Environments · Regional environment

Savanna

Tropical grassland with scattered trees that never form a closed canopy. The year has one wet season and one long dry season, and in the dry season water draws the herds to a few places, where the predators that hunt them gather. Fire is part of the cycle, and the trees that survive are the ones that can burn and regrow.

Regional environment Terrestrial (land)
Tropical Dry
Lowland

Crossing it

Navigate
DC 8
Forage
DC 12
Notice
DC 10

The going is easy. Standing water decides where to travel.

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

  • Scattered cover

    Trees and termite mounds give half cover at Medium range. There is no cover between them.

  • Waterhole

    In the dry season, every creature within a day's travel comes to the same water. Roll encounters at twice the usual rate within 300 feet of it.

  • Midday heat

    Travel between the fourth and the tenth hour of daylight counts as Extreme Heat in the dry season.

Variations

  • Wet season

    Four months of standing water and new grass. Travel slows, forage is easy, and the herds disperse.

  • Thornveld

    Drier. Acacia and thorn scrub, and half cover that costs 1d4 slashing damage to push through.

Worlds it occurs on

  • 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 (12)