Frozen mountains
The Frozen Mountains are a majestic and imposing range that towers over the surrounding landscape. They are known for their icy peaks, which are often shrouded in mist and snow. The mountain range circles around a large lake, which is frozen for the majority of the year.
The range is home to seven mountain-cities of the Ice-peak Concord, with the largest one located at the center of the range. These cities are carved into the very rock of the mountains, and are protected by towering walls and powerful gates. The dwarves who live in these cities are skilled in mining, metalworking, and engineering, and are known for their fierce loyalty to their mountain-city and their house.
The Frozen Mountains are also home to a variety of dangerous creatures, such as frost trolls and yetis. These creatures are fierce and unpredictable, and travelers are advised to be cautious when traversing the range. Despite the dangers, the Frozen Mountains are a place of great beauty and wonder, and are a popular destination for adventurers and travelers seeking to explore the wild and untamed lands of the Ice-peak Concord.
When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again.
A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanche. Falling debris (Conjure barrage). When walking along the wavy path within the mountains, some rare debris may fall on the unaware traveler. Frigid Water. The water is most often covered in a thin layer of ice, thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Features
Avalanche. When travelling on the higher part of the mountains, the thick snow layer can sometimes be disturbed, provoking an avalanche. A typical avalanche (or rockslide) is 300 feet wide, 150 feet long, and 30 feet thick. Creatures in the path of an avalanche can avoid it or escape it if they’re close to its edge, but outrunning one is almost impossible. When an avalanche occurs, all nearby creatures must roll initiative. Twice each round, on initiative counts 10 and 0, the avalanche travels 300 feet until it can travel no more. When an avalanche moves, any creature in its space moves along with it and falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one.When an avalanche stops, the snow and other debris settle and bury creatures. A creature buried in this way is blinded and restrained, and it has total cover. The creature gains 1 level of exhaustion for every 5 minutes it spends buried. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again.
A creature that is not restrained or incapacitated can spend 1 minute freeing a buried creature. Once free, that creature is no longer blinded or restrained by the avalanche. Falling debris (Conjure barrage). When walking along the wavy path within the mountains, some rare debris may fall on the unaware traveler. Frigid Water. The water is most often covered in a thin layer of ice, thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Type
Mountain Range
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