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Published by ahtensfield7, 2021-11-13 15:34:44

Grios Guide to The Wildlands

Grios Guide to The Wildlands

• The tree deals (6d12 + 6) Bludgeoning damage to all creatures and objects that it hits,
and the circular area of the campsite within the 30-foot radius becomes Difficult Terrain
until cleared. This damage is enough to destroy standard tents and wagons, but it is not
enough to break through spells like Tiny Hut, or Wall of Force, or the dome of an Instant
Campsite.

• If a creature is hit by the tree, it must roll a DC 14 Strength Saving Throw or be knocked
Prone and become Restrained by a large piece of the fallen tree. The creature may repeat
the Saving Throw at the end of its next turn to end the Restrained condition.

• This obviously interrupts a Long Rest attempt, and the impending chaos after the tree falls
may draw the attention of forest predators or other enemies who may attack while members
of the party are hurt and distracted.

TEMPERATE FORESTS & WOODLANDS 141

HUNTING TRAP ENCOUNTER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“THAT’S DEFINITELY “MY MACHETE ARM IS REALLY
GOING TO LEAVE A MARK.” TOO TIRED TO SWING ANY MORE”
A wild forest area leads to hunting activity The obvious choice that player characters
of all kinds. Travelers should be aware that must make is whether or not to follow the
animal traps may be present along game game trails to expedite travel. Allow the
trails, and that these traps can cause serious players to discuss the pros and cons of each
injury. Traps in the forest may include Spring decision and adjudicate the outcome with the
Snares, Tension Traps, Deadfall Traps, and Pit mechanical details below.
Traps. These traps are generally set in large
numbers, so from time to time even the most If the characters choose to blaze their own
responsible of hunters may forget or abandon trail instead of following the game trails, the
an armed trap in the depths of the forest. journey through this thick portion of the
forest should take an extra (2d4) hours. At
A hunting trap is a simple complication to forest the end of that time period, the party makes
travel that has the potential to reinforce the dangers it safely to a more manageable area of the
of the wildlands for your player characters. PCs are wood, but each character must succeed on a
generally looking for traps while they travel through DC 12 Constitution Saving Throw or take one
a dungeon, but perhaps fewer characters will be level of Exhaustion.
actively looking for traps while strolling along a forest
trail. The traps may have been set by a forgetful MECHANICAL RESOLUTION
hunter, a villainous band of forest-dwelling ruffians, “WHAT AN INGENIOUS CONTRAPTION!”
or a Troll looking for an easy meal. Perhaps the If traveling along the game trails, have the
responsible party is still lurking nearby, ready to take players determine a single file marching order
advantage when the trap is sprung. If so, this creates as they proceed. Only the lead character
an exciting complication to a combat encounter. should be allowed to perceive the presence
of a trap before it is sprung. Lead characters
NEXT-LEVEL DESCRIPTION with the Alert Feat (or any other feature that
“THE EASIER PATH SOMETIMES eliminates the possibility of surprise) will
COMES WITH CHALLENGES OF ITS OWN.” automatically notice the presence of a trap
• Passive Perception: The forest has thickened just before approaching the trigger.

significantly here. The trees are packed tightly The characters will encounter one of the
together and the undergrowth is very thick in following hunting traps after approximately
most places. However, you do notice that there half an hour of travel. Roll on the Hunting Trap
are game trails where animals have beaten Table or choose the trap that you prefer for the
paths through the thick foliage. You must choose encounter. Details of each trap mechanism
whether to blaze your own trail or to follow the are provided on the following page.
natural pathways that already exist.

• DC 14 WIS (Survival) or DC 14 INT
(Investigation) or Higher: Bending down to
take a look at one of the game trails, you can
see hoof marks that indicate large prey species
that have passed this way recently. You can
also see the paw marks of predators that seem
to utilize this trail as well.

• DC 17 WIS (Survival) or Higher: Game
trails make for much easier and faster travel
through the forest, but there is a reason that
predators of all kinds stalk these trails. It would
be wise to stay alert.

142 TEMPERATE FORESTS & WOODLANDS

ROLL 1D4 TRAP TYPE HUNTING TRAP TABLE CONSEQUENCES OF SPRINGING
1 Spring Snare LEAD CHARACTER WIS THE TRAP
2 Tension Spear Trap (PERCEPTION) CHECK
3 Deadfall Trap Lead character is snared by the
4 REQUIRED TO NOTICE THE ankle and hangs upside down, 10
Pit Trap TRAP feet above the ground. (Details

DC 14 below)
Lead character must succeed on a
DC 16 DC 15 Dexterity Saving Throw or be
impaled by the spear (Details Below)
DC 14 First two characters must succeed
on a DC 12 Dexterity Saving Throw
DC 18
or be crushed by the falling log
(Details Below)

Lead character falls into an 8-foot-
deep spiked pit (Details Below)

Spring Snare: This trap can be used to
snare anything from rabbits to full-sized
deer. A flexible sapling or branch serves as
the spring pole and is attached to a stake
that is driven far enough into the ground
to hold the tension. A simple trigger
mechanism is attached to a tripwire, and
when the tension on the sapling is released,
the animal is snared and pulled up off the
ground as the tree regains its upright
position. A creature caught in a Spring
Snare is Restrained until the rope takes 2
points of Slashing damage. If a creature
falls from its snared position, it takes (1d6)
Bludgeoning damage from the fall.

Tension Spear Trap: One end of a trip
wire is secured to a stationary stake, while
the other end is attached to a hair trigger.
When the trigger is activated, the tension
on a horizontal bent branch is released,
driving a fire-hardened wooden spear tip
into the creature’s flank. These traps are
often used for wild boar, so the spear tip
typically strikes 2-3 feet off the ground.
The spear tip impales a creature, doing
(3d10 + 8) points of Piercing damage,
and the creature is Restrained by the trap
until the spear tip is removed. The use of a
Help Action from someone other than the
impaled party member is sufficient to end
the Restrained condition.

TEMPERATE FORESTS & WOODLANDS 143

Deadfall Trap: A large stone or log is
balanced precariously in such a way that it
will fall across the trail when the trigger is
activated. For hunting purposes, the trigger
may be a tripwire or a line that is attached
to some sort of bait. In this case a tripwire
releases the support beneath a 500-pound
log that falls onto the pathway, doing (8d6 +
10) Bludgeoning damage and conveying the
Restrained condition to any creature it hits. A
creature remains Restrained in this way until
the creature itself, or another member of the
party, uses an Action to move the log away.
A character who can Push, Drag, or Lift 500
pounds or more is automatically successful.
All others must succeed on a DC 15 Strength
check to move the log away.
Pit Trap: A pit trap is made by digging
a deep pit in the ground and planting
sharp stakes pointed upwards from
the bottom. Foliage covers the top of
the pit but will not support more than
30 pounds of weight. A creature who
falls into this pit trap takes (4d10 + 10)
Piercing damage and is Restrained
while impaled on the wooden stakes.
The use of a Help Action from someone
other than the impaled party member
is sufficient to end the Restrained
condition.

Wounds sustained from the Tension Spear or the Pit Trap may begin to fester at the
GM’s discretion. Use the mechanics for Festering Wounds from the introduction.

144 TEMPERATE FORESTS & WOODLANDS

TURBULENT RIVER CROSSING

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session, choose or roll for the severity of the rapids using the River Turbulence
Table below. Turbulence Levels 5 and 6 should be considered potentially deadly.

RIVER TURBULENCE TABLE

Turbulence Level Width of River Rate of Movement Per Round (with or
Roll (1d6) without a Water Vehicle)
1 (4d6 + 10) feet 60 feet
2 (6d6 + 20) feet 90 feet
3 (4d8 + 30) feet 120 feet
4 (6d8 + 40) feet 150 feet
5 (6d10 + 50) feet 180 feet
6 (8d10 + 60) feet 210 feet

NARRATIVE THREAD NEXT-LEVEL DESCRIPTION
“DID WE PACK THE PORTABLE BRIDGE? “OR PERHAPS THE FOLDING BOAT?”
When rivers become more turbulent and Passive Perception: You hear the sound of
violent, they transform into whitewater rushing water coming from somewhere up ahead.
rapids. This natural occurrence demonstrates As you emerge from the tree line, you see the white
the sheer power of a moving body of water rushing water of a raging river with no clear pathway
and should be approached with caution. across.
White water rapids occur when the course
of a river becomes so turbulent that the DC 14 WIS (Survival) or Higher: The whitewater
unstable current froths, making the water here indicates severe danger. Swimming across is
appear opaque and white. This can occur nearly impossible and getting caught in the current
when the gradient (the rate at which a river can be life-threatening. Perhaps heading up or down
changes elevation) increases, when a river is stream will lead to a calmer part of the river that is
constricted or forced into a narrow channel, easier to traverse.
when there is a major obstruction (such as a
large boulder in the middle of the river), or DC 15 INT (Nature) or Higher: Whitewater rapids
when heavy volumes of water lead to a higher occur when obstructions, changes in gradient, and
stream flow rate. Each of these elements can natural constrictions break up the natural flow of
contribute to a whitewater rapid and cause water. All of these features can be quite fatal for
the river to become extremely dangerous to creatures who are swept up by the water. Rapids
navigate. often continue on for miles in either direction.

This encounter may easily be used in both the DC 16 INT (Investigation): Trees along either
mountain and the forest biomes. Introducing shoreline hang over the river. It is a risky proposition,
whitewater rapids into your game may complicate but perhaps staying above the water will prove
a timed element of your campaign, forcing player useful if you can figure out a way to bridge the gap.
characters to make a partially informed or reckless
decision in order to achieve an objective. This PLAYER ACTION OPPORTUNITY
encounter also has the potential to send characters “SOME OF US COULD USE A BATH”
off course, forcing them to traverse uncharted Some potential player choices are detailed
territories. There is a risk of losing precious cargo, here, but the GM may allow for other creative
and there is also the potential for reward in the form solutions to the problem as well. At any point
of shorter travel time, should they choose to ride the when a character falls into the water, Roll
rapids downstream. for Initiative and proceed to the Mechanical
Resolution section of this encounter.
Spell Considerations

TEMPERATE FORESTS & WOODLANDS 145

A spell like Control Water that creates a If the average roll of the group is below the
pathway through the wild river can be required DC threshold, the boat or canoe is
extremely helpful in this scenario. However, smashed against the submerged rocks and all
the cantrip Shape Water has no meaningful passengers are thrown into the water. If the
impact on an attempt to cross the river due party succeeds, then they successfully ride the
to its limited area. Additionally, creatures rapids and travel downriver in a short amount
targeted by the spell Water Walk are able of time. The GM must determine whether or
to remain on the surface of the water for not this puts them closer to their objective.
the duration, but they are still subject to
the turbulence of the moving surface and MECHANICAL RESOLUTION
potential falls. “HELP! I’M NOT A STRONG SWIMMER!”

A target of the Water Walk spell must ROLL FOR INITIATIVE!
succeed on a DC 13 DEX (Acrobatics) Turbulent River Features
check in order to move across the surface While outside of a Water Vehicle and being
of the torrent successfully. On a failure, moved by the turbulent river, a creature may
the creature stumbles and takes (3d4) encounter Turbulent River Features. While in
Bludgeoning damage and must attempt the Initiative Order, the GM may adjudicate how
DEX (Acrobatics) check again to continue these features affect any creatures who are
moving in this way. The Bludgeoning damage attempting to assist from a moving Water
applies to each failure. Vehicle.
At the beginning of each creature’s turn,
Finding Another Route the river moves that creature a number of
feet determined by the River Turbulence
The simplest solution is for the characters to Table above. The GM then rolls on the River
remain on solid ground until they can find a Rapid Features Table below to determine if
more appropriate place to cross. For every additional hazards are encountered. After the
hour of travel in a consistent direction either effects of any features have been resolved,
upriver or downriver, roll (1d4-1) and subtract the character who is being moved by the
that number from the current Turbulence river may complete Actions, Bonus Actions,
Level. If the party is not satisfied with what and Movement as determined by character
they find and continues onward to find an features and skills.
easier route, repeat the process for each
additional hour of travel.

