Phandalin Region Gazeteer

by schm0

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Phandalin Region Gazetteer

The Phandalin region is an area surrounding the small mining town of the same name, stretching from the Sword Coast in the west to the Starmetal Hills and northernmost reaches of the Sword Mountains. The area is the setting for two published adventures, the Lost Mine of Phandelver and the Dragon of Icespire Peak (this document references locations in both adventures.) It is assumed you are using this gazeteer in tandem with one or both of those adventures.

The purpose of this gazeteer is to provide a quick and easy reference for DMs to add an additional layer of excitement and challenge to adventures taking place in this region of the Forgotten Realms, and to enhance the exploration aspects of the game. The gazeteer itself is modeled off the playtest rules presented in the Unearthed Arcana release titled "Into the Wild" with creative inspiration from D&D co-creator, Mike Mearls.

The Gazeteer is divided in to subregions that cover the four most common environments:

  • the open plains, through which the High Road and Triboar Trail carve their way
  • the forest of Neverwinter Wood
  • the foothills surrounding Phandalin, stretching south to the Sword mountains and extending to the northeast
  • the frigid peaks of the Sword Mountains

You may wish to extend these regional gazetteers to other areas in the region, such as the Kryptgarden Forest or the Crags, should your adventures take you there.

How to Use This Guide

Each of the regions has several distinct sections:

  • Regional Summary, which breaks down common traveling DCs and related information
  • Ambient Mood, an optional table which can be used to set the tone for the traveling day.
  • Tactical Terrain, which can be used to quickly set up randomized terrain tailored for the region
  • Encounter Tables, which feature an expanded list of random encounters*, for combat and exploration

* - Combat encounters are tailored for adventurers of levels 1-5

Wilderness Travel, Step by Step

Wilderness travel can be broken up into four simple steps:

  1. Choose Destination
  2. Choose Activities
  3. Resolve Activities and Travel
  4. Camp

Choose Destination

When the players have decided to travel to a new location, have them plot a desired course on your map or give them verbal options on how they may approach.

From there, determine the distance by counting the hexes and applying the appropriate scale (for example, if 1 hex = 5 miles, a 10-hex journey would travel roughly 50 miles). Refer to the travel pace guidelines (PHB p. 182) to roughly determine how many hours or days it will take to get there (accounting for difficult terrain as needed). Lastly, make note of any applicable Navigation DCs for each portion of the journey.

Choose Activities

Determine marching order and party roles. If you have a Ranger or someone with the Outlander background feature in your group, remind them that they can only fulfill one role at a time. Some example roles include scouting ahead, keeping watch, navigation, mapping, tracking and foraging. During your journey, you may be called upon to perform skill checks depending on your role. Make note of skill chekcs and passive scores that may be required. For instance, passive Wisdom (Perception) will be used for noticing threats, while Wisdom (Survival) can be used for navigation or foraging.

Resolve Activities and Travel

For each day of travel, roll twice on the encounter table, once for day and night respectively. On a result of 17 or higher, the party experiences an encounter. Roll on the corresponding encounter table for your region. If the journey ends with a half-day, roll only once for that day. Optionally, roll on the Ambient Mood and Expolration Ecnounters table. Resolve the following:

  • Have the players roll to fulfill their designated ability checks
  • Describe the outcome of the day's travel, transitions between biomes, and/or special events
  • Run any daytime random encounters
  • Mark the map at the party's destination
  • Run nighttime encounters

If the party gets lost, they do not arrive at the intended location. Refer to the Getting Lost rules in the "Unearthed Arcana: Into the Wild", or simply mark the party's true location on your own map 1 or 2 hexes away from their intended location. Work with the party to determine if they can look for landmarks or clues so they can correct it on the next leg of their journey.

Camp

While there are no formal rules for camping, the party may wish to consider the following:

  • Does the camp have adequate shelter for the given weather?
  • Is there wood for a fire? If the party lights a fire, do you stoke it through the night? If so, will the fire attract creatures to your camp?
  • Is the party doffing their armor, or sleeping in it?
  • Is the party keeping watch? If so, determine shifts. By default, marching order can be used to determine shifts.

