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Mountains: More than a Speed-bump, less than Survivalist Porn?

Recently, my AD&D 1E campaign involved some travel and exploration within a mountain range, including scaling one particular peak in search of a dragon’s lair. My preparation suggested two possible approaches to mountaineering by-the-book: the dry application of a movement speed penalty (DMG) or a hyper-realistic treatment that assumes both a detailed area map and skill system that I don’t use (Wilderness Survival Guide). Faced with those extremes, I decided to put together my own system that offered a bit more than a speed bump but still adhered to the “keep it simple” ethos of early editions and the OSR. I make no claims to realism or balance, but it worked pretty well for a couple of sessions and can probably be modified to cover other “hazardous terrain” situations.

Mountain Terrain Assumptions: Movement and Time

  • Movement across mountainous terrain: 1/4 Speed
  • Climbing Mountains (Average): 4 hours to tree line; 6 hours from tree line to peak

Mountain Exploration Process

Below the Tree Line

  1. In addition to normal encounter checks, roll a d6 for each hour of the climb
  2. On a result of 6, the party encounters a special event; roll 2d6 on the event table below
  3. Roll another d6 to determine which turn within the hour the event occurs

Above the Tree Line

  1. In addition to normal encounter checks, roll d6 for each hour of the climb
  2. On a result of 5 or 6, the party encounters a special event; roll 2d6 on the event table below
  3. Roll another d6 to determine which turn within the hour the event occurs
  4. Roll another d6 to determine if the special event coincides with an encounter

Special Event Table

2 Rock slide! All party members save vs. paralyzation or tumble 10′ (d6 damage); save again or continue tumbling d4x10′ (4d6 damage); repeat until dead or successful save.
3 Path split by chasm with no obvious means of crossing; width of chasm is 4d6x10′ (add another d6 for every result of 6); depth of chasm is 8d6x10′ (add another d6 for every result of 6)
4 Path split by chasm with weathered bridge (20% chance it is a rusted automaton collapsed to form bridge); roll d6 for each character crossing — on the second result of 6, save vs. paralyzation or fall unless secured (see above for width/depth of chasm)
5 Path obliterated by rock slide creating treacherous terrain; d6 for each character crossing and save vs. paralyzation for all fails or tumble 10′ (d6 damage); save again or continue tumbling d4x10′ (4d6 damage), etc.
6 Sheer wall impedes progress; thief or grappling hook needed to scale with rope required for others to follow (height of face: 4d6x10′, rolling again for each 6 result); if no means of ascent, an hour detour to find alternative route.
7 Sheer wall with overhang impedes progress; thief or grappling hook to scale (thief skill at -15%) and rope needed for others to follow (see above for height of face); if no means of ascent, an hour detour to find alternative route.
8 Cave with 60% chance of lair (roll on random encounter table immediately); 20% chance that cave is a shortcut to higher/lower area, cutting off one hour of travel.
9 Drop-off next to path leaving only a narrow ledge; roll d6 for each character passing and on third result of 6, save vs. paralyzation or lose footing; fall is 8d6x10′, rolling again for each result of 6.
10 Path split by swift-moving stream cascading down mountain; treacherous footing means d6 roll for each character crossing with every 2nd result of 6 requiring a save vs. paralyzation or fall (d4x10′ distance).
11 Exposed section of path where wind whips around mountain; cannot effectively communicate for d6 turns, otherwise safe.
12 Large rock dislodged from above path; randomly determine targets in character group and roll to hit as 7HD monster (can target any number of targets within 10′ of each other); 2d6 damage on hit and save vs. paralyzation to avoid fall (d4x10′ feet)

Notes on Table:

  • Improvise strength check if characters tied together with rope and some succeed and others fail required saves
  • Cross off events as used; replace table items as needed with new events between game sessions
  • Above tree line, roll for random encounter with special event (i.e., ambushes utilizing special event feature)

Some Considerations

All of this is meant to be random and loose — and that also means there will be a lot of minutiae to adjudicate in the moment. Still, I found this more satisfying than just making the trip take longer or needing to map out the entire mountain and place interesting features ahead of time.