Creating a Tree Bridge

Taking the time to cut down a tree to make a
natural bridge is a possibility. An axe or saw
is required, and it will take (1d4-1) hours to
cut the tree (half as much if a character has
proficiency with Woodworking or Carpenter’s
Tools). There is a 30% chance that the tree
falls in such a way that it is swept away by the
flood and cannot be used as a bridge.

If the tree bridge spans the river, each creature
who attempts to cross must succeed on a DC
17 DEX (Acrobatics) check to move across
the uneven and slippery surface. On a failure,
the creature slips and falls into the raging
river.

Riding the Rapids

The players may decide to ride the rapids
downstream. Characters in a Water Vehicle
can make a Group STR (Athletics) check
to navigate the rapids downstream to a
calmer part of the river. Advantage may be
granted to those specific characters who are
proficient with Water Vehicles. Advantage is
also granted to all party members who are
utilizing a Flat Bottom Canoe (Page 224). The
DC threshold for the group check is 4 times
the Turbulence Level of the river.

146 TEMPERATE FORESTS & WOODLANDS

RIVER RAPID FEATURES

Roll (1d10) Effect

1: Strainer or Sift A creature who is caught in this feature does not
A partially submerged rock or blocks continue downriver and is held underwater until it
other larger objects from passing succeeds on a Strength Saving Throw with a DC
through, but still allows the passage of equal to 4 times the Turbulence Level of the river.
water. On a success, the creature continues to be swept
downriver. A Help Action from another creature who
is within 5 feet, or who is using appropriate equipment
or spell effects, may grant Advantage on the Strength
Saving Throw.

2: Sweepers A creature who encounters this feature must succeed
Trees lean significantly over the river, but on a DC 17 Dexterity Saving Throw, taking (1d4)
still remain rooted on the shore. Bludgeoning damage for each Turbulence Level on a
failure.

3: Holes and Eddies A creature caught in this feature does not continue
Water pours over a submerged downriver and may exit the river with a successful
depression or forms a powerful, swirling STR (Athletics) check that is equal to 3 times the
current near the bank. Turbulence Level of the river. On a failure, the creature
remains stuck in the swirling current, but is able to
keep its head above water.

4: Pillows A creature automatically takes (1d8) Bludgeoning
Water flow hits a large object, resulting in damage for each Turbulence Level as it is smashed
the water piling up or “boiling”. against a large underwater object.

5: Undercut Rocks A creature who encounters this hazard is pushed
Erosion has undercut the surfaces of into an underwater void beneath the rock and is
rocks over time. A void exists below the held beneath the surface until it succeeds on a
lip of a partially submerged rock. Strength Saving Throw with a DC equal to 5 times
the Turbulence Level of the river. On a success, the
creature continues to be swept downriver. A Help
Action from another creature who is within 5 feet, or
who is using appropriate equipment or spell effects,
may grant Advantage on the Strength Saving Throw.

6: Sieves The creature is sucked between the two obstructions
The water flows between two and automatically takes (1d6) Bludgeoning damage
obstructions, causing a flow that is for each Turbulence Level as it continues downriver.
higher in velocity.

7-10: No Hazardous Feature The creature is moved downriver at the pace
determined by the River Turbulence Table.

TEMPERATE FORESTS & WOODLANDS 147

FOREST FIRE

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session begins, review the Chase Mechanics in the core rule books if you are
unfamiliar with their use.

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“ONE SPARK AT THE WRONG TIME” “AS THE WORLD BURNS”
Forest fires occur when an errant spark or
flame ignites the local flora of the forest. ROLL FOR INITIATIVE!
Usually occurring during the dry seasons in The encounter is effectively a Wilderness
the late summer, these fires can pop up and Chase scenario for creatures who are caught
spread extremely quickly, razing everything near the inferno. There is very little that
in their path. When the fire gets big enough, characters can do to stop the fire completely.
it creates erratic winds of its own due to the The goal will more likely be to delay it or
sudden and extreme changes in temperature. to flee. If a settlement is at risk, evacuation
This can cause the fire to spread even faster might be the primary goal. Some structures
and may make it even more difficult to put may be saved through effective firefighting
out. Forest fires left unchecked can burn for techniques, but characters should not feel
days, usually dying out on their own due to a compelled to position themselves as a barrier
lack of fuel. between the forest fire and the settlement.
When the characters recognize that a fire is
Forest Fires are deadly in more ways than the approaching, they may take several steps to
obvious. In addition to being raging forces of nature prepare and protect themselves:
that burn away everything in their path, the thick • A Plague Mask, a Respirator Mask, or
black smoke that these fires produce can prove just
as deadly as the flames themselves. This encounter an improvised filter mask made from
could serve as a fiendish trap laid by a desperate moistened cloth can negate the CON
or fleeing villain. It could also serve as a threat to Saves required in the area affected by
the people in a settlement that the adventurers smoke, although it does not prevent Vision
have an incentive to protect. This encounter, while from being Lightly Obscured.
devastating on its own, could be combined with a • Dousing clothing and equipment with at
combat engagement against enemies who might least 1 gallon of water can help fight off
gain an advantage amidst the smoke and the flames. the heat. Reduce all Fire damage by half
for the remainder of the encounter.
NEXT-LEVEL DESCRIPTION • Spells to dismiss or control the wind can
“OH, THIS IS BAD FOR MY ASTHMA” slow the progress of the fire.
Passive Perception: You see thick black smoke • Using spells to create barriers or to rob the
among the trees up ahead. This enormous choking fire of additional fuel can also be effective.
cloud of darkness seems to be coming towards
you from several directions. A number of animals
are running toward you and away from the smoke,
obviously fleeing to safety.

DC 16 WIS (Perception) or Higher:
The temperature in the area seems to be rising. You
notice beads of sweat forming on your brow. You
can hear the distant cracking sounds of timber that
has been set ablaze. The forest is on fire!

DC 18 WIS (Survival) or DC 18 INT (Nature)
or Higher: The smoke from this fire may be as
dangerous as the flames. It obscures your vision and
chokes your lungs, and one mistake in navigation
could be your last. The fire has likely spread across
a very large area already, and it will have a tendency
to move with the prevailing winds and will move
faster uphill. Your exit strategy should take these
factors into account.

148 TEMPERATE FORESTS & WOODLANDS

MECHANICAL RESOLUTION
“AM I ACTUALLY ON FIRE?”
During a chase, a participant can freely use the Dash action a number of times equal to 3 +
its Constitution modifier. Have each player determine the number of “free” Dashes that are
available to their character. Each additional Dash beyond that number requires the creature to
succeed on a DC 10 Constitution check at the end of its turn. On a failure, the creature gains one
level of Exhaustion.

The fire cannot use a Dash action, nor does it suffer from Exhaustion. The chase ultimately ends
when every member of the party has remained outside of the ring of smoke for 3 consecutive
rounds.

• The fire begins as a circular area with a radius of 200 feet, and its outer edge starts 100 feet
from the party.

• On Initiative Count 20, the fire Moves 60 feet in the direction of a wind that is determined
by a percentile roll on the Fire Direction Table below. This wind direction may be altered by
character spells. If there is no prevailing wind when Initiative Count 20 arrives, the Fire does
not Move on that turn.

• On Initiative Count 10, the radius of the fire Expands by 30 feet in all directions. The circular
area of the fire continues to grow by 30 feet each turn, regardless of wind direction.

• A creature who begins its turn within 10 feet of the fire takes (4d4) Fire damage.

• A creature who begins its turn Inside the area of the fire takes (8d8) Fire damage.

• A creature who is within 30 feet of the fire is also impacted by the smoke that is generated
by the blaze and must make the CON Save below. The area affected by smoke is always larger
than the area affected by fire. The smoke exists within the area of the fire and extends 30
feet beyond the edge of the fire.

• The smokey area is Lightly Obscured, putting all vision-based checks at Disadvantage

• A DC 13 Constitution Saving Throw is required by a creature who starts its turn within 30 feet
of the fire in the area affected by the ring of smoke. On a failure, the creature takes one level
of Exhaustion. Creatures who are actively holding their breath, as well as creatures who do
not need to breathe, do not need to make this Saving Throw. Consider the description of any
spells, items, or other features that might negate this effect.

Chase Complications
As a party is moving across space threatened by a forest fire, or as they are fleeing the area of
the forest fire, the following chase complications may arise. You may use the Wilderness Chase
Complications Table from the core rules, or you may roll on the Forest Fire Complications Table
below.
Complications occur randomly. Each participant in the Chase (including the Fire) rolls (1d20) at
the end of its turn. Consult the appropriate table to determine whether a complication occurs. If
it does, it affects the next chase participant in the initiative order, not the participant who rolled
the die. The participant who rolled the die, or the participant affected by the complication, can
spend inspiration to negate the complication.
If a complication is rolled a second time, take the next lowest result to avoid repetition. Feel free
to add other complications if this list is used in its entirety.

FIRE DIRECTION TABLE

Percentile Roll Direction of Fire Movement
Original Direction (Toward the
1-60
Party)
61-70 North
71-80 East
81-90 South
91-100 West

TEMPERATE FORESTS & WOODLANDS 149

FOREST FIRE COMPLICATIONS TABLE

Roll (1d20) Complication

The forest floor begins to rise in elevation. Make a DC 12 WIS (Survival) check to
1 locate a path of escape that does not put you and your companions at greater risk.

On a failure, the fire and smoke move an additional 10 feet in your direction.

2 A sudden and unexpected gust of wind envelopes you in plumes of dark smoke.
Make a DC 13 Constitution Saving Throw, or take 1 Level of Exhaustion.

A small forest stream intersects your path. Make a DC 10 DEX (Acrobatics) check
3 to move across the slippery stones. On a failure, you fall Prone and take (1d4)

Bludgeoning damage.

You become entangled in the thick undergrowth of the forest. Make a DC 14 STR
4 (Athletics) check to break free. On a failure, you are Restrained and do not move

this turn.

The sap within a nearby tree explodes from the intense heat. Make a DC 15
5 Dexterity Saving Throw. On a failure, pieces of the splintered tree strike you, doing

(1d10) points of Piercing damage.

Burning embers are raining down all around you. Several of them find patches of
6 dry vegetation and erupt as new extensions of the inferno. The fire immediately

Expands by an additional 30 feet.

Trees in the area have begun to topple, and a large trunk blocks your path. Choose
7 either a DC 12 STR (Athletics) check to jump over it or a DC 12 DEX (Acrobatics)

check to slide under it. On a failure, you collide with the trunk and fall Prone.

Animals are running away from the fire in a panicking stampede. A large Elk runs
directly into your path and impulsively Charges you before continuing to flee. The
8 ram attack is a +5 to hit and does (3d6 + 3) Bludgeoning damage. If it hits, make a

DC 13 Strength Saving Throw or be knocked Prone.

9 A thick haze is filling the forest ahead, and your vision is Lightly Obscured. Make a
10 DC 14 WIS (Perception) check at Disadvantage to continue moving toward your
11-20 objective. On a failure, you move at half your normal speed this round.

A significant downhill slope lays before you, providing an opportunity to distance
yourself from the fire. If you are traveling using your Walking Speed or the Walking
Speed of a mount, succeed on a DC 10 STR (Athletics) check and take an extra
Dash action this turn. This Dash action does not count against your Dash limits
for the chase. On a failure, you tumble down the hill and take (2d6) Bludgeoning
damage, landing Prone.
No Complication

150 TEMPERATE FORESTS & WOODLANDS

TEMPERATE FORESTS & WOODLANDS 151

HYPNOTIC LIGHTS

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD feet. There are 6 individual orbs when the
“BREATHTAKINGLY BEAUTIFUL!” encounter begins.
In the deep dark of fey-touched forests, lights • As soon as a character moves closer to
can often be misleading. Hypnotic lights are the lights, he or she must make a DC 21
magical globes of energy that are purposely Wisdom Saving Throw. On a success, the
designed to mislead travelers. They might character receives all of the information
lure an otherwise perceptive watchman away in the Next-Level Description above and
from his post, or they might lead unwary recognizes the malicious intent as the
adventurers into a trap created by the ruler of orbs attempt to influence the character’s
this sylvan realm. mind. That character is immune to the
hypnotic effect of the lights for a period
The magic that embodies these Hypnotic Lights is of 24 hours. On a failure, the character is
difficult to resist. Only the wisest of creatures will be Charmed by the lights and is completely
able to realize the malice that is masked by their unaware of reality for 1 hour. Multiple
beauty. Use this magical hazard to establish the characters may be Charmed by the lights
arcane powers of their creator or of the forest itself. at a time.