The High Road and the Triboar Trail

The High Road is an well-worn, central trading route that is relatively bustling with traffic. It stretches a vast distance nearly half the length of the Sword Coast, and is frequented by migrants, merchants and adventurers alike. Such travelers make their way south from the northern port of Luskan, through Neverwinter and finally, to Waterdeep. In years past the High Road was rife with monster attacks, but now it is patrolled by small groups of guards on horseback that travel between Neverwinter and the settlement of Leilon.

The Triboar Trail is a lesser-traveled trade route that cuts east from the High Road towards the Dessarin valley and the town of Triboar. Along this route is a small path that heads to the fabled mining town of Phandalin, the starting point for published adventures in the region. Bandits and monsters are known to accost travelers along this route, so caution is advised.

The trade winds from the nearby Sword Coast means there is always a breeze, but weather is frequently pleasant. While the threat of danger is somewhat kept at bay by the presence of the patrols from Neverwinter, only a fool travels the High Road without armed protection.

Ambient Mood

Roll on the Ambient Mood table (below) to help set the mood for the traveling day, or choose one that suits your needs.

    d8     Ambient Mood
1 Paranoid. Inexplicably, the party feels on edge, as if they are being followed.
2 Uncomfortable. Rocks or roots make for stiff morning muscles and mild discomfort.
3 Tiring. Travel on the road or across the plains seems unusually long, tiresome, and tedious.
4-5 Unremarkable. The party is focused on the task at hand and experiences little to no distraction.
6 Enduring. The party travels with purpose and without major strain or effort.
7 Astir. The flora and fauna in the area seem to hum and stir with an unusual energy, as if restless.
8 Serene. The surrounding landscape is calm and pastoral, perhaps prompting introspection.

Terrain

Fortunately for the caravans that travel the High Road, the open grasslands provide little to no opportunity for ambush. Scattered along the route are small groves of trees and patches of wetlands but otherwise the terrain consists of low-rolling plains that stretch for miles at a time. The open skies and lack of tree cover provide excellent visibility and ease of navigation, especially at night.

High Road/Triboar Trail Summary

Use the following exploration rules when traveling through this subregion.

Navigation. DC 0/10. Navigation along these merchant routes is as simple following the path ahead, requiring no navigation check. The surrounding grasslands have no visible landmarks, but the vast, open skies makes discerning direction and distance relatively easy, requiring a DC 10 Wisdom (Survival) check to successfully navigate the plains.

Evasion. DC 25 Dexterity (Stealth); there is little to no visible cover along the trail. Stealth is practically impossible without magic.

Foraging. DC 10 Wisdom (Survival); water and small game are plentiful.


Those who venture east across the Triboar trail find rougher terrain, the trail itself little more than wagon-ruts. Where the High Road is straight and wide, the Triboar is narrow and occasionally meandering. The plains, especially those to the south and east, are dotted with rock-strewn hillocks and relatively large groves of trees. Bandits and monsters alike are more courageous here, away from the watchful eye and frequently armed traffic along the High Road.

Tactical Terrain

Use the following table to generate tactical terrain on the fly for your encounters.

    %     Description
100% 1d4 + 2 patches of low brush (difficult terrain, lightly obscured)
100% 1d4 + 1 10 ft. squares of tall grass (lightly obscured if prone)
50% A small patch of 2d4 + 2 trees
25% A 10 foot high, sloped ridge
25% 1d6 + 2 medium sized boulders, (half-cover)
15% A small stream, 5ft wide and two feet deep
5% A crumbled fieldstone wall or ruined building foundation, with varied sections of half and/or full cover

Random Encounters

Please note the following encounters are for adventurers of levels 1 through 5. Adjust the encounter as needed.

