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.
Crossing it
- Navigate
- DC 8
- Forage
- DC 12
- Notice
- DC 10
The going is easy. Standing water decides where to travel.
Exposure
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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.
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Sealed and armored
A creature in medium or heavy armor, or in a sealed suit without active cooling, has disadvantage on the save.
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Water
A creature with its full water ration has advantage on the save. One without any fails automatically.
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Cooled
Active cooling, a Rift effect naming heat, or Resistance to fire damage removes the save.
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In play
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Scattered cover
Trees and termite mounds give half cover at Medium range. There is no cover between them.
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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.
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Midday heat
Travel between the fourth and the tenth hour of daylight counts as Extreme Heat in the dry season.
Variations
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Wet season
Four months of standing water and new grass. Travel slows, forage is easy, and the herds disperse.
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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
- Centaur Ancestry