NEXT-LEVEL DESCRIPTION • While Charmed in this way, a creature:
“THE EASIER PATH SOMETIMES • Is in a dream state and is Blinded and
COMES WITH CHALLENGES OF ITS OWN.” Deafened to the environment around
Passive Perception: The forest has grown its body. See Dream State Description
incredibly dark here, but distant lights are visible below.
through the gaps in the trees. A group of creatures • Is compelled to move steadily in the
is moving silently and at a steady pace, and they direction of the lights at a normal
appear to be moving in your direction. travel pace.
• Can only be awakened from the Dream
DC 18 WIS (Insight) or Higher: The lights move State with a Greater Restoration spell
in a peculiar way. They advance toward you for a or the Break Enchantment feature of
moment, but then they pause as if waiting for some the Dispel Evil and Good spell.
sort of reaction. When the movement continues, the
glowing orbs circle and wander back to where they • Dream State Description: As you take
started. Perhaps this is a ploy of some kind to lure the first step toward the lights in the
you closer. distance, the entire forest begins to glow
with a beautiful blue and purple radiance.
DC 18 INT (Arcana) or Higher: These are not Tiny orbs of light float about the forest
torch lights or lanterns. The lights are clearly magical, canopy, and produce a gentle and relaxing
and feel somewhat beguiling. There is dark magic at resonance. None of your companions are
work here. visible to you, but you are filled with an
overwhelming sense of peace and joy.
PLAYER ACTION OPPORTUNITY Your destination no longer seems obvious,
“SO NICE . . . I’D LIKE TO GET CLOSER” or even important, to you. The only thing
The two possible choices are fairly clear: the that matters is the euphoria that these
character who sees the lights may choose to lights create deep within your psyche.
move closer or to hold the current position. If
the choice is to remain at a distance, the lights • The fey or otherworldly entity who has
will not come any closer. They will linger created the magical lights may use them to
for an hour and then disappear. If a player lure the Charmed creature(s) to a location
chooses to have the character investigate the of its choosing. Once at that location, or
lights more closely, proceed to the Mechanical once an hour has passed, a creature will
Resolution phase. leave its Dream State and come back to
reality, no longer Blinded, Deafened, or
Charmed.

MECHANICAL RESOLUTION
“I WANT TO STAY HERE FOREVER”
• Each light is a small floating orb the size of

a ball bearing that moves independently
and floats 4 to 6 feet above the ground. A
radiant glow initially surrounds each orb
such that it looks like the glow of a candle
flame, producing bright light in a 5-foot
radius and dim light for an additional 5

152 TEMPERATE FORESTS & WOODLANDS

TEMPERATE FORESTS & WOODLANDS 153

154 PRAIRIES, STEPPES, & OTHER GRASSLANDS

CHAPTER NINE

PRAIRIES, STEPPES, & OTHER GRASSLANDS

ADVENTURE ENVIRONMENT

Grasslands often serve as buffer zones between other natural biomes. As such, they are among
the most frequently encountered environments during overland travel. Although prairies,
steppes, and other grassland regions may seem fairly innocuous, they can present their fair share
of challenges. Traveling adventurers should be particularly aware of the fact that conditions
may change in the blink of an eye.

TRAVEL PACE IN THE GRASSLANDS

There are no penalties to travel pace in this environment, and this biome lends itself to mounted
travel more than any other. Use standard travel speeds from the core rules, and be aware of
travel speeds for mounts and vehicles.

PRAIRIES, STEPPES, & OTHER GRASSLANDS 155

156 PRAIRIES, STEPPES, & OTHER GRASSLANDS

ANIMAL STAMPEDE

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session begins, review the Chase Mechanics in the core rule books if you
are unfamiliar with their use.

NARRATIVE THREAD many nomadic communities throughout history.
“THE FIRST INSTINCT” The issue with milling a herd, of course, is finding
Of all the many emotions inherent in the animal a way of misdirecting them while avoiding being
kingdom, panic is one that is often taken for trampled. This usually requires a mount of some
granted. Surely, prey animals will run--such is kind. Interestingly enough, a number of successful
their relationship with predators--but what military engagements have begun with a stampede
happens when thousands of animals thunder caused on purpose by the aggressor.
across your path?
PLAYER ACTION OPPORTUNITY
Anything can startle a group of animals, “I DON’T HAVE TO BE FASTER
from loud noises, to close lightning strikes, THAN THEM . . . “
or predatory behavior from other animals. The encounter is effectively a Wilderness
In general, grazing animals that have just Chase scenario for creatures who are caught
finished feeding are less likely to be agitated in the path of the stampeding herd. However,
by such happenings; during this time they are characters have more power to stop the
spread out into smaller groups to digest. The pursuers in this chase than they have in some
danger for a stampede often comes late at of the other scenarios in this guide.
night, when the darkness obscures the vision
of the beasts. When the characters recognize that a
stampede has begun, is approaching they
When a herd of animals is driven into such a state may take several steps to prepare and protect
of fear that their only instinct is to flee, the results themselves:
can be catastrophic and will destroy anything in
their path. Unfortunately for a band of road-weary • Utilizing mounts, vehicles, or spells that
travellers, there is little hope for stopping a stampede can increase movement speed will help
after it has begun. A stampede can serve your story characters to stay in front of the herd.
by complicating a party’s path into a dangerous
territory, showcasing the local wildlife, separating • Spells that create barriers that the herd
the adventurers from each other, or forcing them must go around can be very helpful as
to take a new route through the wilderness. Clever well.
characters can also utilize the herd as a distraction,
a way to obtain food, or for tactical purposes. • Loud noises also have the potential to
reroute the herd.
NEXT-LEVEL DESCRIPTION
“THE GROUND IS SHAKING” • The dust that is kicked up by the
Passive Perception: You feel a rumble under your stampeding animals is hazardous, but
feet and the rhythm of hooves clattering against the donning a mask can prevent breathing
ground, accompanied by a cacophony of animal issues.
cries. A cloud of dust obscures the threat from your
vision, but you understand exactly what is coming Give the characters who have perceived the
your way. A stampede is barrelling towards you and threat 1 round to react and prepare for the
your companions! You have just moments to come stampede’s arrival.
up with a plan of escape.

DC 18 Wisdom (Animal Handling) or Higher:
Stampedes happen when animals are afraid, but
that fear can sometimes manipulated - even in
animals that are not domesticated. With a loud
enough noise or distraction, it might be possible
to reroute the stampede out of the path of you
and your companions. This might even turn into an
opportunity to hunt for meat and hides if you can
think quickly enough.

DC 18 Intelligence (History) or Higher: The
process of moving a herd that is already in motion
is known as ‘milling’, and it has been practiced by

PRAIRIES, STEPPES, & OTHER GRASSLANDS 157

MECHANICAL RESOLUTION this Saving Throw. Consider the
“I JUST HAVE TO BE FASTER THAN YOU!” description of any spells, items, or
During a chase, a participant can freely use other features that might negate this
the Dash action a number of times equal effect.
to 3 + its Constitution modifier. Have each
player determine the number of “free” Chase Complications
Dashes that are available to their character. As a party is moving across space threatened
Each additional Dash beyond that number by a stampeding herd, the following chase
requires the creature to succeed on a DC 10 complications may arise. You may use
Constitution check at the end of its turn. On the Wilderness Chase Complications Table
a failure of this check, the creature gains one from the core rules, or you may roll on the
level of Exhaustion. Stampede Complications Table below.
Complications occur randomly. Each participant
The basic stampede is modeled off of a in the chase rolls (1d20) at the end of
herd of buffalo-like creatures with a Walking its turn. Consult the appropriate table to
Speed of 50 feet, STR +5, DEX +0, and CON determine whether a complication occurs. If
+4, giving the herd 5 Dash actions before it does, it affects the next chase participant
it suffers from Exhaustion and slows to a in the initiative order, not the participant
walk. The chase ultimately ends when the who rolled the die. The participant who rolled
stampede has used up all of its available the die or the participant affected by the
free Dashes. complication can spend inspiration to negate
the complication.
*As the GM, you may decide to use any
creatures that regularly travel in herds. To If a complication is rolled a second time, take
increase the difficulty of this hazard, consider the next lowest result to avoid repetition.
using a herd of wild Riding Horses with a Feel free to add other complications if this list
Walking Speed of 60 feet. is used in its entirety.

• The stampede begins as a circular area
with a radius of 100 feet, and it starts
with its leading edge 100 feet from the
party.

• On Initiative Count 10, the herd Moves
a minimum of 50 feet in the direction of
the party. The herd may use a Dash to
move 100 feet instead.

• At any point when a creature is within the
radius of the stampede, it must succeed
on a DC 19 Dexterity Saving Throw or
take (6d8) Bludgeoning damage from
the herd. A creature takes half damage
on a successful save.

• A creature who is within 10 feet of the
stampede is impacted by the dust that
is kicked up by the pounding hooves.
The dust exists within the area of the
stampede and extends 10 feet beyond
the edge of the herd.

• The dusty area is Lightly Obscured,
putting all vision-based checks at
Disadvantage

• A DC 11 Constitution Saving Throw is
required by a creature who starts its
turn within 10 feet of the stampede
in the area affected by the ring of
dust. On a failure, the creature
moves at half its normal speed as its
vision is Heavily Obscured and as the
dust chokes its lungs. Creatures who
are actively holding their breath, as
well as creatures who do not need
to breathe, do not need to make

158 PRAIRIES, STEPPES, & OTHER GRASSLANDS

STAMPEDE COMPLICATIONS TABLE

Roll Complication
(1d20)
Rocky outcroppings on either side of your path begin to funnel you and the herd into
1 a narrow gully ahead. Make a DC 12 WIS (Survival) check to locate a path of escape
that does not put you and your companions at greater risk.On a success, you avoid the
2 gully. On a failure, the herd gains an extra Dash action that can be used immediately.

If you are on a mount, make a DC 13 WIS (Animal Handling) check to keep the animal
from being spooked by the animals in the herd. On a failure, your mount runs in a
random direction this round as determined by the GM.

A medium-sized fissure cuts across the plain and intersects your path. The fissure is
(5d4) feet across. Use your Long Jump movement ability (number of feet equal to
3 your Strength score) to jump across the gap. On a failure, you move at half speed this

round as you scramble through the shallow fissure instead.

A single, large tree sprouts from the open grassland ahead of you. Choose either a
4 DC 14 STR (Athletics) check to climb the tree or a DC 14 DEX (Acrobatics) check to

bypass the tree and continue running. On a failure, you fall Prone.

A lone beast surges wildly ahead of the herd and makes a reckless attack against
5 you. Make a DC 15 Dexterity Saving Throw. On a failure, you take (2d8) Bludgeoning

damage and are knocked Prone.

6 You are redirected into a small canyon as the herd presses against you. Cast a spell
7 that creates a loud noise or make a DC 16 CHA (Intimidation) check to make the
8 creatures back down. On a success, you are able to get out of this tough spot. On a
9 failure, you take (2d8) Bludgeoning damage this round, and each subsequent round,
until you are successful.
10
11-20 The terrain ahead has become exceedingly rocky and uneven. This area counts as
Difficult Terrain for the next two rounds.
A sudden gust of wind blows across the flat open plain and kicks up a cloud of dust.
Make a DC 12 Constitution Saving Throw to maintain your pace. On a failure, you are
momentarily blinded and your Movement Speed is halved.

The herd is moving erratically. Make a DC 13 WIS (Insight) check to predict what they
will do next. On a failure, you misjudge the area that is most dangerous and have to
double back, losing all of your Movement Speed for this turn.