    d20     Encounter
1 1 hobgoblin captain with 1d4 + 1 hobgoblins
2 1 phase spider
3 1 ankheg
4 1d6 + 2 giant wasps or 1d4 + 3 swarms of insects or
5 1 ogre or 1d3 bugbears
6 1d6 + 3 goblins (optionally riding wolves)
7 2d6 + 2 boars
8 2d4 orcs or 1 orog
9 2d4 + 2 axe beaks
10 1d3 centaurs being attacked by 1 orc Eye of Gruumsh with 2d4+1 orcs
11 1 giant boar
12 1d4 + 2 orcs
13 2d6 giant wolf spiders
14 1d3 cockatrices
15 1 bandit chief with 2d6 bandits
16 1 wereboar
17 1d8 worgs
18 1 cyclops or 1 bulette
19 1 goblin boss with 1d6 + 2 goblins and 1d4 + 3 wolves
20 1d3 manticores

Exploration Encounters

Roll on this optional table to add some interest to the day's travel.

    d20     Today the Party Saw a(n)....
1 ...natural spring with clear, ice-cold water.
2 ...group of 2d6 + 2 deer, elk, or giant weasels.
3 ...oddly-shaped boulder, 10 ft. square and 20 ft. high.
4 ...animal burrow, empty or occupied.
5 ...party of 1d3 druids patrolling the wilds.
6 ...a thicket of wild herbs. Characters proficient with the Herbalism kit may make a DC 12 check to identify them as the key ingredient in a potion of gaseous form (DC 15 Herbalism kit check to craft). There are enough herbs here for two potions.
7 ...old campsite. Nothing of interest except charred remains of a fire and a few scattered animal bones.
8 ...an area of low-lying wetlands, teeming with swarms of mosquitoes. The area is difficult terrain and roughly the size of one square mile. If the players trudge through the wetlands, have them make a DC 10 Constitution saving throw. On a failed save, they contract a fever and suffer 1 level of exhaustion until the end of the following day.
9 ...humanoid grave site.
10 ...abandoned wagon, bleached by the sun.
11 ...3d4 scouts, or a caravan of 2d6+2 merchants (commoners) and 3d8+4 guards with several wagons.
12 ...circle of standing stones, the purpose of which is unknown.
13 ...massive field of wildflowers that stretches for several miles.
14 ...herd of 3d12+6 aurochs. They flee if approached within 200 ft. without stealth, and stampede if they perceive a creature within 20 ft.
15 ...knight with two squires (commoners).
16 ...ruins of a farmhouse or other stone structure, with only a crumbling foundation or fieldstone walls remaining.
17 ...animal trail leading off in a tangential direction to the party's destination.
18 ...single apple tree at the top of a grassy hillock.
19 ...party of 1d4 + 1 priests and 2d8+2 acolytes on a religious pilgrimage.
20 ...party of 2d4 + 2 guards from Neverwinter on riding horses or 1d4+1 bards on their way to the next town.

Neverwinter Wood

The Neverwinter Wood is an untamed forest that occupies several hundred square miles east of the city of the same name. It is an old an ancient wood, stretching back to the kingdoms of elves who first resided there. Those elves have since sailed west, to the Moonshaes and Evermeet beyond, leaving the forest to be reclaimed by nature itself. It is a wild, untamed place: a haven for beasts, monsters, ruins, and gods know what else. Ventures into the Wood should be accompanied by a healthy dose of caution.

The Wood has long held a connection to the Feywild, although its energies and influence have grown weaker in recent times. Even so, pockets of fey energy still ripple and ebb and distort the Material Plane, causing strange and unusual disruptions within the Wood, and vast colonies of fey creatures have long called the Wood their home.

Ambient Mood

Roll on the Ambient Mood table (below) to help set the mood for the traveling day, or choose one that suits your needs.

    d8     Ambient Mood
1 Eerie. The muffled sounds of strange voices and laughter can be heard in the distance, unseen.
2 Hunted. You hear (or imagine) the sounds of snapping twigs or the patter of footsteps, always behind you.
3 Filthy. Bodies and clothing seem to be perpetually covered in clods of dirt, mud or sticky sap, no matter how hard you try to clean them.
4-5 Unremarkable. The party is focused on the task at hand and experiences little to no distraction.
6 Melancholy. A permeating feeling of sorrow manifests as you walk in solemn reverence, as if the forest itself were mourning.
7 Joy. You experience an inexplicable urge to hum a tune, tell a joke, or simply laugh out loud.
8 Serene. The surrounding forest is calm and peaceful, with motes hanging idly in beams of sunlight.

