Environments · Regional environment

Arctic

Ice thick enough to produce its own weather, flowing slowly downhill and cracking as it goes. There is no forage and no landmark that stays in place between surveys. The hazards are crevasse fields and whiteouts, and a party that has crossed ice before can read both.

Regional environment Terrestrial (land)
Polar
Lowland Highland

Crossing it

Navigate
DC 15
Forage
Nothing to find
Notice
DC 10

There is no forage of any kind, and all food is brought in.

Exposure

  • Extreme Cold

    Temperatures below about zero degrees Fahrenheit, or any water near freezing, made worse by wind.

    CON save, DC 10, rising by 1 for each hour after the first. End of each hour. One level of exhaustion.

    • Cold-weather gear

      Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.

    • Immersion

      A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.

    • Gear

      Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.

    • Adapted

      A creature native to a cold world, or with resistance to cold damage, ignores the save.

  • Extreme Weather

    Wind, whiteout or downpour heavy enough to take away visibility and then footing.

    CON save, DC 13. End of each hour in the open. One level of exhaustion.

    • Obscured

      The whole encounter is heavily obscured. Ranged attacks beyond 30 feet automatically miss and Perception by sight fails past that range.

    • Wind

      A Medium or smaller creature in the open makes a DC 13 Strength save at the start of its turn or is moved 1d4 x 5 feet downwind.

    • No travel

      A day spent traveling in it covers a quarter of the usual distance and still costs the hourly save.

    • Shelter

      A built shelter, a vehicle or a sealed suit removes the save. A Wisdom (Survival) check at DC 12 finds or improvises one where the terrain allows.

    • Grounded

      Nothing flies. A vessel caught airborne takes 4d6 bludgeoning damage per hour and its pilot makes a DC 15 check each hour to hold a heading.

In play

  • No forage

    Foraging finds no food. A party crossing an ice sheet must bring every calorie it will use.

  • Crevasse field

    A concealed crevasse is DC 15 to spot. Falling in is 3d6 bludgeoning damage and Restrained at the bottom of a 40-foot slot.

  • Whiteout

    In blowing snow the whole encounter is heavily obscured and a creature that moves more than 30 feet from the party is lost until found.

  • Snow blindness

    A creature that travels a full day on ice without eye protection is Blinded for 1d6 hours at the end of it.

Variations

  • Ice sheet

    Continental. Flat, thick and slow, with the nearest rock a week away.

  • Glacier

    A river of ice in a valley. Crevassed, moving, and the fastest route down off a range.

Worlds it occurs on

  • Rime A frozen world with a crystalline ice surface, cold enough that most of its atmosphere has condensed onto the ground.
  • Terran (Arctic) A rocky world covered in ice for most of the year but habitable, with open water at the margin in summer.
  • Terran (Verdant) A rocky world with liquid water, breathable air and a magnetic field to protect them, rare and the cause of most wars.

Built for this

Found here (16)