Blessed Alpine Meadow
Holy ground. Springs heal, wounds close cleanly, and the dead stay in their graves. Travellers wake rested, and the beasts here are calm. High pastures above the last trees, bright with flowers in a short summer and buried in snow the rest of the year. The air is thin, the weather turns fast, and herders bring their animals up only for the warm months.
Over the year it averages 2 °C.
Hear it
- Blessed: Blessed Tundra (On Patreon, Guardian tier)
- Blessed: Blessed Forest (On Patreon, Raven tier)
- By day: Walking in the Mountains (On Patreon, Guardian tier)
- In the fog: Misty Mountain Path (On Patreon, Guardian tier)
- In the wind: Windy Hilltop (In the album RPG Ambiences Vol. 4)
- In a storm: Stormy Highlands (In the album RPG Ambiences Vol. 4)
- By the river: Mountain River (On Patreon, Guardian tier)
- Rapids: Mountain Rapids (On Patreon, Guardian tier)
- In a shelter: Mountain Shelter (In the album RPG Ambiences Vol. 3)
- Bitter cold: Strong Snowy Wind (On Patreon, Guardian tier)
- Falling rock: Avalanche (On Patreon, Raven tier)
For the table
- Ground
- rough, about 20 km a day on foot
- Seasons
- -6 °C in the heart of winter, 10 °C in the heart of summer
- Water
- plentiful
- Foraging
- rich
Hazards
- Thin air. High up, breath comes short and the newcomer tires twice as fast. Some fall sick with headaches and nausea until they get used to it.
- Bitter cold. Without furs, a fire and shelter at night, the cold numbs, then kills. Frostbite takes fingers and toes first.
- Strong wind. Steady wind tires walkers, blows out fires and, on sand or snow, blinds and buries the track.
- Falling rock. Frost, rain or a careless step bring stones down from above. Scree slides underfoot.
- Healing spring. A spring of very clear, very cold water. Those who drink and wash in it feel their wounds close and their fever drop.
- Sanctuary ground. No beast attacks inside the old boundary stones, and the dead do not cross them. A camp here is a quiet camp.
- Pilgrim light. A soft light shows the way at dusk, always toward water and shelter. Those who walk with ill intent do not see it.
D&D 5e
- Plays as
- mountain, slow pace at most
- Checks
- forage: Survival DC 20 · find the way: DC 15 · search: DC 20
- Creatures are spotted at
- 4d10 × 10 ft
- Thin air. At 3,000 m (10,000 ft) and above, each hour of travel counts as two toward the day's limit, so forced-march saves come sooner. Thirty days at that height acclimatise; above 6,000 m (20,000 ft) only natives do.
- Bitter cold. At −18 °C (0 °F) or colder, anyone exposed makes a DC 10 Constitution save at the end of each hour or gains 1 Exhaustion. Cold resistance passes automatically; sleeping in a bedroll does too, and a blanket gives Advantage.
- Strong wind. Disadvantage on ranged weapon attacks; open flames go out and fog clears; a flyer must land at the end of its turn or fall. In a desert it can raise a sandstorm: Disadvantage on Wisdom (Perception) checks.
- Healing spring. (House rule) A short rest by the spring heals as if each creature had spent one Hit Point Die more, rolled at its maximum. Once a day, its water ends the Poisoned condition.
- Sanctuary ground. (House rule) Undead and fiends must succeed on a DC 15 Charisma save to enter the boundary. A long rest taken inside removes 1 more Exhaustion level.
- Pilgrim light. (House rule) While following the light, the party cannot get lost and has Advantage on Survival checks to find water or shelter.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Pathfinder Second Edition
- Plays as (Pathfinder Second Edition)
- mountain, greater difficult terrain, about 11 km a day at Speed 25
- Checks
- Subsist: Survival DC 20 · Sense Direction: Survival DC 15
- Random encounters
- flat check DC 16 each day
- Bitter cold. Temperature bands (GM Core p. 95): at 0 °C to −11 °C (mild cold) travellers tire after 4 hours; at −11 °C to −29 °C (severe cold) they also take minor cold damage (1d6 to 2d6) every hour; at −29 °C to −62 °C (extreme cold), every 10 minutes. Cold-weather gear removes severe-cold damage and turns extreme cold into severe. A soaked traveller counts the band one colder.
