Mountains
For game purposes, mountainous terrain is devoid of large
vegetation and usually occurs at high elevation (4,000 feet or
above). A heavily wooded area on the lower slopes of a mountain
should be considered as forest, even if the elevation is higher
than 4,000 feet. A mountainous region (for determination of
movement, encounters, food availability, etc.) begins where the
trees end. On Earth, the �tree line� (at about 10,000 feet above
sea level) marks the place where deciduous growth gives way to
coniferous trees, which are better suited for survival at higher ele-
vations and colder temperatures. Beyond the �snow line�
(12,000 feet), trees cannot prosper, and only low-lying plants and
shrubs can be found; if characters have not reached mountain-
ous terrain by the time they�ve climbed this high, they will cer-
tainly be in mountains if they go any higher. A barren, rocky slope
that begins at relatively low elevation and rises high above the
surrounding area can also be considered as mountainous ter-
rain, even if the base of the slope is lower than 4,000 feet above
sea level.
If hills can be described as irregular terrain, then mountains
are downright chaotic. If there is a level spot to be found on a
mountainside, it will probably be surrounded on all sides by se-
vere slopes and vertical or near-vertical cliff faces. Of course, the
lower slopes of a mountain are much less treacherous than the
area near the peak - but, as noted above, the lower slopes often
contain features (usually trees) that require the area to be
classified as something other than mountainous.
At any elevation higher than the snow line, some of the rocky
surface of a mountain will be covered with snow or ice, making
travel even more hazardous. In contrast, exposed rock surfaces
at high altitudes can become much warmer than the air tempera-
ture because they absorb heat from the sun throughout the day
-and on a mountain, there is no such thing as shade except on a
slope opposite the sun or in the area beneath an overhang.
A mountain is a study in contrasts - warm in some places,
cold in others; practically impossible to climb in some spots, fairly
easy to negotiate in others; a place of safety or a place of danger,
depending on your point of view and how well equipped you are
to deal with the terrain. Not all mountainous areas are inherently
treacherous, but adventurers who ascend into the peaks without
proper planning and preparation are either very desperate or
very foolish.
ENVIRONMENT STARTING
DISTANCE
Mountains: 4d6 x 10 yards (40 - 240 yards)
GM Misc: Wilderness Dressing
Against The Dark Master
Vagrants (Torchbearer)
Tome Of Adventure Design
Wolf Packs And Winter Snow
Hazardous Habitats
Cinematic Environs
Bits Of The Wilderness
Random Encounters Expanded
Magical Society
Primeval
Primeval