Terrain

The Neverwinter Wood is filled with ancient deciduous trees, and their thick tangled roots and the lack of formal roads make traveling through the Neverwinter Wood a troublesome task. While there are innumerable trails that wind their way through the forest floor, they are often overgrown and uneven. Thus, the entirety of the forest is considered difficult terrain. The canopy is thick, with most of the tallest trees reaching a hundred feet or more, but enough daylight pierces its surface to see clearly and create shadows from which to ambush. Life on the forest floor is prolific, hosting a wide variety of plants and creatures, large and small.

Neverwinter Wood Summary

Use the following exploration rules when traveling through this subregion.

Navigation. DC 15 Wisdom (Survival); the forest is dense and the canopy is thick. It is difficult to determine a sense of direction, and the sky is scarcely visible.

Evasion. DC 15 Dexterity (Stealth); shadows and cover abound in the Neverwinter Wood, but going is slow.

Foraging. DC 10 Wisdom (Survival); water and game are plentiful.


The river at its center flows from the feet of Mount Hotenow to the north, warmed by its volcanic activity and giving the region its unusually warm climate and namesake. It is, on average, 300 feet wide and is known to flow deep and fast, making crossings a difficult task.

Tactical Terrain

Use the following table to generate tactical terrain on the fly for your encounters.

    %     Description
100% 2d6 + 2 large trees, 5 ft. in diameter
100% 1d4 + 1 ancient trees, 10 or 15 ft. in diameter
80% 1d8 + 1 patches of thick undergrowth, considered difficult terrain/lightly obscured
50% A 10 foot high, sloped ridge
33% A splintered stump with 1d4 + 1 sections of a large fallen tree, broken into pieces, providing full cover
10% A small stream, 5ft wide and two feet deep
5% The Feywild influence is strong in this area. You have advantage on Wisdom saving throws

Random Encounters

Please note the following encounters are for adventurers of levels 1 through 5. Adjust the encounter as needed.

    d20     Encounter
1 1d4 displacer beasts
2 1 giant poisonous snake
3 1d6 + 2 boars
4 1d3 black bears
5 1d6 + 2 giant bats
6 1d4 + 1 needle blights or 1d6 + 3 twig blights
7 3d6 stirges
8 3d6 bandits
9 1d4 + 3 goblins
10 1d4 + 4 wolves
11 2d4 giant wolf spiders
12 1d3 dryads hostile or non-hostile
13 1 ettercap or 1d8 + 1 orcs
14 1 ankheg
15 1 werewolf or 1d8 + 1 worgs
16 1d4 dire wolves or 1 giant boar
17 1d4 bugbears or 2d4 hobgoblins
18 1 will-o-wisp or 1 green hag
19 1 shambling mound
20 1 owlbear

Exploration Encounters

Roll on this optional table to add some interest to the day's travel.

    d20     Today the Party Saw a(n)....
1 ...tree with the hanging corpses of several orcs.
2 ...abandoned tree house, remarkably dry and sturdy.
3 ...half-buried Elvish statue. Touching the statue gives the player 5 temporary HP until sunset.
4 ...hunting party: 1 scout, 2d4 guards with 1d8 mastiffs, who are elusive about their quarry.
5 ...unhidden pit trap (p. 7 LMOP) filled with water.
6 ...clearing with several sawed-off stumps and the charred remains of a wood cabin.
7 ...herd of 1d6 + 2 elk or 2d8+4 deer.
8 ...section of trail containing the fresh tracks of a beast.
9 ...circle of mushrooms in a clearing.
10 ...band of 1d8 + 1 pixies, who use their magic to prank or redirect the party.
11 ...large pile of monster droppings.
12 ...awakened tree, dipping its roots in a cold stream while humming a song in Elvish.
13 ...patch of poison ivy, discovered only by a DC 12 Intelligence (Nature) check. Affected players are unable to gain the benefits of a long rest until removing the poison (antitoxin, lesser restoration, protection from poison, etc.) or 3 days pass
14 ...druid, who inquires after the party, providing information to the party if deemed friendly.
15 ...sprung bear trap in the middle of the path ahead, its owner and intended victim unseen.
16 ...faerie dragon (yellow or younger), who giggles invisibly and pulls pranks on the party, revealing itself if they offer it "treasure".
17 ...group of 2d4 woodcutters (commoners) from a nearby logging camp.
18 ...several signs carved into fallen trees along the trail, familiar to Rangers or Druids.
19 ...herd of 1d4 centaurs or 1d4 giant elk.
20 ...misty clearing surrounded by ancient trees, home to a unicorn who remains elusive, perhaps spotted for a moment before disappearing. If the unicorn wishes, it can secretly grant all of them the effects of the aid spell.

