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JUZGADO QUINTO DE LO CIVIL DEL PRIMER DEPARTAMENTO JUDICIAL DEL ESTADO

The two basic mountain traits are elevation and daunting cliffs. Elevation covers how high a peak soars into the sky. It can range from low, simple hills to towering aeries that skirt the edge of the breathable atmosphere. The daunt- ing cliffs attribute covers how much effort and expertise is required to cross a mountain region. A pass might offer a convenient high- way straight through an entire range, while in other areas the characters must use rope and pitons to progress mile by mile, day by day. Mountains also can include traits from other types of terrain. The low hills around a moun- tain might be covered in a thick forest, while its upper snow-covered peaks could have frigid, arctic conditions due to their great altitude. In many cases, you should use mountains as a backdrop for other terrain types. The elevation trait offers advice and ideas for using other ter- rain features in combination with mountains.

Elevation

At the base of a mountain, an oppressively hot, steaming jungle hosts a multitude of plants and animals. Warm breezes from the nearby ocean bring plenty of heat and moisture to the land, and it teems with life. Meanwhile, a few miles into the mountains and a few thousand feet up, explorers don thick furs, heavy coats, and skis

to make their final ascent to the peak. The far- ther up one travels, the colder and drier the cli- mate becomes. A lofty mountain range can pro- duce almost any known climate, based on its height, position relative to bodies of water, and location on a continent.

The elevation trait allows you to gauge the rel- ative height of a mountain and introduce a vari- ety of factors to complicate the party’s journey and model how a mountain range can alter the climate. As the party ascends a peak, they face thin air, snow, freezing temperatures, and other threats.

Rather than define this trait in terms of precise elevations in feet, the various levels give a basic description of their effects and provide a relative, rather than absolute, measure.

Sea level represents hills and the area at a

mountain’s base. It poses no special threat to the party and usually features the same climat- ic and physical conditions as the lands sur- rounding the peaks. Foothills fall into this cat- egory. Hilly and mountainous regions with this elevation should have traits and features drawn from the regions around the mountains. The characters still face sloped ground and more difficult travel than the surrounding lowlands, but the elevation has a minimal effect in terms of the environment. This setting has no associ- ated hazard.

Low elevation covers the initial slopes and high

hills that cluster at the lower reaches of a mountain range. At this level, temperatures tend to cool. If the surrounding area features extreme heat, reduce its effects by one or two levels (see Chapter 11) unless the mountains are volcanic wastelands or feature some other trait that would help maintain a higher than normal temperature. The cooler temperature helps encourage rainfall, resulting in more rain- fall than the lowlands. Trees and other plants are common, as the cooler air and frequent rain combine to make it hospitable to life. The air at these elevations is not yet noticeably thinner. As such, this elevation level lacks an environ- mental hazard.

Moderate elevation features the upper areas of

low mountains and the middle regions of taller ones. At these heights, the temperature becomes noticeably cooler. Reduce the average temperature by one to four levels

compared to the sea-level regions, with high the uppermost heat limit. This change could result in snowfall and similar effects, perhaps capping a mountain in a never-melting layer of ice and snow. Rain falls infrequently, due to a combination of the cold and the change in ele- vation. Most of the time, precipitation takes the form of snow, while the cool temperatures allow it to remain on the ground for much of

the year.

The trees become increasingly thin at this level, as the forest of the lower slope gives way to meadows with scat- tered trees. Soon, only small bushes

and other scrub remains.

At this level, the air begins to thin noticeably. Most fit humanoids can withstand this change without ill effects, but feeble creatures and those that try to engage in strenuous activity for extended periods may become winded and lose their strength.

