Frosthold mountain range Geographic Location in Toriel | World Anvil

Frosthold mountain range

The mountain range of Frosthold is a majestic and imposing sight, with peaks that reach high into the sky. The range is made up of several mountains, each with its own unique characteristics. The highest peak, known as the Frostfather, is a massive and treacherous mountain. The Frostfather is also home to the Frosthold Monastery, a secretive and ancient order of monks who have lived in the mountain for centuries.   The Frosthold Mountains are also home to many different types of wildlife, including mountain goats, snow leopards, and arctic wolves. The harsh and unforgiving environment of the Frosthold Mountains has made it difficult for Human settlements to thrive, but there are a few hardy and determined communities that have managed to establish themselves in the valleys and foothills.   The Frosthold Mountains are also a popular destination for adventurers and mountaineers, who come to test their mettle against the treacherous peaks. The Frosthold Monastery is also known to take on apprentices, and tales of their training are legendary.  

Description

The mountain range of Frosthold is a majestic and imposing sight to behold. The peaks tower high into the sky, their jagged edges and snowy caps visible from great distances. The mountains are made of a dark, hard stone that glistens in the sunlight, giving the range a striking and otherworldly appearance.   Frosthold is known for its harsh and unforgiving terrain. The slopes are steep and treacherous, and the air is thin and biting cold.  

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.

Type
Mountain Range


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