The Phandalin Foothills

South and west of the Triboar Trail are vast stretches of rocky foothills, bordered by the jagged peaks of the Sword Mountains. Over the centuries the hills have been home to many who lay claim to one valley or another and the mountain streams that flow through them, but none have lasted. Now, the hills are home to companies of miners and secluded clans who eke out a meager living amongst the rocky valleys.

Miners make up most of the civilized folk in the hills. Prospectors have reported deposits of gold, silver and copper, and much of the traffic on the Triboar is raw ore on its way to the Miner's Exchange in nearby Phandalin. The rumors of these spoils have attracted the attention of several mining operations, but also bandits, orc marauders, and worse.

Ambient Mood

Roll on the Ambient Mood table (below) to help set the mood for the traveling day, or choose one that suits your needs.

    d8     Ambient Mood
1 Desolate. You haven't seen a living creature all day, not even so much as a bird.
2 Jumpy. The echoing sound of tumbling rocks and the shadows cast by the valleys set you on edge. Did you hear that?
3 Sore. The rocky terrain and ever-changing elevation causes your joints to complain loudly.
4-5 Unremarkable. The party is focused on the task at hand and experiences little to no distraction.
6 Hungry. The day's journey leaves your stomachs growling, rations seem bland and unsatisfying.
7 Rustic. The stark countryside impresses itself on you, giving it a harsh sense of beauty.
8 Tranquil. Birdsong, splashing streams, and rustling grass fill the air with lively sounds, and the day seems pleasant and untroubled.

Terrain

The hills to the south rise sharply to meet the Sword mountains, while those to the northeast are smoother and wider. Boulders and large rocks are a common sight, deposited here when ice covered this land eons ago. The valleys they carved range from shallow, grassy slopes to sharply cut ravines, and at their center lay shallow, meandering streams or dry riverbeds that only fill when the rains fall heavy. There are no trails beside those of the animals, and the landscape is rough terrain, making travel moderately difficult.

Phandalin Foothills Summary

Use the following exploration rules when traveling through this subregion.

Navigation. DC 10 Wisdom (Survival); while the terrain is sometimes steep and rocky, the sky is free from obscurement. The elevation and lack of tree cover provides good visibility.

Evasion. DC 15 Dexterity (Stealth); the hills and valleys are littered with innumerable crevices and large boulders behind which one might hide.

Foraging. DC 13 Wisdom (Survival); water and game are available, but the hills provide less sustenance than the surrounding forests and grassland.


A variety of creatures roam these hills, some lurking for prey amongst the shadows of boulders, others eking out a more peaceful existence amongst the valley reeds and brush. There are few trees; still, the strongest of the mountain tributaries provide enough water for scattered acres of woodlands, but the promise of floods keeps most flora from growing too high. More often than not, the surrounding land is covered with various yellow and green grasses with areas of thick brush scattered throughout.

Tactical Terrain

Use the following table to generate tactical terrain on the fly for your encounters.

      %       Description
100% 1d6 + 1 large boulders, 5 and 10ft in diameter
100% 1d6 sections of 10 ft. sloped ridges
80% 1d4 + 1 patches of thick brush, considered difficult terrain/lightly obscured
50% 1d6 + 1 scattered trees
25% A steep gully or ravine, sharply dropping 20-30 ft.
15% A small stream, 5ft wide and two feet deep
5% A shallow cave or alcove, 5-20 feet deep.