Moderate Elevation (CR 1/2):

Fortitude save DC 15; 1 hour interval; –1 modifier/consecutive interval; fatigue; Special: Creatures are exposed to this hazard only when they exert them- selves, such as by traveling or fighting at any point between intervals. On a failed save, a character becomes fatigued. Fatigued PCs cannot run or charge. They suffer –2 penalties to Strength and Dexterity. A character is no longer fatigued if he rests for eight hours. A fatigued character must continue to resist this hazard. If he fails another saving throw, he becomes exhausted. Exhausted characters move at half speed and takes a –6 penalty to Strength and Dexterity. One hour of rest shifts a character from exhausted back to fatigued. After two weeks of exposure to this trait, a character becomes immune to it. He loses this immunity after a week spent without exposure to a hazard caused by thin air.

High elevation resembles a barren, rocky

wasteland. The thin air and cold temperatures make it difficult for creatures and plants to sur- vive. Only the hardiest beasts eke out an exis- tence. Most plant life fades away, leaving small bushes, lichen, and similar growths that can withstand the harsh conditions. The tempera-

CHAPTER FIVE: Mountains

CHAPTER FIVE: Mountains

ture is typically three or four ranks lower than the surrounding sea-level terrain. In areas that receive snowfall, high-altitude elevations are generally snowcapped year-round—the endless cold and harsh conditions make it impossible for the snow to melt. The air at these elevations becomes dangerously thin, making it difficult for even the stoutest warrior to exert himself for long.

High Elevation (CR 1): Fortitude save DC 20;

1 hour interval; –1 modifier/interval; fatigue; Special: Use the rules given under the moder- ate elevation hazard with the following changes. This hazard’s modifier applies whether a character engages in intense physical activity or remains sedentary. The air is so thin that even at rest a PC can suffer from oxygen deprivation. If a character runs, fights, or trav- els, he automatically becomes fatigued after 15 minutes of work. If the PCs move at half their normal speed, they can avoid this effect and can nullify the interval modifier for this hazard. The thinner air makes it harder to recover from exhaustion and fatigue. Double the rest periods needed to remove both of them. A character can become acclimated to this hazard and avoid its effects by spending one week in it. He loses his acclimation if he spends more than one week away from it.

Extreme Elevation represents the conditions

found at the highest peaks in your campaign world. Barren rock, interrupted here and there by snow that may have fallen decades ago, stands in stark contrast to the bright, blue sky. At this level, oxygen sickness can deprive a character of his physical and mental abilities. Unlike at lower levels, characters can never fully adapt to extreme elevations. At best, they can journey into these areas for short periods of time before descending the slopes for safer areas. Death due to exhaustion and air depriva- tion looms as a likely possibility for expedi- tions that linger too long at these elevations. Making matters worse, the weather is invari- ably freezing cold. It moves above frigid only in the presence of active volcanoes or other heat sources.

The terrain is unremarkable, with little to be found aside from bare rock. In some areas, gods, outsiders, and other beings that can sur- vive without air may erect hidden temples and isolated vaults. The deadly environment and intense effort required to climb to this level

prevents the vast majority of explorers from ever reaching this height. Only undead crea- tures can survive in comfort, though the bright sun and clear sky dissuade even the creatures of darkness from using mountain peaks as strong- holds. In some cases, a lich or other powerful undead being might erect a stronghold at these elevations, but otherwise these realms are utter- ly desolate.

Extreme Elevation (CR 3): Fortitude save DC

20; 1 hour interval; –1 modifier/consecutive interval; exhaustion; Special: Characters in this area automatically become fatigued. Quadruple the time required to recover from exhaustion. Living creatures can never recover from exhaustion in this region, nor can they accli- mate themselves to the thin air.

Altitude Sickness (CR 3): Fortitude save DC

15; 1 hour interval; –1 modifier/consecutive interval; ability score damage; Special: Each time a character fails a saving throw against this threat he suffers 1 point of damage to each of his ability scores. This damage can only be healed if the PC returns to an area that does not feature any of the hazards detailed under this terrain trait. Spells and similar effects have no effect on the damage. Once he returns to such an area, he heals at a normal rate and can receive magical treatment.