Silent Heights

The silent heights are an area of mountains in north eastern algar, prone to blizzards and harsh weather, only the strongest survive here. Due to its brutal climate the area is home to many goliaths, goblins, orcs, giants, and other races who can handle the rough conditions. Here the mountains seem to rise suddenly from the relatively flat planes of algar and stab at the sky, forming tall sharp peaks that cast long shadows across the land. As the gentle winds that blow in from the sea strike the mountains they are forced upwards by the sheer cliffs on the mountain’s eastern slopes, causing them to turn into harsh howling winds. The weather here can change on a dime, and at times, the winds howl so loudly that you cannot even hear yourself speak. 

For each hour spent traveling in the Silent Heights, roll from the following random weather table before rolling for an hourly encounter.

The tables are rolled in this order- Weather – Encounter – Exploration / Harvest

Silent Heights Weather- (1d6) (enemies ignore these effects)
1- Fair weather
2- Snow Storm (double travel encounter rolls, unless equipped with cold weather gear or resistant to cold)
3- White out (All players take the blind condition, )
4- Howling Winds ( all players are under the effects of Silence. )
5- Avalanche (all players must roll a dc15 athletics check of take 5d8 bludgeoning damage and are knocked prone, half damage on a save, flying creatures ignore this effect)
6- Light Snow- A pleasant snow. Nothing to write home about. Build a snowman or something.

Scaled Travel Encounter Table-

This is a different type of encounter table which scales depending on party size and level. To generate the encounter each PLAYER rolls from the table which corresponds to their level and the results are added together to produce the final encounter. 

Level 1-3

1 – 1d4 Ice Mephits
2 – 1 zombies (frosty)
3 – 1d2 Orcs, Scouting the area. 
4 – 1d4 Wolves

Level 4-6

1 – 1 Minotaur Hunting in the mountains. 
2 – 1 Hill giants
3 – 2d4 orcs in a war band
4 – 1d4 Ogres arguing about how to cook halflings. 

Level 7-10

1 – 1d2 Wyvern
2 – 1d4 Winter Wolves on the hunt
3 – 1d4 earth elementals 
4 – 1d2 Stone Giants

Level 11-15

1 – 1d2 Frost Giants
2 – 1 Adult White Dragon 
3 – 1 Ice Devil
4 – 1d2 Remoras 

Level 16-20

1 – 1 Ancient white Dragon guarding a solitary dragon egg. (recoverable) 
2 – 1d2 Storm Giant
3 – 1d2 Cloud Giant 
4 – 1 cloud giant, 1 frost giant, 1 stone giant, and one hill giant having a party.

Scaled encounters rewards

How to Determine Rewards –

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REWARDS ARE ROLLED BY PARTY, NOT FOR EACH CHARACTER 

In order to determine which reward table to roll from, find the SUM OF ALL PLAYERS LEVELS . 

For instance if a group of adventurers level 1, 20 , and 6 the total sum of all levels is 27. 

Rewards are calculated with the following equation – 10d20xTPl x the number of people in the party.

Each character will also receive 500 EXPERIENCE POINTS for this encounter.

Parties which contain any two members who are more than 5 levels apart no longer receive rewards from ANY encounters. 

When Calculating TPL only the highest 6 character levels are counted. All additional party members do not count towards TPL. (They do still increase the difficulty of the encounter)

Harvesting in the Silent Heights Requires a Survival check DC15

Silent Heights Harvest Table 1d4

1- Black Root – Gives resistance to cold damage for 1 hour when consumed. 
2- Quicksilver Root – when consumed as a bonus action, gives the effects of a haste spell until the end of your next turn. 
3- Questionable berries – When you consume these berries, roll a 1d100, on a roll of 50 or above the berries heal 4d8 hp. On a roll of 49 or below they deal 4d8 poison damage instead. 
4- Potato – Boil em, Mash em, Stick em in a stew. 

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Silent Heights Exploration Table 1d8- 

1- A frozen Ruin Containing 2d100 Gp worth of treasure
2- A Friendly Band of Orcs willing to let the party rest in their camp. 
3- A beautiful view of the surrounding landscape. Each party member gets (1) inspiration. 
4- The path ahead is caved in, (add one hour to travel time) 
5- The group of friendly goblins, hiding in a cave. Will let the party rest, and warn them of dangers ahead (ignore next hourly encounter)
6- A group of frozen explorers with 30d10 pp worth of gold and silver. 
7- An Abandoned Nest with a single baby wyvern near death (animal Handling dc20 to tame, you get one try. if you fail it dies. ) 
8- You find a path leading up above the tree line GO TO THE SUMMIT

The Summit

The summit of the silent heights is subject to constant changes and shifts in the environment as earth and air elementals fight a constant battle over the terrain. The earth elementals reshape the peaks constantly pushing them higher and building new spires or rock and cliffs , while the air elementals angrily battle the invasion of their territory ripping the stone structures down and causing landslides and constant erosion. 

At this altitude the air is thin and the temperatures are sub zero. creatures who rely on oxygen or are not immune to cold must pass a con save dc10 or take one level of exhaustion for every hour they stay here. This dc increases by 5 for each hour spent at this altitude without a long rest. 

Finding the Pass – the highest peaks of the mountains are mostly protected by sheer cliff faces and horrible winds that make flight impossible. Those who do manage to find a path that leads up the rocky slopes and still enough air to dare to travel it, will not be able to do so for long. The near constant landslides and avalanches that torment the region are sure to cover it up again. 

Once you are above the tree line you can explore as long as you like, but the freezing temperatures and howling winds make rest impossible. 

Though the way up is hard to find, the way down seems obvious and returning to the lower area of the silent heights never takes more than an hour.

Above the Tree-line expiration table –  for each hour spent exploring above the tree-line roll from the following table, but first roll a con save c 10(+5 for each hour you have been traveling above the tree-line) to see if you take a level of exhaustion . 

1- Weird Temple
2- A wind elemental and an earth elemental fighting. They will ignore you unless you attack them in which case they both attack everyone indiscriminately. 
3- A blinding snowstorm, lost for an hour. 
4-8 – Roll Scaled Encounter

1- Weird Temple, ancient temple ruins lay toppled. Inside you find a statue of an unknown elder god resembling a giant crab made of black stone. A character who touches the stone and spends one minute meditating on its power gains the ability to see events as they unfold anywhere in the plane. (you may look in any public channel not shielded by non-detection and see what’s going on there IC) This can only be done once per full moon per person. You can also search the roll investigation dc15, if you pass roll from the following table – 

Weird Temple treasure table – 

1- a small crab statue made of brass. (100 ARC)
2- a collection of useless seashells. (100 ARC)
3- the skull of a fisherman. (100 ARC) 
4- A crudely made stone club (100 ARC)

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