A steep escarpment is visible to your right, providing an opportunity to elevate
yourself above the herd. Make a DC 17 STR (Athletics) check or a DC 17 DEX
(Acrobatics) check to climb the small cliff quickly. On a failure, you tumble to the
ground, taking (1d6) Bludgeoning damage and falling Prone. On a success, you are
safely out of the path of the herd and may choose not to participate in the remainder
of the chase.

No Complication

PRAIRIES, STEPPES, & OTHER GRASSLANDS 159

BRUSH FIRE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“SCORCHED EARTH” “RIGHT . . . FIRE!”
Brush Fires are a natural part of the cycle of A group of characters with no incentive to
the land and have been happening since the fight the fire may simply avoid it, and if they
dawn of time. They can be sparked by any have swift mounts or the ability to travel
number of events, but the ingredients are quickly, that should pose very little challenge.
almost always the same: dry vegetation, a However, as a consequence for their apathy,
recent drought, and strong winds. When these a large area of the grassland will burn, and
ingredients combine, all it takes is an inciting anything in the fire’s path will be destroyed.
event, such as a lightning strike or an errant
spark from a campfire. The resulting blaze can If the party has enough warning before the
quickly cover large swathes of open plain. flames move to surround them, they also
have a window of time to prepare and to
Much like a Forest Fire, the real dangers here are protect themselves in the Prep Phase of
the smoke and the rate of speed at which the wind the Mechanical Resolution below. The most
accelerates the devastation. However, in contrast important thing for characters to do is to
to the life-threatening chase that is represented in make sure that they (and any locations they
the forest version of this encounter, the Brush Fire is are trying to protect) are not completely
better-suited for a group of adventurers who intend encircled by the fire.
to risk injury to prevent the fire’s passage. Perhaps
they are trying to keep the fire from overrunning If caught on foot without any ability to outrun
their campsite, or they might be protecting a small the growing flames, the safest thing to do
nomadic village on the steppes. Regardless of what is to find a potential control line. A natural
they’re protecting, the adventurers may actually formation, like a small ridge or a river, might
have a chance to stop this destructive force. This fire serve as a control line for a party that is
could be set intentionally by combatants or hunters simply running from the fire. However, the
who are seeking to flush their quarry in a particular party might also be able to create a fire line
direction. It could also be a random act of nature using tools or magic if they intend to stand
that exemplifies the unpredictability of the wildlands. and fight.
Either way, there is tremendous potential for a
grassland Brush Fire to rage out of control. Another possibility is to create a “back burn,”
a second controlled fire that moves towards
NEXT-LEVEL DESCRIPTION the brush fire, taking away the downwind
“WHERE THERE’S SMOKE...” fuel that is needed for the blaze to continue
Passive Perception: In the distance, you can see moving forward. Because grassland fuel can
a grayish-green haze on the horizon, and the scent be burned up much more quickly than the
of smoke begins to fill your nostrils. You begin to trees and undergrowth in a forest fire, this
notice tongues of orange flame flickering at ground back burn can serve as a control line if the
level, and you can tell that they are being propelled party has the ability to keep it in check with
by the wind. water or magic.

DC 13 INT (Nature) or Higher: The dry grass MECHANICAL RESOLUTION
you’ve been traversing crunches softly with each “I DIDN’T SIGN UP FOR THIS”
step. The lack of moisture in the area has really The GM may run the remainder of this
taken a toll on the land. You know that wildfires are encounter as a Group Skill Challenge with
often a part of the cycle of rebirth here on the plains, the following parameters:
but it is still valid to ask whether or not this fire began
naturally. • The group must accumulate a total of
10 successes before accumulating 4
DC 15 WIS (Survival) or Higher: The wind whips total failures as they use skill checks to
the dead grass and foliage around you. Embers overcome the risk presented by the fire.
travel quickly on the breeze. These winds won’t put A character may only use skills in which
the flames out. Instead, they will act as a bellows to he or she is Proficient. The GM may grant
the forge. It would be a deadly mistake to remain Advantage on any skill check for which the
downwind of this fire without some sort of “control character is using equipment or special
line” that can slow the fire’s progress. techniques that could be considered
particularly helpful (shovel, miner’s pick,
bucket of water, etc.)

• Spell casters may choose to use spells to
help them navigate this hazard. The spell
does not count as a success or a failure

160 PRAIRIES, STEPPES, & OTHER GRASSLANDS

with regard to the group challenge, but it may potentially aid the skill checks of other
characters at the GM’s discretion.

• Roll for Initiative! Alternatively the GM may have all players declare the checks that they
are making and to have them roll simultaneously. This allows the GM to adjudicate the
combined successes or failures of the group and to adjust consequences accordingly.

The Prep Phase

• The smoke that is blowing rapidly across the open grasslands precedes the fire by a
full 300 feet, and characters will need to take precautions against smoke inhalation
if they choose to remain downwind of the fire. A Plague Mask, a Respiration Mask, or
an improvised filter mask made from moistened cloth can prevent smoke inhalation
throughout this encounter. A character without a mask or other protection from smoke
inhalation makes all skill checks at Disadvantage

• Checks that rely on vision are at Disadvantage regardless of preparations because the
smoke creates a Lightly Obscured area.

• The blaze is moving quickly and will reach the area in 5 minutes. During this Prep Phase,
the players can attempt a number of protective strategies that count toward the total
successes and failures in the Group Skill Challenge. Allow each character one skill check
during the Prep Phase.

• The following skill checks are possible solutions that characters may consider during the
Prep Phase, however, the GM may choose to allow other creative solutions at his or her
discretion.

• All of the following checks should be made at Disadvantage unless characters use
specific equipment or spells to counteract smoke inhalation.

• DC 13 STR (Athletics) to haul water in available containers and use it to douse a
protected area. On a failure, the character trips and damages a container such that it
can no longer be used for this purpose.

• DC 13 DEX (Acrobatics) to run among the approaching flames to deliver messages
or to assist others who are in close proximity to the fire. On a failure, the character
takes (3d6) Fire damage.

• DC 13 WIS (Medicine) to moisten cloths or handkerchiefs with water from a waterskin
so that they can serve as filter masks against the smoke for all characters. On a
failure, the masks do not fit properly and do not counteract the Disadvantage on
subsequent skill checks.

• DC 13 WIS (Religion) to invoke the name of a deity and pray for a change in the
winds. On a failure, the deity chooses not to intervene and cannot be petitioned
again through the remainder of this encounter.

• DC 13 INT (Arcana) to create and control a magical “back burn” that eliminates the
vegetation that would otherwise fuel the fire as it approaches. * This does not utilize
a specific spell description. Casters may use a spell in place of this check if they
have one available. On a failure, control of the magical fire cannot be maintained
and the Prep Phase immediately ends. Move to the Burn Phase below.

• Vision-based checks at Disadvantage due to Lightly Obscured area:

• DC 13 WIS (Perception) to notice a potential mistake by another party member
before it is made * Special Feature: On a success, this eliminates one failure
previously accumulated by the group. On a failure, the smoke is too thick to notice
the potential mistake and no benefits are gained.

• DC 13 INT (Nature) to determine the pattern of the prevailing winds and to direct
firefighting efforts to areas where the fire is likely to spread most aggressively. On a
failure, the winds are too erratic to predict.

• DC 13 WIS (Survival) to utilize a natural “control line” effectively to slow the blaze, or
to construct physical barriers that will block the fire’s progress. On a failure, no such
barriers are evidently available.

PRAIRIES, STEPPES, & OTHER GRASSLANDS 161

• When all characters have had the opportunity to act in the Prep Phase (or it has otherwise
ended), the number of successes and failures will directly affect the DC of the skill checks
that are still to come in the Burn Phase below.
• If the group had 0 failures, the following checks are made at DC 11.
• If the group had 1 failure, the following checks remain at a DC 13.
• If the group had 2 failures, the following checks are made at DC 15.
• If the group had 3 failures, the following checks are made at DC 17.

The Burn Phase
• Players must now attempt to actively protect themselves and the targets of their
protective efforts. The players may choose appropriate skill checks as the flames close
in around them. The checks in the list from the Prep Phase are still valid, with the
exception of the INT (Arcana) check for “back burn.” Players may choose other creative
methods at the GM’s discretion.
• On any skill check failure during the Burn Phase, the character takes (6d6) Fire damage
and gains one Level of Exhaustion.

Resolution of the Challenge: If the party accumulates a total of 10 successes before they reach
4 failures, the brush fire burns itself out as fuel becomes scarce, and the risk to people and
property in the area ends. If the party reaches 4 failures first, they are forced to flee through
the flames and smoke to make a narrow escape. All creatures take (6d6) Fire damage and gain
one Level of Exhaustion. The Brush Fire destroys all structures in its path as it continues to burn
for the next (3d6) hours.

162 PRAIRIES, STEPPES, & OTHER GRASSLANDS

TAR PIT ENCOUNTER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“THIS IS A STICKY SITUATION” “A LITTLE ASSISTANCE, PLEASE?”
Tar pits are natural hazards that occur when There are a number of things that characters
crude oil seeps upward from fractured rock might choose to do as they navigate the
layers deep beneath the surface. Over time, tar pits. Whether the party stumbled upon
the crude oil becomes more and more viscous this hazard accidentally or sought it out
and takes the form of pooled asphalt. All specifically, they can take certain measures
manner of wildlife, objects, and humanoids based on their given objective.
can find themselves trapped within the sticky
substance if they are not careful. Tar pits vary Just Avoid It - Players should not traverse
in size and can cover areas up to 100 acres. the tar pits under any circumstances. Most tar
They typically range from 2 to 15 feet deep. pits can be easily avoided by walking around
Although these pits produce a distinct rotten them, which adds only a few extra minutes to
smell, they often become obscured by water travel times. Contact with the tar adds several
or plant matter that collects on the surface, possible complications, and the introduction
making it difficult for passing travelers and of a sustained flame (magical or otherwise)
animals to recognize the perilous risk that that is able to heat the tar to its flash point
they represent. might make this hazard very exciting indeed.

Tar pits can represent a unique problem solving The Right Tool for the Job - Those hoping
scenario, they can provide access to a needed to discover treasure, trinkets, or creature
resource, or they can be a potentially deadly remains may come up with a clever way to
complication to a combat encounter. Consider search beneath the surface of the tar. A 10-
a quest item or a rare magical artifact that has foot pole or a Telescopic Pole can be useful
allegedly been lost in the sticky mess. Use the tar for probing down into the tar without making
pit as a trap while a predator or a band of ruffians direct physical contact. However, the tar
waits nearby. Alternatively, the tar can be used as here is highly adhesive and will permanently
an adhesive or flammable substance the party can impact any equipment that is used to probe
utilize. Did someone say flaming catapult projectiles? its depths. Gear of any kind that makes direct
contact with the tar is unusable afterward
NEXT-LEVEL DESCRIPTION unless it can be thoroughly cleaned. Utility
“IS THAT SMELL ... YOU?” spells like Prestidigitation can clean an item
Passive Perception: As you continue your trek magically. Alternatively, a skilled Alchemist or
across the grasslands, you come to an area where Herbalist may create a solution that will clean
a foul odor permeates the air, but the source of the a single creature or item with a successful
smell is unclear. DC 15 skill check using the appropriate set
of tools (Alchemist’s Supplies or Herbalism
DC 15 WIS (Perception) or Higher: What looks Kit).
like a sizable pond lays before you, but it is covered
by so much vegetation and debris that it almost Magical Assistance - Magic can play a
escapes your attention until you are standing right significant role in this encounter. Consider
next to it. An extremely dark substance of some kind spells like Water Walk as an effective means
exists beneath the layer of debris. In certain areas, of moving across the surface of the tar
small bubbles grow steadily before gently bursting pit without risk of becoming stuck. The
at the surface. transformative properties of Intrepid Shoes
can also negate the adhesive properties of the
DC 15 INT (Investigation) or Higher: After tar pit, and Locate Object is definitely helpful
probing the ground in the area, it is very clear that for pinpointing items that are buried beneath
the substance is highly adhesive. It takes all of your the surface. Without the aid of divination
strength to retrieve the tool after inserting it just a spells, a creature must have a way to probe
few inches into the muck. beneath the surface and must succeed on a
DC 20 INT (Investigation) check to locate
DC 17 INT (Nature) or Higher: You realize what any object that is covered by the tar. See the
lies before you is a tar pit, and you can only imagine Tar Pit Investigation Table below.
the things (and creatures) that have been lost in it
over time. The smell in the air is likely sulfur, and this
tar should be treated as both highly adhesive and
flammable.

