Environments · Regional environment

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.

Regional environment Terrestrial (land)
Polar Continental
Lowland Highland

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

  • Extreme Cold

    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.

  • Extreme Weather

    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

  • No shelter

    A long rest taken without a built or dug shelter gives no benefit and imposes a level of exhaustion.

  • Open ground

    Encounter distance is Long, and every approach is visible.

  • Summer bog

    In thaw, the surface above the permafrost is difficult terrain and a heavy vehicle sinks in 1d4 rounds.

Variations

  • Arctic tundra

    Polar. Thaw lasts two months, and the sun does not set during them.

  • 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

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