Random Encounters

Please note the following encounters are for adventurers of levels 1 through 5. Adjust the encounter as needed.

    d20     Encounter
1 1d3 perytons
2 1d6 bandits or 1 bandit captain with 2d4 bandits
3 1d4 + 3 giant weasels
4 1 manticore
5 2d4 goblins
6 1 ogre or 1d4 half-ogres
7 2d4 stirges
8 1 werewolf or 1 wereboar
9 1d2 hippogriffs or 1d3 griffons
10 1d3 trolls
11 1 worg
12 1d6 + 2 giant wolf spiders
13 1d6 + 4 blood hawks
14 1 orc Eye of Gruumsh and 1d8 + 2 orcs
15 1d3 orogs or 1d3 berserkers
16 1 giant vulture
17 2d4 wolves
18 1d8 + 1 axe beaks
19 2d8 kobolds
20 1d2 hill giants

Exploration Encounters

Roll on this optional table to add some interest to the day's travel.

    d20     Today the Party Saw a(n)....
1 ...entrance to a collapsed mine, with equipment that has grown sun-bleached and rusted.
2 ...stone stairs, cracked and overgrown with weeds, that lead down the side of a valley to the riverbed below.
3 ...1d10 miners (commoners) with 2d4 guards and several hand-drawn carts filled with ore
4 ...herd of 2d8 elk or deer
5 ...abandoned quarry. DC 15 to climb to bottom, where an abandoned foreman's shack has a chest with 1d4+1 10 gp gemstones.
6 ...24 hill dwarf soldiers (guards), 1 scout and 1 acolyte are camped on a ridge. They will trade information but provide nothing else.
7 ...decimated campsite on the bank of a stream, several days old, no bodies or anything of value remaining.
8 ...1d4 vultures picking at the corpse of a humanoid.
9 ...empty cave littered with bones.
10 ...clear stream in a wooded valley filled with well-fed trout.
11 ...desecrated shrine at the top of a steep-sided tor. It has been in disrepair for many years.
12 ...row of crude wooden pikes topped with humanoid skulls.
13 ...thick patch of black raspberries, which provide a day's worth of perishable rations.
14 ...valley filled with burned stumps and fresh undergrowth sprouting from a field of ash.
15 ...steep ravine that cuts through the earth, exposing colorful deposits of earth and rock.
16 ...a jagged boulder covered with dozens of ravens, who seem unconcerned with the party until they approach, when they squawk the word "go" in infernal.
17 ...1d3 eagles or 1d4 hawks circling overhead, looking for prey.
18 ...stack of three large 10ft. boulders, each one smaller than the one below .
19 ...sinkhole, 20 ft. wide and 20 ft. deep.
20 ...the ruins of an ancient tower, toppled centuries ago.

Sword Mountains

The Sword Mountains stretch eastward from the High Road and the frontier town of Leilon to the northernmost edges of the Kryptgarden forest. As mountain ranges go, they are among the tallest on the Sword Coast. Icespire Peak, the largest of its range, is aptly named for its soaring heights and icy crown.

There are very few civilized folk who make their homes here, and travelers have little reason to brave the jagged and unwelcoming peaks. In contrast, many less civilized creatures find refuge in these remote areas, and are quick to defend their homes against unwanted intruders. Others still use the natural seclusion provided by the mountains to foray into the surrounding hills and forests.

Ambient Mood

Roll on the Ambient Mood table (below) to help set the mood for the traveling day, or choose one that suits your needs.

    d8     Ambient Mood
1 Terror. An otherwordly howl echoes in the valley. It seems to follow your party through the day, causing the hairs on your neck to rise.
2 Stiff. The steep mountain cliffs have taken a toll on your body. Your muscles ache with tension and your bones are stiff and uncompliant.
3 Anxious. An avalanche buries the trail behind you. A misplaced step nearly sends you tumbling. A nervous glance down the mountainside gives you vertigo. Peril is evident all around you.
4-5 Unremarkable. The party is focused on the task at hand and experiences little to no distraction.
6 Refreshing. Despite your weariness, the alpine air reddens your cheeks and invigorates you.
7 Cooperative. Your party works together like a well-oiled machine, traversing the rocky terrain with your collaborative strengths.
8 Awe. The vista below stretches for miles upon miles, and the textured panorama of greys, whites and blues before you is truly spectacular.