PRAIRIES, STEPPES, & OTHER GRASSLANDS 163

MECHANICAL RESOLUTION Players probing beneath the surface must
“WHAT HAPPENS IN THE PIT, make a DC 20 INT (Investigation) check to
STAYS IN THE PIT” find anything at all. On a successful check, roll
Some characters may attempt to enter the on the table below to see what they locate.
pit, perhaps in search of a specific item. Once Retrieval of the item may require special
creature moves into the area of the tar pit, equipment or magic.
the creature is Restrained by the tar, and every
attempt at movement must be preceded by a TAR PIT INVESTIGATION TABLE
successful DC 21 STR (Athletics) check. This
check can be rolled at Advantage if a fellow Roll Result Item Found
party member is using the Help Action to 1 Nothing Useful (Debris, Rock,
assist with movement, as long as the “helper” Dead Animal, etc.)
is not also stuck in the tar pit. On a failure, 2 Trinket (Roll on Sample
the creature remains Restrained and does Trinket Table in core rules)
not move. On a success, the creature may 3 Rare Fossil worth (1d100 + 10)
move as if through Difficult Terrain, but the gold pieces
Restrained condition returns immediately 4 Quest Item or Magic Item
after that movement is completed, and the (Roll on Magic Item Table of
check must be repeated to move again. A your choice)
creature cannot breathe beneath the surface
of the tar. An Elaborate and Murderous Trap - If the
party is in pursuit of a particularly cunning
The tar ignites when at least 5 points of Fire enemy who is aware of the pits, the villain
damage are applied to the pit. If one portion might try to utilize the pits to significant
of the pit ignites, the entire pit ignites. The advantage. If characters are lured into the tar,
tar burns continuously and uncontrollably for a burning torch or a magical flame is enough
(4d6) days after being lit, creating plumes of to roast them alive.
thick black smoke that are visible for 20 miles Tar pits can also be used as part of a large-
in every direction. A creature who is within 5 scale military strategy. The heroes may be
feet of the flammable area of the tar pit after unfortunate enough to watch an entire army
it has been lit takes (8d8) Fire damage each driven into tar pits by a superior tactical
turn until moving more than 5 feet away from maneuver.
any source of burning tar. Additionally, any
tar that remains on a creature continues to
burn even if the creature is outside the area of
the tar pit, doing (4d4) Fire damage on each
turn. These residual flames can be doused
with at least 5 gallons of water, they can be
smothered with a blanket (or similar item), or
they may be extinguished magically.

Encounter Complications

This particular hazard on its own is not a
significant danger to an adventuring party.
The likelihood of each member of the
party getting stuck is low. However, when
accompanied with another encounter, a tar
pit can create a dynamic experience. Consider
using one or several of the following examples
as inspiration:

A Predator’s Domain - The tar pits are
frequented by various predators. If a party
member gets stuck, a dominant predator (or
a pack of smaller predators) arrives in (1d4)
rounds to collect an easy meal. A grassland
predator might also pursue the party, chasing
them into the tar pits as a hunting strategy.

Time is of the Essence - Perhaps the party
has learned of a particular item that lays
somewhere deep in the pits, and they need
the item to counter a specific threat. Make
sure to set a timeframe for success and add
1 hour for each failed investigation check to
find the item.

164 PRAIRIES, STEPPES, & OTHER GRASSLANDS

ACIDIC GEYSER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD DC 17 INT (Nature) or Higher: You notice that
“A NICE RELAXING SPOT...” the center of this pool bubbles constantly, burping
Geysers are naturally occurring fountains the stinking odor of sulfur into the air around you.
that exist when groundwater is superheated This indicates that this pool might not be quite what
by magma deep within the crust of the it seems. It’s highly probable that the chemical
earth. Geysers regularly erupt due to the makeup of this water makes it unsafe to enter.
build-up of pressure from chemical reactions
and fluctuations in temperature. Due to the DC 20 INT (Investigation) or Higher: You
constant pressure and the complex chemical discover that the area around this pool lacks
makeup of these geysers, the boiling vegetation, and the stone has been pitted by acid.
temperature of the water here can be as high It seems that the pool periodically experiences a
as 300 °F/ 150°C, which is far above safe levels surge of geothermal pressure. When it erupts, it will
for most creatures. The pool at the surface send scalding hot acid up into the air. You are able
level can range from 10 to 50 feet deep. to identify the “splash zone” of the pending eruption
Periodically, a sudden surge in geothermal and know you must get at least 60 feet away from
activity occurs, causing the geyser to erupt the fountain to avoid contact with the superheated
and spray scalding hot water high into the air. acidic water.
The water of this Acidic Geyser also contains
naturally occurring sulfuric acid and can PLAYER ACTION OPPORTUNITY
produce a caustic mist that can cause extreme “JUST A QUICK DIP. WHY NOT?”
burning of the nose, eyes, and lungs. Allow players to interact with the geyser
based on the information they have received
Acidic Geysers may look like enticing spots for above. If any of the player characters tries to
relaxation as they are almost indistinguishable from test the water, they may discover its very high
safer hot springs. However, a character who takes a temperatures and avoid further contact with
dip here may not live long enough to recover from it. However, the caustic fumes will have an
the mistake. A geyser is not extremely dangerous on effect on any creatures who linger in the area
its own, but it makes a highly dangerous complication for long. A creature who gets close enough
during combat. It could also be a source of very to test the water must succeed on the DC 15
rare Alchemical ingredients that the party needs to Constitution Saving Throw mentioned below.
collect. Perhaps the characters notice the glint of a
magic item that has been lost within the fountain, or Spells or abilities that grant resistance to Fire
maybe it serves as the den of a monstrosity that is and/or Acid damage can help withstand the
able to withstand the high temperatures and acidic damaging water of the pool. Depending on
nature of the spring. the depth of the fountain, spells like Mage
Hand, Levitate, or Telekinesis can be used to
NEXT-LEVEL DESCRIPTION retrieve items from the pool without taking
“LIKE YOU FIND IN A BATH HOUSE?” damage.
Passive Perception: You see a steaming pool of
water, with a colorful array of algae clinging to the Spells like Gust of Wind can disperse toxic
surrounding rocks. The air near this pool is thick with fumes, which only reform 4 rounds after the
moisture and you catch the faint smell of rotten eggs. spell ends.

DC 14 INT (Nature) or Higher: You know this is a
naturally heated pool of water. You understand that
some deep underground pocket of magma is likely
warming this mineral-rich water.

DC 15 Tool Check (Alchemist Supplies) or
Higher: You are able to sample the water and
determine its chemical makeup. This hot spring has
naturally occurring sulfuric acid, and it is definitely
not safe to make contact with the water. In addition
to being incredibly hot, it has powerful corrosive
properties. (Requires a DC 15 Constitution
Saving Throw against toxic fumes)

PRAIRIES, STEPPES, & OTHER GRASSLANDS 165

MECHANICAL RESOLUTION
“YOU CAN SET YOUR CLOCK TO IT”
• The geyser pool has a radius of 10 feet and is (1d6 x 10) feet deep.
• Any creature who ends its turn within 10 feet of the geyser pool must succeed on a DC 15

Constitution Saving Throw or take (6d4) Acid damage from breathing the acrid fumes.
A creature who takes this damage is also Poisoned for 1 hour. On a successful save, the
creature takes half damage and is not Poisoned. Creatures who hold their breath, who do
not have to breathe, or who are wearing a Plague Mask are not required to make this saving
throw.

• When a creature enters the water of the geyser pool for the first time, and whenever a
creature starts its turn in the water of the pool, it immediately takes (8d8) Fire damage and
(8d8) Acid damage. The creature is also Blinded if its eyes are directly submerged in the
water of the pool.

• The Acidic Geyser erupts on Initiative Count 20, beginning (1d4) rounds from the start
of any combat engagement. The eruption begins with an enormous bubble that pushes
the corrosive gases outward to fill the 60-foot-radius area around the geyser pool. Any
creatures in this area must immediately succeed on the DC 15 Constitution Saving Throw
or suffer the Acid damage and the Poison effects from the caustic gases mentioned above.

• On Initiative Count 10 of the same round that it begins to erupt, the geyser douses everything
within a 60-foot radius with hot, acidic
water. Creatures who are caught within the
60-foot radius at the time of this second
stage of the eruption must succeed on
a DC 18 Dexterity Saving Throw or take
(4d8) Fire damage and (4d8) Acid
damage from the superheated and acidic
water, taking half as much damage on a
successful save.

• Any non-magical armor or weapons that
are exposed to the water of the geyser take
a cumulative and permanent -3 penalty
to attack rolls, damage rolls, or AC. This
damage can only be repaired magically.
Otherwise, the corrosive qualities of the
acid render the equipment broken and
useless.

166 PRAIRIES, STEPPES, & OTHER GRASSLANDS

TORNADO

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session, roll on the Tornado Category Table on the next page, or
choose the relative power of the Tornado.

NARRATIVE THREAD DC 20 INT (Nature) or Higher: The winds cease
“THAT FLYING LONGSWORD abruptly, leaving an eerie calm in their wake. While
NEARLY RUINED MY DAY.” others in your group might begin to relax, you know
When a burst of warm, humid air collides that this is the most dangerous signal--a precursor
with a cold front, the cold air is pushed to a tornado! You should seek shelter as quickly as
upward by the warm air, creating an updraft. possible, away from loose objects or debris that
Since heat rises, that warm air then rushes could be picked up by the funnel!
upward, creating the potential for sharp,
swirling winds. As the rotating updraft, PLAYER ACTION OPPORTUNITY
called a mesocycle, continually draws the “IS THAT A FLYING COW!?”
warm air back into the cold air, creating an
increasingly violent rotating storm. This ROLL FOR INITIATIVE!
mesocyclone lowers beneath the storm cloud,
creating an immensely destructive swirling Characters have a full round of Actions, Bonus
vortex of violent wind that may eventually Actions, and Movement to prepare for the
reach the ground. Once it hits the ground, worst. The best option is to find sturdy shelter
the newly formed tornado will rip through at the lowest possible elevation, but that may
anything and everything that it approaches. be easier said than done.
Twisters are usually accompanied by severe
thunderstorms, and hail is also common. Magic can be very helpful. Here are a few
examples of how magic may be used to
Tornadoes can be used to create a monumental mitigate this encounter.
moment in a story. A force of nature that creates this
type of wanton destruction in such a short period • Move Earth or Stone Shape could be used
of time can push your story in a completely new
direction. A naturally occurring tornado can certainly to make a rudimentary shelter.
devastate an area, but a cyclone that is created • Spells that control wind speeds could
by an evil circle of druids has even longer-lasting
implications. Consider this as an extremely deadly counter the intensity of the tornado.
encounter on its own and only consider additional • The Shield spell might be used to prevent
complications for highly capable parties.
the impact of flying debris.
NEXT-LEVEL DESCRIPTION
“ANYONE REMEMBER TO • Resilient Sphere can prevent damage
BRING AN UMBRELLA?”
Passive Perception: Out of your peripheral vision, altogether for a time.
you notice that the clouds have turned a strange
shade of green. The scent of rain is heavy on the Concentration checks for spells are made
increasingly stronger wind. The clouds of a massive at Disadvantage for any character who
storm are rushing in your direction. There is a sudden is exposed to the winds of the tornado.
gust as the wind changes directions very suddenly. Spells that prevent the wind from making
contact with a character may negate this
DC 14 INT (Nature) or Higher: Most severe Disadvantage.
thunderstorms will cause the sky to turn green due
to the excessive amount of moisture in the air. A
storm of this strength is nothing to trifle with. High
winds and hail are extremely likely.

