Environments · Regional environment

Volcanic Field

Ground resurfaced recently enough that nothing has colonized it: lava fields, ash plains, fumarole grounds and cinder cones. The rock is sharp and breaks under weight, vents release gas that pools in every hollow, and heat rises through boots. On a molten world, a volcanic field covers the whole surface.

Regional environment Terrestrial (land)
Lowland Highland

Crossing it

Navigate
DC 10
Forage
DC 20
Notice
DC 12

Sharp, unstable rock. Gas pools wherever the ground dips.

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.

  • Contaminated Atmosphere

    Air that can be breathed and should not be: spore, ash, chlorine, coolant or fallout.

    CON save, DC 12. End of each minute. The Poisoned condition until an hour after leaving the atmosphere.

    • Filtration

      A rebreather or sealed suit removes the check. A filter mask gives advantage on it.

    • Visibility

      Ash and dense spore make the area heavily obscured beyond Close range, in addition to their other effects.

    • Radiological

      Where the contaminant is radiological, a failed save also inflicts a level of exhaustion that a long rest will not clear. It is removed by a Medicine check against the same DC, a restorative spell or a course of antiradiation drugs.

    • Conversion

      A failure in Bloom atmosphere also counts as one day of exposure toward conversion.

In play

  • Broken ground

    Fresh lava rock is difficult terrain, and a creature that Dashes across it makes a DC 12 Dexterity save or falls Prone and takes 1d6 slashing damage.

  • Gas pools

    Any hollow, cellar or trench in a vent field holds Contaminated Atmosphere until a wind clears it.

  • Thin crust

    A crusted flow holds a Medium or smaller creature. A Large or larger creature that moves onto one makes a DC 13 Dexterity save. On a failure it breaks through and takes 4d10 fire damage. A DC 13 Wisdom (Survival) check spots a crusted flow before anyone steps onto it.

Variations

  • Ash plain

    Deep, soft ash that is difficult terrain and records every footprint.

  • Fumarole ground

    Continuous venting. Contaminated Atmosphere across the whole field instead of in the hollows.

Worlds it occurs on

  • Foundry World A world converted end to end into industrial plant, with an exhaust atmosphere and a day set by shifts.
  • Magmatic A world with an unsettled surface: tidally heated, newly formed, or orbiting too close to its star.
  • 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.

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