We’re back with another simulative game mechanic to use at your table. This technique provides an enjoyable sequence of choices and consequences, stands out from other wilderness encounters, and effectively communicates the experience of rock/ice climbing.
I used this system during a one-shot birthday party and it went even better than I expected! Welcome to the endless post-hole in the sun. Welcome to Gnomestones.
Key: Create a 15x4 table as a key to represent the rock/ice face. In each square place a hazard, trap, or boon. It’s easy to randomize through rolls, or design the slope intentionally. Go wild with the rock climbing terms. Here’s my key.
Movement Rules: Give the players ample warning that this segment of the game includes unique movement rules. Here’s how they work.
Players enter the slope from Level 1 at the bottom, and exit by moving successfully past the ridge at Level 15. Before Level 1 is the valley floor, above Level 15 is a mountain meadow, an alpine lake, a cave entrance, etc. It is too steep to climb left or right of the gully.
A player can move a certain number of squares on their turn. For most systems, the player can move 1 square for each 10ft of base movement they posses, rounded down (ex. A player with a 25ft movement speed can go 2 squares). Factor in stat bonuses, equipment, and other tricks to improve or impair their squares per turn.
Players can move recklessly, standard, or cautiously. If reckless: double their movement, but penalize their Saves and amplify damage. If cautious: halve their movement, but telegraph each obstacle they come across and reduce damage.
A player can move up, down, left, or right. Switching lanes uses 1 square of movement. Some areas may have obstacles that prevent switching lanes.
As a player moves into a ‘filled’ square, they trigger whatever is in that square. Moving into an empty square has no additional result, but feel free to roll dice to confuse your players.
Players can see into adjacent squares, but many things are hidden under the snow.
Players can move through squares occupied by another player. This may warrant a Save depending on the situation. Players cannot occupy the same square.
This diagram demonstrates how the players navigate the slope. I added a sense of urgency to my game with ice goblins rolling boulders down the slope from the top (each boulder moved six squares down on its turn and did 1d12 damage on hit). I also included some custom hypothermia rules.
And that’s the brunt of it! Happy ice climbing.
Glossary of Rock/Ice Mechanics
Boulder - A big rock. Players must move around, but it does protect the square below it from oncoming projectiles.
Cornice - An overhanging mass of hardened snow. If climbed, might collapse.
Crevasse - Scary. DEX Save or fall in the crevasse, take damage.
Dead body - A frozen climber. Could be a former NPC or an opportunity for the players to get an ice axe to aid movement.
Exposed - Sheer drop off the edge of the face. If you take damage, make a DEX Save. If you fail a Save in this square, you’re going over the edge.
Flip trap - A hidden goblin launch pad. The players are flung 1d8 squares back down the mountain.
Gendarme - A rock pinnacle. Prevents movement, could be climbed with difficulty.
Goblins in snow - A hidden assailant pops up with a dagger. Treat as a localized combat encounter. The goblin might stab, wrestle, or fling itself forward.
Good snow - Strong snow pack. Gain 1 movement this turn.
Gully - Ravine or channel formed by repeated erosion.
Hidden path - A secret back way into the dungeon at the top of the mountain.
Moraine - Pile of debris left by terminal end of glacier. DEX Save or take damage.
Runnel - Icy creek hidden under snow. DEX Save, or take damage, lose movement, and incur hypothermia.
Scree - Exposed crumbly rock. Takes 2 movement to go through 1 square.
Stairs - Ancient stairs hewn into stone. Gain 2 movement, bonus on DEX checks.
Verglas - Icy coating on rock. DEX Save or slide down 1 square.
PS: As you probably considered, this system could be used in a variety of instances to create action scenes for the players. I used it for a different group of players when they rode to the surface of the back of a giant mole. They had to pick which square to cling to. Bugs popped up and rocks whizzed by but I think one of the players found edible mold. I had to fudge a roll so another player didn’t fall off the back and get left behind forever. I don’t think the system is good for a wizard’s funhouse floor though. Grumble grumble- tacky- grumble- upjumped sorcerers- grumble grumble- interior decorating.
Great article with simple mechanics for roock/ice climbing.
Simple but cool way to bring a moving maneuver to life.