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Treacherous Hillside (CR 1)


Treacherous Hillside
CR 1

XP 400

Navigating the slope takes at least half an hour, and each PC must make three DC 10 Acrobatics checks to avoid sliding down the slope. If the PCs go slowly, it takes an hour to reach the bottom, but all characters get a +2 circumstance bonus to their Acrobatics checks. Tying off ropes to help navigate the hill gives another +2 equipment bonus to the check (this does not stack with the bonus from a climber’s kit). If any character fails one of these checks, allow the character to make a Reflex save and consult the table.



Reflex Save Result
20 or higher The character catches himself before he slides too far and takes no damage.
15–19 The character slides down a short hill before slamming into a tree. The character takes 1d4 points of nonlethal damage.
10–14 The character slides far down the hill, reducing the number of checks that need to be made by one. Unfortunately, the character also slides through a pair of thickets and lands hard on some rocks, taking 1d6 points of damage.
5–9 The character slides down a muddy hill and then falls down a 20-foot cliff, taking 2d6 points of damage. This reduces the number of checks that need to be made by one.
4 or less The character slides all the way to the bottom of the ravine, taking 2d6 points of damage and 1d4 points of Dexterity damage from a horribly sprained ankle.
Section 15: Copyright Notice
Pathfinder Module: Crypt of the Everflame. Copyright 2009, Paizo Publishing, LLC. Author: Jason Bulmahn.