- Strong wind. Wind gives a –1 to –4 penalty to Perception that relies on hearing and to physical ranged attacks, and puts out handheld flames; strong wind can call for Athletics to move, a critical failure pushing back and knocking prone (GM Core p. 95).
- Falling rock. An avalanche, landslide or collapse deals major or massive bludgeoning damage (8d6 to 24d6); a Reflex success halves it and a critical success also avoids burial. Buried creatures take minor damage each minute and are dug out with Athletics (GM Core p. 96).
This product is licensed under the ORC License located at the Library of Congress at TX 9-307-067 and available online at various locations including paizo.com/orclicense, azoralaw.com/orclicense, and others. All warranties are disclaimed as set forth therein. Attribution: this rules layer is based on the following Licensed Material: Pathfinder Player Core © 2023 Paizo Inc., Designed by Logan Bonner, Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Authors: Alexander Augunas, Kate Baker, Logan Bonner, Jason Bulmahn, Carlos Cabrera, Calder CaDavid, James Case, Eleanor Ferron, Steven Hammond, Joan Hong, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Erik Keith, Dustin Knight, Lyz Liddell, Luis Loza, Patchen Mortimer, Dennis Muldoon, Stephen Radney-MacFarland, Mikhail Rekun, David N. Ross, Michael Sayre, Mark Seifter, Kendra Leigh Speedling, Mark Thompson, Clark Valentine, Andrew White, Landon Winkler, and Linda Zayas-Palmer; Pathfinder GM Core © 2023 Paizo Inc., Designed by Logan Bonner and Mark Seifter. Authors: Amirali Attar Olyaee, Logan Bonner, Creighton Broadhurst, Jason Bulmahn, James Case, Jesse Decker, Eleanor Ferron, Fabby Garza Marroquín, Jaym Gates, Matthew Goetz, James Jacobs, Brian R. James, Jenny Jarzabski, Dustin Knight, Jason LeMaitre, Lyz Liddell, Luis Loza, Ron Lundeen, Stephen Radney-MacFarland, David N. Ross, Michael Sayre, Mark Seifter, Owen K.C. Stephens, Amber Stewart, Clark Valentine, Landon Winkler, and Linda Zayas-Palmer; Pathfinder Monster Core © 2024 Paizo Inc., Authors: Alexander Augunas, Dennis Baker, Kate Baker, Joshua Birdsong, Joseph Blomquist, Logan Bonner, Jason Bulmahn, James Case, John Compton, Paris Crenshaw, Adam Daigle, Darrin Drader, Brian Duckwitz, Robert N. Emerson, Scott Fernandez, Eleanor Ferron, Leo Glass, Matthew Goodall, BJ Hensley, Thurston Hillman, Vanessa Hoskins, James Jacobs, Jenny Jarzabski, Miko Kallio, Jason Keeley, Jeff Lee, Lyz Liddell, Luis Loza, Ron Lundeen, Robert G. McCreary, Philippe-Antoine Menard, Jacob W. Michaels, Dave Nelson, Jason Nelson, Tim Nightengale, Stephen Radney-MacFarland, Mikhail Rekun, Patrick Renie, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Amber Stewart, Jeffrey Swank, William Thompson, Jason Tondro, Clark Valentine, Landon Winkler, Tonya Woldridge, and Linda Zayas-Palmer. If you use our Licensed Material in your own published work, please credit us as follows: Biomes, Pathfinder Second Edition rules layer © 2026 Michael Ghelfi. Reserved Material: the names of Biomes and its catalogues, its descriptions, sounds, art and code. Pathfinder is a registered trademark of Paizo Inc.; this site is not published, endorsed, or specifically approved by Paizo Inc.
A scene
- Snowing. The wind shrieks and it’s snowing in a harsh, driving storm. Beneath the temptest’s roar is a rhythmic crunch. Footsteps, perhaps. What hides in this grey? The full generator on the blog
Adventure hooks
- A war band is marching to cross the blessed land, because their wounded heal there in a night. The pilgrims who keep the holy ground want them turned aside, and the war band has never been turned aside.
- A man condemned for murder has fled onto the holy ground, where no blood may be shed. He is guilty, and he is the only one who knows where the murdered child’s body lies.
- A merchant has bought the rights to bottle the healing water and sell it in town. The bottled water does nothing, and now people come to the source itself, by the thousand.
- The blessing is fading, a little each year, and the abbot has kept it secret. A novice has found the reason in the old books: it was a promise, and the land is waiting for it to be kept.