DC 18 INT (Nature) or Higher: A storm of this
magnitude has the potential to create not just hail,
a cyclonic funnel that can rip through structures and
hurl projectiles over long distances. If this storm
carries that kind of strength, there are very few
places to hide.

PRAIRIES, STEPPES, & OTHER GRASSLANDS 167

MECHANICAL RESOLUTION

Roll (1d100) and consult the table below

TORNADO CATEGORY TABLE

Roll (1d100) Tornado Category
1-40 1
41-65 2
66-85 3
86-95 4
5
96-100

• The radius of the funnel is a number of feet equal to (1d4) x 10 x Tornado Category.
• The tornado acts on Initiative Count 20 and Initiative Count 10 every round and lasts for

(3d4) rounds.
• When the Tornado acts, it moves 50 feet in a random direction and makes four Debris

Attacks. The Debris Attacks are each a Ranged Weapon Attack: +4 to hit, range 150/600
ft., one target. Hit: 6 (2d6) Slashing damage. The movement is determined by rolling (1d8)
on the Tornado Direction Table below:

TORNADO DIRECTION TABLE

Roll (1d8) Movement Direction
1 North
2
3 Northeast
4 East
5
6 Southeast
7 South
8
Southwest
West

Northwest

168 PRAIRIES, STEPPES, & OTHER GRASSLANDS

• The following effects impact a creature who begins its turn within the “lift zone” of the
tornado or when it enters the “lift zone” on its turn. The “lift zone” extends from the outer
edge of the funnel a number of feet equal to 20 x Tornado Category.

• A flying creature is immediately knocked Prone and falls to the ground, taking (1d6)
Bludgeoning damage for every 10 feet fallen.

• The creature is Deafened and its Movement speed is halved.

• The creature takes (2d6) Bludgeoning damage from hailstones.

• The creature must succeed on a Strength Saving Throw or be borne skyward by the
tornado. The DC of the Strength Saving Throw depends upon the Tornado Category.
Consult the table below. On a success, the creature is able to remain on the ground.

• A creature who is lifted skyward by the tornado is immediately ejected away from the
funnel in a direction determined by a (1d8) roll on the Tornado Direction Table. The
character then falls the entire Lift Distance and lands Prone, taking (1d6) Bludgeoning
damage per 10 feet fallen.

TORNADO DIMENSIONS TABLE

TORNADO LIFT ZONE DC OF STRENGTH VERTICAL LIFT HORIZONTAL
CATEGORY RADIUS SAVING THROW DISTANCE ON A EJECTION
DISTANCE
1 (OUTSIDE OF AGAINST LIFT FAILED SAVE
2 FUNNEL) ZONE FROM FUNNEL
3 30 ft
4 20 feet 14 60 ft 60 feet
5 90 ft
40 feet 17 120 ft 120 feet
150 ft
60 feet 20 180 feet

80 feet 23 240 feet

100 feet 26 300 feet

PRAIRIES, STEPPES, & OTHER GRASSLANDS 169

170 SUBTERRANEAN CAVERNS & MINES

CHAPTER TEN

SUBTERRANEAN CAVERNS & MINES

ADVENTURE ENVIRONMENT

The world beneath the surface is an alien landscape shrouded in darkness and mystery. Very
few adventurers spend a significant amount of time in these caverns and mining tunnels, and
even fewer have delved into the unknowable depths below. Those who arrive here without
reliable light sources, fresh water, respiration gear, and incredible navigational skills might never
see the light of day again.

SUBTERRANEAN TRAVEL PACE

All long-distance travel speeds are cut in half while moving through the Subterranean
environment. Mounted travel is unlikely here, and travel pace on foot is generally slower than
it is on the surface due to the difficulty of the terrain. The following adjustments to the Travel
Pace Table in 5th Edition manuals should be taken into account.

Pace Distance Distance Distance Effect
per per Hour per Day -5 penalty to passive
Fast Minute Wisdom (Perception)
Normal 2 miles 15 miles scores AND CON Saves
200 feet for low water intake at
Slow 1.5 miles 12 miles Disadvantage
150 feet -

100 feet 1 mile 9 miles Able to use stealth

SUBTERRANEAN CAVERNS & MINES 171

172 SUBTERRANEAN CAVERNS & MINES

MINE TUNNEL EXPLOSION/CAVE-IN

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD
“NATURAL DETONATION . . .”
Mines are often home to many dangerous gases. The most common gas to cause underground
mine explosions is methane. Methane is a colorless, odorless, highly flammable, and highly
explosive noxious gas that occurs naturally and gets trapped in coal layers. All it takes is a naked
flame or a spark to cause an explosion. Cave-ins happen when the supporting pillars within the
mine fail, which can occur with or without an explosion. Often cave-ins occur due to the less
predictable hazard of seismic activity.

Mine explosions and cave-ins can serve your story by separating the party, by blocking a specific mode of
exit, by opening up a previously unavailable pathway or chamber, or by driving the party toward an important
narrative location. This hazard is not intended to be a party killer, but rather as a surprising redirection. However,
it can be deadly for lower level characters, so use it with caution.

SUBTERRANEAN CAVERNS & MINES 173

NEXT-LEVEL DESCRIPTION MECHANICAL RESOLUTION
“COLORLESS, ODORLESS,
AND TASTELESS” “THE WHOLE PLACE IS
DC 12 WIS (Perception) or Higher: As you COMING DOWN”
proceed down the mine tunnel, you notice that the • Roll for Initiative! Alternatively the GM
support beams that had been so prevalent only a few
moments before have now completely disappeared. may have all players declare the checks
This is a rough-hewn and unsupported tunnel that that they are making and to have them
continues on into the darkness beyond. roll simultaneously. This allows the GM
to adjudicate the combined successes
or failures of the group and to adjust
consequences accordingly.

DC 14 INT (Investigation) or Higher: There are • When the alerted characters have had
markings on the floor and ceiling of this excavation their opportunity to act, the collapse is
corridor where support beams once stood, but it is triggered.. The outcome of this encounter
now clear that they have been moved away, most will be determined by a Group Skill
likely when the miners retreated from this area of the Challenge. The group must accumulate 6
mine and took the support beams elsewhere. successes in order to avoid being crushed
by the falling rock and must uncover
DC 16 INT (Investigation) or Higher: You also any buried creatures and objects before
notice several cracks in the ceiling above your head accumulating 3 total failures.
that extend as far as you can see in either direction.
The structural integrity of this tunnel is highly • The casting of spells does not count as
questionable. a success or a failure in the group tally
but may aid in related skill checks. A
DC 18 INT (History) or Higher: Mining tunnels buried creature may cast spells only if
like this one are often abandoned due to instability, it has the necessary breathing room and
but they are also abandoned when poisonous or bodily space for Verbal and Somatic
explosive gases accumulate over time. Whatever components of the spell (unlikely).
caused the miners to pull back from this artery likely
poses a great risk. • As per usual, characters may only use
skills in which they are Proficient. The
PLAYER ACTION OPPORTUNITY following skills may come into play during
“I’LL RISK A BIT MORE LIGHT” the skill challenge, but other creative
• If any characters have recognized the methods may also be allowed at the GM’s
discretion. The GM may choose to suggest
threat (successful DC 14 Investigation or some of these skills for characters who
higher), those characters should be given are Proficient.
a full round of Action, Bonus Action,
and Movement to mitigate the risk. All • A successful DC 14 STR (Athletics)
creatures who failed to meet at least the check may be used to move large
DC 14 check above, are caught by surprise boulders that block the party’s path
and should not be given the opportunity or that have buried a comrade. On a
to react in any way. failure, another path must be located,
and everyone in the group must
• Take note of character light sources. immediately succeed on a DC 12
Any source of flame, whether natural or Dexterity Saving Throw, taking (2d6)
magical, has a 60% chance of triggering Bludgeoning damage from falling
an explosion here. If a mine explosion rocks on a failure and half as much on
does not trigger the cave-in, a minor a success.
seismic tremor can be used instead.
• A successful DC 14 DEX (Acrobatics)
• * A character who successfully deploys check may be used to keep a specific or
a Seismic Detector anywhere within the randomly selected comrade from being
mine complex will discover that there are hit by a large piece of falling debris.
unsafe levels of seismic activity in the area. On a failure, the party member is hit
anyway and takes (3d6) Bludgeoning
• If an explosion is triggered at this point damage as they are partially buried in
because of an open flame, all characters the rubble. While buried in this way, a
within a 20 foot radius of the explosion creature is Restrained but is still able
are caught by surprise and must make a to breathe normally due to the large
DC 14 DEX Saving Throw. Characters take size of the debris.
(8d6) Fire damage on a failed save, or half
as much damage on a successful one. • A successful DC 14 WIS (Perception)
check may be used to detect the
• If no explosion is triggered, describe the presence of air currents that indicate
seismic tremor and proceed with the a path toward relative safety, either
Group Skill Check below. deeper within the mine or back toward
the surface. On a failure, the cloud of

174 SUBTERRANEAN CAVERNS & MINES

dust caused by the collapse thickens around the characters, Lightly Obscuring vision
and putting all future Perception checks in this challenge at Disadvantage.
• A successful DC 14 WIS (Survival) check may be used to retrace the group’s footsteps
through the mine tunnels. On a failure, the tracks of the party have been covered by dust
and debris and are completely imperceptible for the remainder of the challenge.
• A successful DC 14 INT (Investigation) check may be used to discover the presence of
alternate routes and shortcuts that were previously unnoticed by the group. On a failure,
the character failing the check must make a DC 12 Constitution Saving Throw, taking
one Level of Exhaustion from the choking cloud of dust on a failure.
• A successful DC 14 CHA (Intimidation) check may be used to spur the group onward,
helping them to escape the dangerous area. On a failure, the member of the party with
the lowest Dexterity score trips over a fallen rock and needs to be helped back to his or
her feet, slowing the party’s progress. The player who tripped must roll his or her next
skill check at Disadvantage.
• Additional skills may be used at the discretion of the GM. Describe successes and failures
based on the context of the situation.
Resolution of the Challenge: If the party achieves the 6 required successes, they arrive safely
at a point of the GM’s choosing. If they reach a 3rd failure before reaching safety, the party
member with the lowest Dexterity score is buried by falling rubble. When buried in this way,
the character takes an additional (3d6) Bludgeoning damage, is Restrained by the rubble, and
requires the assistance of the party to dig them out. Death Saving Throws may be necessary
due to accumulated damage, but the character is not Suffocating while buried.

SUBTERRANEAN CAVERNS & MINES 175

FLOODED PASSAGE ENCOUNTER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD
“I REALLY DO HATE WATER SOMETIMES . . . ”
Subterranean caves and passages are most often created by the power of moving water, and
sometimes that water accumulates at the lowest points in a cave system. This can lead to flooded
passageways that may only be accessed by explorers who are willing to swim.

A flooded passage is an excellent way to challenge player characters within a subterranean cave. As the GM,
you may choose what goal or objective exists on the other side of this watery tunnel. Is it a dragon’s hoard? Is
it a secret entrance to a fortress? Is it simply the only way out of the cave? Regardless of what you choose, the
tension created by a swim through a pitch black tunnel of unknown length is sure to get your players thinking
creatively.