Terrain

The abundance of peaks and deep ravines found in these mountains mean that the entirety of the range is considered difficult terrain. A climber's kit and cold-weather clothing is recommended to ensure safety on the mountainside, and should be available to purchase from Barthen's Provisions in Phandalin. (Should the party mention they are traveling into the mountains, Elmar Barthen or another NPC will insist on their purchase.)

If the adventurers do not bring climbing gear, they may be forced to turn around and find another, longer way up the sheer cliffs and narrow ridges. Parties who are forced to turn around (i.e. fail their Navigation DC) must double their travel time for that leg of the journey, representing the time spent backtracking to a new starting location.

Sword Mountains Summary

Use the following exploration rules when traveling through this subregion.

Navigation. DC 15 Wisdom (Survival); the steep elevation, cold climate and treacherous terrain make navigating the mountains a significant challenge. The DC increases to 20 if the party insists on avoiding any climbs.

Evasion. DC 15 Dexterity (Stealth); the cliffsides are strewn with boulders, rocks, and hundreds of crevices in which one may hide.

Foraging. DC 0/18 Wisdom (Survival); water is ever abundant in the form of snow and fresh mountain streams, but there is no edible vegetation and very little game.


If the party wishes to scale a cliff without gear, the DM may want to have the players review the rules for fall damage. Some cliffs in the Sword Mountains stretch hundreds of feet, which is more than enough to squish a low-level adventurer.

Climbing

You may wish to create a skill challenge for your players that can add a layer of excitement to their journey up the mountainside. Divide a segment of cliff into sections. Use the rules found in the description to traverse the surface of the cliff if applicable. Present the players with DC 12 Strength (Athletics) checks for more perilous sections of the cliff. On a failed save, the character immediately begins to fall.

Cold Weather

The temperature in the Sword Mountains hovers just above freezing, but at night drops to below 0 degrees Fahrenheit. Refer to the Extreme Cold rules found in the DMG (p. 110) or the Dragon of Icespire Peak adventure (p. 30.) Shelter, fire and/or cold weather clothing are required to survive a night on the mountain. (Sources of firewood can be found at the lowest elevations, but not anywhere else.)

Tactical Terrain

Use the following table to generate tactical terrain on the fly for your encounters.

    %     Description
100% 1d2 50 to 100 ft. cliffs
100% 2d4 + 2 10 ft. ridges, with short transitional "ramp"-like sections
100% 2d4 + 2 5 and 10 ft. boulders
50% A sloping patch of loose gravel, 20 ft. high and 40 ft. wide, difficult terrain
50% Deep snow covers the entire area, difficult terrain
25% A cave, rounded alcove, tall outcrop, or harrowing precipice is the central feature of the map
10% A brisk mountain stream that cuts through the landscape, with 5 ft. sections of waterfall

Random Encounters

Please note the following encounters are for adventurers of levels 1 through 5. Adjust the encounter as needed.

    d20     Encounter
1 1 stone giant
2 1 galeb dur
3 1 bulette
4 1 wyvern
5 1 air elemental
6 2d8 + 1 blood hawks
7 1 mountain lion (panther)
8 1d2 perytons
9 1d4 harpies
10 1 manticore
11 1d8 + 1 winged kobolds or 3d4 kobolds
12 1d3 hippogriffs
13 1 troll or 1 cyclops
14 2d4 orcs
15 1 orc eye of Gruumsh or 1 orog
16 1 saber-toothed tiger
17 1 giant vulture
18 1 basilisk or 1d2 ettins
19 1 half-ogre or 1 ogre
20 1 frost giant

Exploration Encounters

Roll on this optional table to add some interest to the day's travel.

