Environments · Exposure

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.

Exposure

The save

Ability
CON
DC
13
How often
End of each hour in the open
On a failure
One level of exhaustion.

In play

  • 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.

Where it applies