176 SUBTERRANEAN CAVERNS & MINES

NEXT-LEVEL DESCRIPTION group. They may also choose to send a scout
“HOW LONG CAN YOU HOLD swimmer ahead to determine how long the
YOUR BREATH?” underwater passage is. Allow the group some
Passive Perception: After descending to what time to describe the preparations that they
seems to be a low point in the cave system, you find are making before entering the water.
yourself standing at the edge of a dark, still pool of
water. The stone passageway comes to an end MECHANICAL RESOLUTION
here and does not seem to lead to any other tunnels “HOW MANY DEAD BODIES DID
or exits. YOU SEE IN THERE?”
The Game Master does not need to ask the
DC 12 INT (Investigation) check or Higher: A players to roll for initiative unless a combat
small luminescent fish can be seen swimming in a encounter is being added to this natural
circular pattern beneath the surface of the pool. You hazard, or until a character runs out of breath
watch for a moment as it darts about, creating a dim or is choking.
source of light in the depths. Within a few seconds, • The Flooded Passage extends into the
the fish turns toward the cave wall farthest away
from your current location and continues swimming darkness for (3d100 + 100) feet. It
quickly away from you. It descends deeper and is roughly 20 feet in diameter from
deeper as it moves well beyond the cave wall beginning to end. There are no light
that initially seemed to be a dead end. There is sources other than those being used by
an underwater passage that continues in that the characters, and the passageway has
direction! some turns and changes in elevation that
make long-range vision impossible until
DC 14 WIS (Survival) or DC 14 INT (Nature) the last 60 feet of the swim.
or Higher: It is well-known that water often • Before the last 60 feet of the swim, a
accumulates at the lowest point of a cave system. character who is too heavy to swim
However, it is also possible that the eroding power effectively may be able to “run” along
of the water has cut a lengthy passage through the bottom of the stone passageway and
the rock. The only questions are, how long is the still move at half of their normal Walking
passage, and where does it emerge? Speed.
• However, the last 60 feet of the swim
If a player character is willing to venture is nearly vertical as characters emerge
into the pool while utilizing Darkvision or a into an open chamber with breathable
waterproof light source: air. Expanded Swimming Rules apply
to all characters for this final vertical
Passive Investigation: You submerge yourself swim. Once characters emerge safely
into the darkness of the still pool and swim downward from the Flooded Passage, they are free
to get a closer look. Although you can only see the to continue traveling through the cave as
features that are within a relatively short distance, they normally would.
you can tell that there is a long flooded passage
ahead of you. It is impossible to tell how far it goes, • If a character runs out of breath, the GM
or where it leads, without risking the swim. should immediately call for all players to
Roll for Initiative in order to resolve how
PLAYER ACTION OPPORTUNITY that character’s companions are able to
“YEP, THIS IS WHERE I DROWN” assist.
The design of this encounter is meant to force
the player characters into a difficult decision. • Creatures with a Swimming Speed, or
The only apparent choices are to turn back with special equipment that allows them
the way they came or to risk a swim through to move more efficiently under water, may
the flooded passageway of unknown length. use those alterations when calculating
If the characters choose to swim, they may distance on the Swimming Pace Table
pause to make some potentially helpful below.
decisions here as well.
• Characters who do not have a Swimming
The Expanded Swimming System Rules from Speed move at half their normal Walking
the Introduction should be used as a part of Speed while travelling through the
this encounter, so the overall weight of each passage. Characters are completely
character will be very important. Note the submerged through the entire swim, so
total bodyweight plus equipment weight they are forced to hold their breath if
of each character when they enter the they have no other assistance from spells
water. Intelligent characters may choose to or special equipment. There may be air
leave heavy items behind, or they may think pockets available to characters during
of creative ways to keep heavy gear from the swim if the GM decides that they are
weighing down the weakest swimmers in the necessary. A DC 12 WIS (Perception)
check should be8 sufficient to spot an air
177
SUBTERRANEAN CAVERNS & MINES

pocket near the ceiling of the passage if the GM chooses to make one available. Once an
air pocket has been used by a creature, there is not enough breathable air left there for
additional creatures.

Basic Rules for Suffocation:

• Ask players to use the calculations below to determine how long their character can hold
his or her breath and how many rounds he or she can survive after running out of breath
or choking.

• A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier
(minimum of 30 seconds).

• When a creature runs out of breath or is choking, it can survive for a number of rounds
equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops
to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe
again.

• For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts
suffocating, it has 2 rounds to reach air before it drops to 0 hit points.

If characters are not in Initiative Order, the Swimming Pace Table below can be used to speed
up the resolution of this encounter. Ask the players to select a swimming pace and to calculate
how far that will allow them to swim for each 30-second increment. It might be wise to share
with the players that swimming at a faster pace comes with a significant risk of reducing the
amount of time that a character can hold their breath.

A Constitution Saving Throw is required at the end of each 30-second swim to avoid panic and
to continue holding one’s breath. The pace of the swim determines the DC of this “composure”
CON Save and whether that Saving Throw is rolled normally, or with Advantage or Disadvantage.
These “Composure” Constitution Saving Throws should not be used if the party is in Initiative
Order.

SWIMMING PACE TABLE

(Swimming Speed is Half of Walking Speed Unless Otherwise Altered by Spells, Character
Features, or Special Equipment)

SWIMMING PACE HORIZONTAL DISTANCE CONSTITUTION SAVING
Fast Pace (Dashing) TRAVELED IN 30 SECONDS THROW REQUIRED AFTER
Normal Pace EACH 30 SECONDS AT
Slow Pace (Conserving 10 x Swimming Speed CHOSEN PACE
Energy)
5 x Swimming Speed Succeed on a DC 12 CON Save
(Rounded Down) Rolled at Disadvantage or lose
30 seconds of Hold Breath
4 x Swimming Speed time.

Succeed on a DC 10 CON Save
or lose 30 seconds of Hold
Breath time.

Succeed on a DC 8 CON Save
Rolled at Advantage or lose
30 seconds of Hold Breath
time.

If a creature’s Swim Checks in the final 60 feet are sufficient to reach the surface of
the water, they may easily exit the pool and resume travel as they normally would.

178 SUBTERRANEAN CAVERNS & MINES

CONTAMINATED AIR ENCOUNTER

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the Session:
• These mechanics may be very challenging on their own for both the players and the

GM. Combining them with combat has the potential to become overwhelming.
• Decide which variation of Contaminated Air will be used: Mold Spores, Dust, or Choking

Gases. If you choose Choking Gases, roll (1d100). On a 1-24, the gas is explosive.
• The affected area is an underground cavern that is (4d4 x 20) feet in diameter.
• Consider relying on Passive Perception to detect the hazards. If the GM stops the party

and asks for an active check, the players may be alerted to the hazard.

NARRATIVE THREAD Dust
“I MIGHT HAVE SOMETHING Fine particles of dust can settle in massive
CAUGHT IN MY THROAT” deposits underground, especially in areas
One of the deadliest hazards below ground where heavy mining took place sometime in
is bad air. Without wind, or even regular air the past.
currents, pockets of deadly substances can
build up over time. Some are odorless and kill Passive Perception: There is a layer of very
slowly. Others smell so bad that they would fine dust on the ground. With every step that
gag a buzzard, and a single whiff may lay the you take as you move through the area, the
mightiest of heroes low. dust is stirred up and hangs in the air around
you.
Contaminated air serves as an insidious conflict
that the characters in your party may not be able DC 12 INT (Investigation) or Higher: The dust
to predict. It emphasizes the foreign nature of the seems to be the result of mining or some massive
underground realm and serves as a reminder earth movement down here. Over time, it has settled
that there is potential danger around every bend. in this place.
Use it as a prelude to a combat scenario, or add
meaningful time elements to subterranean traps by DC 14 WIS (Medicine) or Higher: Breathing in
including the effects of bad air. dust can be very hazardous to our health. Although
it seems quite mundane, it could be deadly. We
NEXT-LEVEL DESCRIPTION should cover our mouths and noses immediately.
“FEELING A BIT
CLAUSTROPHOBIC HERE” Choking Gases
Mold Spores Methane, carbon monoxide, carbon dioxide,
While mushrooms cannot grow in the lungs of and hydrogen sulfide can accumulate in great
living creatures, molds can, causing a number quantity and concentration in subterranean
of respiratory problems. areas, and with the exception of hydrogen
sulfide which has a distinct rotten egg scent,
DC 14 WIS (Perception) or Higher: Naturally they are odorless and virtually undetectable
luminescent fungi fill the cavern ahead. You see an to the party. Creatures have been found dead
occasional glint in the air. Like tiny motes of glitter just a few feet from fresh air in old mines and
reflecting just so. excavations.

DC 14 INT (Nature) or Higher: Some type of tiny DC 18 WIS (Perception) or Higher: There is a
fungal spores are suspended in the air here, though staleness to the air, and a distinct lack of smell to it.
what type of fungus is difficult to determine. No moldiness or dampness or anything else, which
is exceedingly odd. Something is amiss here.
DC 18 INT (Investigation) or Higher: Wedged
between some nearby rocks you find the recently DC 20 INT (Nature) or Higher: Concentrations of
dead corpse of a common cave rat. It has small certain gases can be toxic. What we’re experiencing
pale hairlike tendrils growing out of its mouth, and may be signs of the presence of these gases. It
it appears that an invasive fungus has taken root would be wise to use face coverings here.
inside the dead body.

DC 20 INT (Nature) or WIS (Survival) or
Higher: These are the spores of a mold known
as the Pale Death. It grows in the lungs of living
creatures. We should cover our mouths and noses
immediately! It may already be too late!

SUBTERRANEAN CAVERNS & MINES 179

PLAYER ACTION OPPORTUNITY ● On a successful Save, the creature’s Current
“I REALLY DON’T FEEL WELL AT ALL”
If the party chooses to move through this HP and Maximum HP is reduced by half
area, they can cover their mouths and noses its Mold Points (rounded down). For every
to reduce the effects of inhaling the bad air. point rolled above the required DC for the
The characters may choose to use specialized Save, the creature’s accumulated Mold
equipment like a Plague Mask or a Respirator Points are reduced by a point.
Mask, or they may use an improvised filter
mask made from moistened cloth. ● On a failed Save, the creature’s Current
Spells or effects that create gusts or pockets
of fresh air may allow the party to move HP and Maximum HP is reduced by its
through the area with no ill effects. Spells total Mold Points. For every point rolled
that create rain, waves of water, or deal fire below the required DC for the Save, the
damage in the affected area may also cleanse creature’s accumulated Mold Points are
the air at the GM’s discretion. increased by a point.
If dealing with dust, the party can move at a
slow pace to limit the amount of dust they ● If a creature reaches 0 HP due to the
kick into the air.
accumulation of Mold Points, Initiative
MECHANICAL RESOLUTION should be rolled as the creature falls
“THE WHOLE PLACE IS COMING DOWN” Unconscious and makes Death Saving
Throws as usual.
Mold Spores
Moving through the spores: A creature who is ● Magical Healing cannot fully benefit a
moving through the area of the mold spores at
a normal pace with no face covering incurs 30 creature unless it also adds to Maximum
Mold Points during the 1 minute that it takes HP. A character who is Proficient with
to move through the area. Creatures moving the Herbalism Kit can make a special
at a Slow pace, or lingering for any reason, DC 15 check with those tools in order to
take 2 minutes to move across this area and reduce the number of Mold Points. On
absorb 60 Mold Points each. Characters who a successful check, the Mold Points are
are moving at a Fast pace are only in the area reduced by the total value of the roll. On
for 30 seconds and may take 15 Mold Points. a failed check, there is no healing effect.
Equipment Considerations: A Plague Mask
blocks all Mold Points, and the Respiration ● This saving throw is repeated at the
Mask reduces the accumulated points by
half (rounded down). An improvised mask of end of every hour as long as a creature
moistened cloth requires a successful DC 13 has active Mold Points. The reduction in
WIS (Medicine) check by the character who maximum HP remains until the creature
attempts to improvise it. On a success, it also finishes a Long Rest with 0 Mold Points.
reduces accumulated Mold Points by half. On
a failure, it does not fit properly and has no Dust
effect against the mold. ROLL FOR INITIATIVE!
Delayed Spore Effect: 10 minutes after first Moving through the dust.
receiving Mold Points, an infected creature
begins to feel scratchiness in their throat, ● When it uses Movement on a turn, each
difficulty breathing, and coughing. They must
make a Constitution Saving Throw based on creature kicks up 2 units of Dust in every
the number of Mold Points obtained. Consult space that it touches as it crosses the
the table below for the DC of the Saving affected area. Note that subsequent
Throw. movement through the same area (square
or hex) accumulates additional Dust
# of Mold Points CON save DC in that area. Add two points for each
1-10 12 creature that moves through the area. This
11-20 14 dust hangs in the air for hours and does
21-30 16 not dissipate without a powerful gust of
18 wind, a huge amount of moisture, or other
40-50 20 significant magical effects.
50+
● Areas with Dust are Lightly Obscured,

and areas with more than 2 units of Dust
are considered Heavily Obscured.

