Slope of Loose Rocks (5e Hazard)

Slope of Loose Rocks

Sometimes, mountainous terrain is narrow and hazardous. Great care must be taken to not trigger an avalanche or knock some rocks lose. Travelers can either chose to travel careful or fast. But both are a risky approach.

Effects

One person designated as mountaineer must make a Dexterity ability check every hour. Its DC is depended on the mode of travel. The mountaineer makes the check for the whole group.

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Careful Travel

  • 1/3 of normal speed, one Dexterity check every hour.
  • DC 12 to avoid taking 1d4 bludgeoning damage.
  • DC 8 to avoid triggering an avalanche.

'Fast' Travel

  • normal speed, one Dexterity check every hour.
  • DC 16 to avoid taking 2d4 bludgeoning damage.
  • DC 14 to avoid triggering an avalanche.

Combat

  • difficult terrain
  • every round: either take disadvantage on attack rolls, or make a DC 14 Dexterity check to avoid falling prone and taking 1d6 bludgeoning damage at the end of your turn. Flying creatures are immune to this effect.

Triggering An Avalanche

  • everyone in its path takes 6d6 bludgeoning damage, DC 16 Constitution check for half
  • plate armor or stronger halves damage
  • size may halve damage automatically, depending on average boulder size

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