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Forested Hills

th tier (
Challenge
DC
(3 hours)

Careful steps are needed to scramble around loose moss-covered stones and exposed roots.   

Ascending. The steep hills are treated as difficult terrain when moving up them. 

Animal Tracks. A successful Perception or Survival check spots animal paths through the hills that make them easier to traverse, enabling the party to move at normal pace.

Opportunistic Shoves. An attacker can choose to make attack rolls with disadvantage to include a shove basic maneuver. A target that fails its saving throw falls 100 feet down into the hillsides, taking 7 (2d6) bludgeoning damage when they come to a stop.

The High Ground. Ranged attacks made against targets downhill from an attacker have advantage .

Possible Solutions
  • Traveling through the steep hills requires a group Athletics check.

Potential Outcomes

Critical Failure: The series of hills are deceptively dangerous. The adventurers each lose 4 (1d4+2) Supply and suffer a level of fatigue .

Failure: The adventurer loses 4 (1d4+2) Supply as they scramble amongst the hills.

Success: The adventurers navigate a safe and speedy path over the hills and vales.

Critical Success: The adventurers spot something of import tucked in a tree trunk or small dale amongst the hilly woods. Roll on the Boons and Discoveries table.