    d20     Today the Party Saw a(n)....
1 ...rock slide that has washed out the trail ahead, which is now difficult terrain.
2 ...pony with an empty saddle and an intact explorer's pack.
3 ...colony of 1d3 swarms of bats empty from an unseen fissure nearby.
4 ...1d6 + 2 neutral dwarven scouts with a discourteous temperament, who do little more than advise the party to be on their way.
5 ...section of trail that has fallen into the ravine below. The party must cross a 20 foot gap in the ravine.
6 ...1d4 +1 eagles, circling overhead
7 ...2d8 dwarf soldiers (guards) and 1 dwarven scout with 1d4 + 2 ponies carrying the carcasses of several recently slain goats.
8 ...patches of ice that cover the trail ahead. The party must make a DC12 Dexterity (Acrobatics) check or fall 40 ft.
9 ...narrow section of trail that hugs the cliffside and towers several hundred feet above the floor of the ravine below.
10 ...herd of 2d8 + 4 goats or 1d6 giant goats.
11 ...sturdy rope bridge spanning a 200 ft. ravine. The bridge is considered difficult terrain.
12 ...rolling boulder that narrowly misses the party before crashing down into the valley below.
13 ...patrol of 2d4 aarakocra, who warn of a frost giant on a nearby mountainside
14 ...cloud that drifts over the nearby peaks. The area is heavily obscured, delaying travel by 1d4 + 1 hours.
15 ...rock formation shaped like the head of a needle that "whistles" in strong wind.
16 ...deep snows from a recent storm. The party is forced to reduce this leg of the journey by 2d6 + 2 miles
17 ...roc circling the next mountain over. It swoops down, flaps its wings, then flies into the distance with something in its claws.
18 ...longsword and shield near several puddles of dried brown blood.
19 ...the unfinished walls of a modest stone house. While there is no roof, the windowless walls will block the wind and the light of a fire.
20 ...druid tending a small garden alongside a babbling mountain stream. If the druid so chooses, she offers the party shelter and food.

Appendix: Resouces

You may use the following tables and resources to further enhance the exploration of the region.

Weather

The rules for weather can be found in the DMG (p. 109.) Below is a quick and easy alternative to determine the weather for any given day.

    d8     Weather
1 An eerie fog obscures the dawn and persists into the morning. Optionally, roll an additional time on the encounter table for today's journey.
2 A storm rolls in, bringing thunder, rain (or snow) and wind (see below for windy conditions.) If shelter is not found to wait out the storm, roll a d4. On a 1, 1d12 + 1 perishable items become waterlogged and unusable. The storm lasts 1d6 + 1 hours.
3 The weather is clear but racked by strong winds. Ranged weapon attacks and Wisdom (Perception) checks that rely on hearing are made with disadvantage.
4 The sky is filled with gloomy grey clouds, accompanied by a dull, humid breeze*.
5-7 Scattered clouds cover a deep blue sky.
8 The weather is seasonably warm and sunny, with a light, pleasant breeze*.

* - Roll again on the table if traveling through the Sword Mountains.


Resources to Remember

Here's a quick list of exploration rules you may wish to reference.

  • Exploration (DMG p. 242)
    • Using a Map
    • Special Travel Pace
    • Visibility Outdoors
    • Noticing Other Creatures
    • Tracking
  • Activity While Traveling (PHB p. 182)
    • Marching Order
    • Stealth
    • Noticing Threats
    • Other Activities
  • Mounts and Vehicles (PHB p. 155)
  • Food and Water (PHB p. 185)
  • Resting (PHB p. 186)
  • Mapping a Wilderness (DMG p.108)
  • Wilderness Features (DMG p. 108)
  • Wilderness Survival (DMG p. 109)
    • Weather (DMG p. 109)
    • Wilderness Hazards (DMG p. 110)
    • Foraging (DMG p. 111)
      • Foraging DCs
      • Food and Water Needs
    • Becoming Lost (DMG p. 111)
  • UA: Into the Wild
    • Resolving Travel
      • Choose Destination
      • Choose Activities
      • Resolve Activities and Travel
      • Camp
    • Describing the Wilds
      • Mapping the Wilderness
      • Tactical Terrain

Key: PHB - Player's Handbook, DMG - Dungeon Master's Guide, UA - Unearthed Arcana

 

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