Environments · Regional environment

Desert

A desert is ground that receives little water. Most of it is rock and gravel with scrub, and the open dune fields shown on maps cover a fraction of the ground and are the hardest part to cross. Temperatures drop sharply at night. Creatures here live around water sources that a party cannot see.

Regional environment Terrestrial (land)
Dry
Lowland Highland

Crossing it

Navigate
DC 13
Forage
DC 20
Notice
DC 8

A person needs two gallons of water per day, and a dune sea has none.

Exposure

  • Extreme Heat

    Temperatures above about 100 degrees Fahrenheit in shade, or anywhere near a working vent.

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

    • Sealed and armored

      A creature in medium or heavy armor, or in a sealed suit without active cooling, has disadvantage on the save.

    • Water

      A creature with its full water ration has advantage on the save. One without any fails automatically.

    • Cooled

      Active cooling, a Rift effect naming heat, or Resistance to fire damage removes the save.

In play

  • Water

    A creature that goes a day without water makes a DC 15 Constitution save or gains a level of exhaustion, and the DC rises by 2 each day after.

  • Night cold

    Ground temperature drops 50 degrees after dark. A night spent out with no shelter counts as Extreme Cold.

  • Glare

    Wisdom (Perception) checks by sight at Long range have disadvantage from the third hour of daylight to the ninth.

Variations

  • Xeric shrubland

    The most common type. Rock, gravel and hard scrub, with shade and half cover available.

  • Dune sea

    Open sand. Difficult terrain throughout, no stable landmarks, and navigation at DC 18.

  • Badlands

    Cut rock and canyon. Navigation is easy, and movement follows whatever route the drainage allows.

Worlds it occurs on

  • Terran (Arid) A hot, dry rocky world habitable at its edges, with dune seas across the interior.
  • Terran (Barren) Rock and wasteland with a thin atmosphere or none, habitable but sparsely settled.
  • 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 (60)