Highland
The ground between the last farm and the last plant: upland pasture, moor, paramo and alpine meadow, kept open by altitude. Map distance understates distance traveled, because the route climbs or contours around every rise. The main hazard is weather, which arrives faster than a party can reach shelter.
Crossing it
- Navigate
- DC 12
- Forage
- DC 15
- Notice
- DC 10
Sightlines are long, but a day's progress is halved. Altitude rules apply above the line.
Exposure
-
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.
-
-
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
-
Altitude
Above 10,000 feet, a creature that is not acclimatized makes a DC 10 Constitution save after each hour of exertion or gains a level of exhaustion.
-
Vertical
Map distance understates distance traveled. Halve the day's progress, and treat scree as difficult terrain.
-
Sudden weather
A DC 12 Wisdom (Survival) check each day reads the sky. On a failure, Extreme Weather hits for 1d4 hours with no shelter in reach.
Variations
-
Upland pasture
Below the tree line and grazed, with tracks, walls and locals who know the route.
-
Moor
Temperate and wet. Peat, no cover, and ground that swallows a leg to the knee.
-
Paramo
Tropical and high, with frost most nights and no frost season, and unusual plants adapted to it.
Worlds it occurs on
- Ore A world made of one material throughout, with no biosphere and no weather, mined under contract.
- 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
- Avarii Ancestry
- Goliath Ancestry
- Kessari Ancestry
- Circle of the Wilds Subclass
Found here (38)
- Adult Golden Dragon
- Adult Silver Dragon
- Alkonost
- Barbegazi
- Blue Wyrm
- Chimera
- Dhampir
- Dire Ape
- Eagle
- Elder Golden Dragon
- Elder Silver Dragon
- Giant
- Giant Eagle
- Golden Dragon Hatchling
- Ice Hag
- Ice Witch
- Kessari Hunter
- Krampus
- Manticore
- Minor Air Elemental
- Mountain Troll
- Ogre Glutton
- Ogre Witch
- Pegasus
- Pteranodon
- Roc
- Sabre Cat
- Savage Yeti
- Shemhazai
- Silver Dragon Hatchling
- Stekkjastaur
- Stone Giant
- Tengu
- Wild Manticore
- Winter Hag
- Yeti Warrior
- Young Golden Dragon
- Young Silver Dragon