feet from the cliff wall, falls down 10-20 feet and slams into the cliff wall, suffering 3d6 points of damage and knocking himself out for 1 minute. The ropes hold him in place and he can be pulled back up to the ledge, where he revives moments later. The events at the pass take significantly longer than they would if wind and snow weren’t a factor, which slows the PCs progress.

Deadly Incident (roll 1d4, affects the PC who rolled the lowest result, unless noted
otherwise):

1 – A huge section of ice gives way under the PCs feet as they unknowingly cross over a huge glacial chasm. Most of the PCs are safe thanks to a fairly sturdy snow bridge, but one of the PCs is wholly consumed by the collapse. The PC falls into the 80’ chasm, suffering damage from the fall as well as debris. The PC must make a Reflex Save (DC: 24 for half) or suffer 16d6 points of falling, crushing and piercing damage and be knocked unconscious for 1d4 hours. If the PC survives, he must be rescued by the rest of the party which takes several hours and is also extremely dangerous.

2 – The treacherous Thaymount rumbles as a minor explosion rocks the area. Several small avalanches are triggered in the area, most of them far enough away from the PCs to not endanger them. However, one flash avalanche plows downward, slamming into an unsuspecting PC and carrying him downhill and over a cliff. The PC can attempt to stop himself from going over the cliff (Reflex DC: 26), but if he fails, he plummets down the cliff face to the hard rock and ice below, suffering the full effect of 16d6 points of damage and is knocked unconscious for 1d4 hours. Whether the PC saves himself from the damage or falls over the cliff (assuming he survives), the party must still attempt to rescue him. This also proves to be difficult, because the terrain in-between the PC and the rest of the party is covered in loose snow and rock that is very unstable. The Expedition Leader must make a Climb check (modified by results of the rolls made by PCs helping him). If the result is Progress, the PC is rescued without damage. If the result is Delay, the endangered PC suffers 2d6 points of damage from falling debris caused by the rescue team, but is still rescued. If the result is Incident, the PC (if he managed to stop himself from going over the cliff) falls and suffers the 16d6 damage and is knocked out. If the PC was already at the bottom of the cliff, suffers 4d6 points of damage from falling debris caused by the rescue team. Either way, the Expedition Leader must make another Climb check to rescue the PC. If the result is Deadly Incident, the PC either falls (no save, 32d6 damage) or is crushed to death (no save, 32d6 damage) by an avalanche caused by the rescue team.

3 – The weather turns deadly as a massive blizzard assaults the mountain, creating whiteout conditions (visibility 0). PCs who continue to climb suffer massive penalties to their checks (-20 or greater) due to wind and snow, and any Climb check results that are less than 5 trigger another Deadly Incident. They also suffer 6d6 points of subdual damage each hour they continue their trek through the deadly weather. Even if the PCs stay put, they are not safe. The PCs suffer 3d6 points of subdual damage per hour unless they build a snow cave or another suitable shelter (Survival DC: 22). Building such a shelter takes 1-3 hours depending on the number of people involved, during which time the PCs suffer the 3d6 points of subdual damage per hour. Once the shelter is built, the PCs must huddle inside and try to stay warm. The unrelenting cold lasts for 3d6 hours, during which time each PC must make a Fortitude Save every 4 hours (DC: 15) or succumb to hypothermia or frostbite. Once the storm subsides, the PCs can continue as normal, but they have lost significant time (and possibly lost a few party members).

4 – Snow blindness affects the party (Fortitude Save DC: 22). This Deadly Incident does not apply in this campaign due to the state of the sun, so it will not be covered here. Please reroll this result.


Camping: Another major factor the PCs must be aware of is camping.
During the day, as long as the weather is decent, the PCs suffer no subdual damage from exposure while at rest on the mountain. At night, this is not the case. Each night, the PCs must find or create some sort of shelter (Survival DC: 18), including but not limited to building snow caves or igloos, finding a natural ice/rock cave, or pitching a tent camp with tents specifically designed for extreme weather. Having the proper equipment reduces the difficulty of the check by 2-4. depending on the tools and materials (for example, having shovels and other digging tools would help in the construction of a snow cave, reducing the DC by 2, whereas having a bunch of mountaineering tents would reduce the DC by 4). Creating a fire on a mountain requires a Survival check with a base DC of 20 (modified by weather and altitude; see the modifiers chart above) if attempting to build a fire using burnable material scavenged from the surrounding terrain. If the PCs have their own stock of firewood, the DC is reduced by 10.

Unsheltered PCs suffer 2d6 points of subdual damage per hour and are unable to memorize or prepare spells or heal damage naturally through rest while exposed to the biting cold. In addition, the PCs must make a Fortitude Save (DC: 15) every hour they spend exposed during the night or suffer the effects of hypothermia and/or frostbite. If the PCs have somehow conjured at least a modest fire, the DC of these saves is reduced by 2 and the subdual damage from exposure is halved.

When the PCs have accrued 10 Progress Points, they are considered to have arrived on the “summit” of the plateau, and no longer have to make any Climb checks. The DM should return to normal travel rules and conditions.

colonialbob
6th September 2007, 01:10 AM
I really like these rules... they seem to be well thought out, but with enough flexibility that the GM can still keep the RP going and not turn it into a game of "Can the party make the summit?" I also like the fact that it rewards a party who goes into it prepared.