- A herdsman took the cows up to the high pasture in spring and brought every one of them down in autumn, but not his voice. He writes on a slate that he traded it, and will not say to whom.
- The cheese from one hut wins every fair in the valley, and a rival is sure it is witchcraft. It is a herb that grows on a single ledge above a sheer drop, and its owner will defend the secret with a pitchfork.
- A late snowstorm has trapped a party of pilgrims in a stone hut below the pass. The shepherd who found them counted eleven in the morning, and there are twelve now.
- A collector from the city pays a silver piece for every rare flower dug up with its roots. The herders are stripping the slopes bare, the turf has started to slide, and the village sits right below.
What grows here
- Arctic Willow (shrub). A creeping willow rarely over 15 cm tall with round glossy leaves, the woody plant that reaches furthest north, on tundra and rocky moorland around the Arctic and on high mountains further south. Muskoxen and caribou browse its bark and twigs; Inuit and Gwich'in burnt the twigs, used the flowers as lamp wicks and treated wounds, toothache and diarrhoea with it. Food of: Muskox. Food of: Reindeer. Gives: Arctic Willow Leaf.
- Great Yellow Gentian (herb). A robust perennial herb of the mountains of central and southern Europe, about one and a half metres tall, with broad ribbed opposite leaves and yellow flowers clustered up the stem; it can live fifty years and takes about ten to flower. It grows in montane and subalpine grassland in the Alps, Jura, Pyrenees, Massif Central and Balkans. Its thick, intensely bitter root is dug for herbal bitters, remedies and liqueurs, and the plant is now protected in parts of its range. Gives: Gentian Root.
- Reindeer Lichen (lichen). A pale grey, much-branched lichen that forms mats up to 10 cm deep on the ground of boreal pine forests, tundra and low alpine slopes across the Northern Hemisphere. It is a chief food of reindeer; people soaked it in wood ash to take away its bitterness and ate it, and some northern peoples boiled it as a remedy. Food of: Reindeer. Gives: Reindeer Lichen.
Animals
- Brown Bear (man-killer, alone, at dawn and dusk)
- Alpine Ibex (dangerous if cornered, in herds, by day)
- Snow Leopard (dangerous if cornered, alone, at dawn and dusk)
- Wolverine (dangerous if cornered, alone, by night)
- Alpine Marmot (harmless, in families, by day)
- Bearded Vulture (harmless, alone, by day)
Kept here
- Domestic Yak (dangerous if cornered, in herds, by day)
- Llama (dangerous if cornered, in herds, by day)
Creatures
- Unicorn (a threat to the unwary, Challenge 5)
- Guardian Naga (a fight to fear, Challenge 10)
- Planetar (a fight to fear, Challenge 16)
Also met here
- Giant Goat (a threat to the unwary, Challenge 1/2)
- Giant Eagle (a threat to the unwary, Challenge 1)
- Hippogriff (a threat to the unwary, Challenge 1)
- Giant Elk (a threat to the unwary, Challenge 2)
- Griffon (a fight to fear, Challenge 2)
- Pegasus (a threat to the unwary, Challenge 2)
- Chimera (deadly, Challenge 6)
- Wyvern (deadly, Challenge 6)
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
To gather
Holy Water Flask, Consecrated Incense Smoke, Angel Perfect Feather, Couatl Tongue, Empyrean Tongue, Pegasus Perfect Feather, Alpine Marmot Fat, Alpine Marmot Tooth, Arctic Willow Leaf, Beeswax Block, Yak Hair, Yak Milk, Honey Comb, Llama Wool, Reindeer Lichen, Alpine Ibex Blood, Alpine Ibex Horn, Brown Bear Bile, Brown Bear Hide, Crystallized Honey, Gentian Root, Wolverine Pelt, Snow Leopard Bone, Snow Leopard Pelt, Beetle Wing, Four-Leaf Clover, First Morning Dew
Beneath
Near the surface the rock keeps the year's mean warmth, without seasons; it warms as one goes down.
- At the surface
- 2 °C
- 100 m
- 5 °C
- 500 m
- 16 °C
- 1 km
- 30 °C
- 3 km
- 85 °C
A town here
How large a town this land can feed, what it makes and what it must buy. Build it in Hearth
The same milieu, otherwise
Alpine Meadow, Crystalline Alpine Meadow, Enchanted Alpine Meadow, Frozen Alpine Meadow, Burning Alpine Meadow
Open it in Biomes — MGS Toolbox