Extreme Weather
Weather becomes an exposure when it determines what a party can do. A blizzard, a hurricane, a monsoon or a dust storm stops ranged combat, makes travel unproductive and puts anyone in the open without shelter on a clock.
The save
- Ability
- CON
- DC
- 13
- How often
- End of each hour in the open
- On a failure
- One level of exhaustion.
In play
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Obscured
The whole encounter is heavily obscured. Ranged attacks beyond 30 feet automatically miss and Perception by sight fails past that range.
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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.
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No travel
A day spent traveling in it covers a quarter of the usual distance and still costs the hourly save.
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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.
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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.