Tundra
Tundra is too cold for trees and not cold enough for permanent ice. Vegetation is low and slow-growing: a lichen mat takes forty years to recover from a boot print. The permafrost below the surface keeps meltwater from draining, so summer ground is a shallow bog over hard earth. No shelter exists except what a party brings or digs.
Crossing it
- Navigate
- DC 10
- Forage
- DC 17
- Notice
- DC 8
The ground is open and offers no shelter. Forage is lichen and whatever is migrating through.
Exposure
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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.
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Cold-weather gear
Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.
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Immersion
A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.
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Gear
Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.
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Adapted
A creature native to a cold world, or with resistance to cold damage, ignores the save.
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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.
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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.
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In play
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No shelter
A long rest taken without a built or dug shelter gives no benefit and imposes a level of exhaustion.
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Open ground
Encounter distance is Long, and every approach is visible.
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Summer bog
In thaw, the surface above the permafrost is difficult terrain and a heavy vehicle sinks in 1d4 rounds.
Variations
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Arctic tundra
Polar. Thaw lasts two months, and the sun does not set during them.
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Alpine tundra
Above the tree line on a temperate world. It has the same ground with no permafrost and no long night.
Worlds it occurs on
- Terran (Arctic) A rocky world covered in ice for most of the year but habitable, with open water at the margin in summer.
- 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
- Nordvergur Ancestry
- Weather Sense Feat