● A creature who is intentionally moving

at half-speed only kicks up 1 unit of Dust,
and the use of Intrepid Shoes keeps
the character who is wearing them from
kicking up any Dust at all.

180 SUBTERRANEAN CAVERNS & MINES

Accumulating Dust Points: If a creature that Choking Gases
requires air passes through an area affected ROLL FOR INITIATIVE!
by Dust and is not wearing a face covering
or holding its breath, it takes on Dust Points ● Creatures may move across this cavern
equal to the accumulated Dust in the area.
Equipment Considerations: A Plague Mask at their normal Movement Speeds unless
blocks all Dust Points, and the Respiration otherwise impeded.
Mask reduces the accumulated points by
half (rounded down). An improvised mask of ● A creature that starts its turn in the affected
moistened cloth requires a successful DC 13
WIS (Medicine) check by the character who area and is not holding its breath or using
attempts to improvise it. On a success, it also specialized respiration equipment must
reduces accumulated Dust Points by half. On succeed on a DC 14 Constitution Saving
a failure, it does not fit properly and has no Throw or take one Level of Exhaustion
effect against the Dust. as its vision fades, it begins to cough,
Losing Dust Points: At the start of a creature’s and it can’t think clearly. A creature will
turn, it makes a Constitution Saving Throw accumulate one Level of Exhaustion each
against its accumulated Dust Points. A time it fails a Saving Throw until it is out of
creature who has accumulated no Dust Points the affected area.
does not need to make the Saving Throw. Use
the table below to determine the DC. ● Equipment Considerations: A Plague

# of Dust Points CON save DC Mask will negate the need for these CON
1-5 10 Saves completely, and a Respiration Mask
6-10 14 will allow a creature to make the CON
11+ 18 Saves at Advantage. An improvised mask
of moistened cloth requires a successful
● On a successful Save, the creature is DC 13 WIS (Medicine) check by the
character who attempts to improvise it.
struggling to breathe, but can continue On a success, it also allows Advantage on
to Move and take Actions. It overcomes all CON Saves while in the area.
any Blinded or Choking conditions caused
by the Dust in previous rounds. For every ● Explosive Gases: If it was determined that
point rolled above the required DC for
the Save, the creature’s accumulated Dust the gas is also explosive (pre-session roll
Points are reduced by a point. above), any source of natural or magical
flame, any spells that cause Lightning
● On a failed Save, the creature is coughing damage or other electrical effects, or any
action that causes a spark, ignites gas
uncontrollably. It is Blinded, moves at and causes it to explode. Each creature
half-speed, cannot take Actions, Bonus in the area must make a DC 16 Dexterity
Actions, or Reactions until the start of its Saving Throw, taking (8d6) Fire damage
next turn, and is Choking. on a failure and half as much on a success.
After the explosion, the choking gases
● When a creature runs out of breath or is have been dissipated.

choking, it can survive for a number of
rounds equal to its Constitution modifier
(minimum of 1 round). At the start of its
next turn, it drops to 0 hit points and is
dying, and it can’t regain hit points or be
stabilized until it can breathe again.

● If a creature reaches 0 HP due to the

accumulation of Dust Points, Initiative
should be rolled as the creature falls
Unconscious and makes Death Saving
Throws as usual. A creature who falls
Unconscious in this way cannot regain HP
or be stabilized until it is outside of the
area affected by the Dust.

SUBTERRANEAN CAVERNS & MINES 181

MAGMA CHAMBER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD
“IT’S GETTIN’ HOT IN HERE”
A magma chamber is a large pool of molten rock that exists in the area of the earth’s crust
beneath a volcanic crater. Adventurers who are traveling through the subterranean realm may
not be aware that they are in the vicinity of such a volcano until they come upon this chamber
deep beneath the surface. The chamber will include intrusive rock formations that allow for very
cautious travel across the chamber. The GM will decide how many of these rock formations there
are and where they are placed.

This environment makes for an exceptional complication to combat. Fire Elementals, Red Dragons, and other
creatures who are immune to fire damage are at an incredible advantage in such areas. A magma chamber
may also represent a challenging barrier for your player characters to cross. Even with obvious structures
that allow for foot traffic, they may be forced to think of some very creative solutions to avoid taking massive
damage. This hazard is also closely related to the Volcanic Explosion encounter in the Coastal chapter, and
the two can be used creatively in close coordination.

182 SUBTERRANEAN CAVERNS & MINES

NEXT-LEVEL DESCRIPTION As the party chooses to cross through the
“ARE THOSE INTREPID SHOES chamber, the instability of this location
STILL IN THE BAG OF HOLDING?” becomes very obvious. Periodic bursts of lava
Passive Perception: The air temperature has bubble up and splash nearby in many areas
increased dramatically, and a red glow reflects off of the chamber. Small gas bubbles also have
of the walls ahead. As you peer around the corner a tendency to burst and release toxic fumes.
and down below, you see the opening of a massive Although both of these occurrences are fairly
chamber, the floor of which consists primarily of rare and random, characters should have a
molten rock. There are a few areas where solid plan to avoid their effects.
rock is visible above the molten pool, but they are
surrounded by bubbling and spurting lava. MECHANICAL RESOLUTION
“EVEN MY TEETH
DC 16 INT (Nature) or Higher: The ceiling of the ARE SWEATING”
cavern, just 10 feet above the ledge on which you are
standing, is riddled with vent holes. This indicates ROLL FOR INITIATIVE!
that you are standing in the magma chamber
beneath an active volcanic crater. In times past (who The floor of the chamber is 5 feet below the
knows how distant), pressure has built within this underground entrance to the chamber, and
chamber and has led to volcanic eruptions on the there is a similar passage that serves as an
surface above. The temperature of the molten rock exit 5 feet above the floor on the opposite
here is high enough to kill a creature on contact, and side. This puts the distance between the
the extreme heat near the magma has the potential lava and the ceiling of the chamber at 15 feet.
to burn as well. The distance across the magma chamber
from entrance to exit is (1d100 + 80) feet.
DC 18 INT (Nature) or Higher: Gaseous vapors Creatures are completely safe while standing
can be seen rising off of the molten rock, and at either the entrance or the exit to the
although they consist primarily of steam, there are chamber, but they are above the lava while
certainly some toxic fumes mixed in as well. Periodic inside the chamber itself.
bursts of magma may occur. Contrary to popular
belief, objects do not “sink” in the incredibly dense The intense heat is very dangerous when
lava, but the heat directly above it can be enough to directly adjacent to lava. When a creature
kill within seconds. begins its turn within 5 feet of the lava, it
must succeed on a DC 15 Constitution Saving
PLAYER ACTION OPPORTUNITY Throw, or take one Level of Exhaustion
“IT’S NOT SAFE TO STAND THERE” from the extreme heat. Creatures who are
Player characters will have to decide how to Resistant to Fire Damage may make this
get across the magma chamber in the safest Save at Advantage and creatures who are
possible way. As mentioned in the Narrative Immune to Fire Damage need not make the
Thread, there are a few areas of intrusive Saving Throw.
rock that can be used as “stepping stones”
to get across the magma chamber. In most At any point, if a creature falls into the area
cases, these will be small and will require the covered by lava, that creature bursts into
characters to leap from one to the next. flame and immediately takes (18d10) Fire
damage. This level of Fire damage repeats
If a creature should choose to scale the rock at the beginning of every turn in which
walls of the chamber, they may do so using the the creature is in contact with the lava. If a
Expanded Climbing Rules in the Introduction. creature escapes the area covered by the lava
During the climb, these creatures are always but is still on fire, the damage is reduced to
directly over an area of the chamber floor that (4d6) Fire damage.
is covered in lava.
The intrusive rock formations that serve as
The most important decisions that the players stepping stones within the chamber each
will have to make are in what order they should have a radius of no more than 5 feet. Any
cross the chamber and what equipment may creature who is standing on one of these
be used to assist them. Spells like Water Walk rock formations is immediately adjacent to
can be used to traverse the lava (at the risk of the lava. The rock formations are randomly
taking Fire damage), and Intrepid Shoes may arranged and spaced at intervals of (3d4)
also allow a character to walk on the molten feet. Therefore, a character jumping from
surface without being harmed. Neither of one rock to another may have to utilize a
these methods will protect a character from Standing Long Jump, or, if the distance is
the “lava bursts” and “gas pockets” mentioned too great to jump, may need mechanical or
below. magical assistance.

SUBTERRANEAN CAVERNS & MINES 183

• Long Jump. When you make a long jump, • Each one of these pockets releases

you cover a number of feet up to your gas from the surface of the lava to
Strength score if you move at least 10 the ceiling of the chamber within a
feet on foot immediately before the jump. cylinder that is 15 feet high with a
When you make a standing long jump, radius of 5 feet.
you can leap only half that distance. Either
way, each foot you clear on the jump costs • There is a 10% chance that this gas
a foot of movement.
is released directly below a creature
• Mechanical Assistance. The lava at the who is moving in an area above the
lava (levitating, climbing walls, walking
base of the chamber is very dense molten with magical assistance, etc.)
rock, so objects are not likely to “sink” very
far into it. Equipment like a 10-foot-pole, • Roll (1d100) to determine the location
or a sturdy polearm of any kind, can be
used to double the distance of a standing of the gas pockets.
long jump if a character plants one end
into the lava and rides across on the other • On a result of 10 or lower, a pocket
end. A piece of equipment is permanently
destroyed after just one of these uses. of Hydrogen Sulfide gas is released
directly beneath a creature who
• Magical Assistance. The spell Water Walk occupies a space up to 15 feet above
the surface of the chamber floor
specifically allows creatures to walk on (flying, levitating, climbing, etc).
the surface of lava, but characters who If there is more than one possible
use this method take (8d10) Fire damage creature whom the burst might affect,
on each turn in which they contact the the GM should choose randomly by
molten rock. Spells like Levitate, Fly, rolling an appropriate polyhedral die.
Spider Climb, and Protection From Energy
all have meaningful uses in this context. • The affected creature must make a

The Magma Chamber acts on Initiative Count DC 17 Constitution Saving Throw or
20 and Initiative Count 10 as follows: be knocked Unconscious by this burst
of toxic gas. Creatures who do not
• On Initiative Count 20, the chamber need to breathe, or who are wearing
a Plague Mask, do not need to make
releases 3 random lava bursts. this Saving Throw. Creatures who
are wearing a Respiration Mask may
• Each one of these bursts occurs within make the Save at Advantage.

a cylinder that is 5 feet high and that
splashes exposed surfaces within a 5
foot radius.

• There is a 10% chance that this may

happen next to a creature who is in
the midst of the chamber crossing.

• Roll (1d100) to determine the location

of the bursts.

• On a result of 10 or lower, a burst

occurs within 5 feet of a creature who
occupies a space immediately adjacent
to the lava. If there is more than one
possible creature whom the burst
might affect, the GM should choose
randomly by rolling an appropriate
polyhedral die.

• The affected creature must make a DC

17 Dexterity Saving Throw to avoid
the violent splashing of the lava. On
a success, the creature avoids the lava
entirely and takes no damage. On a
failure, the creature takes (8d10) Fire
damage as lava splashes into its space.

• On Initiative Count 10, the chamber

releases 3 random gas pockets.

184 SUBTERRANEAN CAVERNS & MINES

BOTTOMLESS PIT

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“SEEMS LIKE WE COULD GO TO THE “THE ELEMENTALS I’VE MET
OTHER SIDE OF THE WORLD ARE REAL JERKS”
THROUGH HERE” Depending on their motivations, the char-
In the deepest, darkest recesses of the acters may take a number of actions. They
subterranean realm, adventurers should could, of course, turn and travel back in the
expect to encounter the unknown and the direction from which they came. They could
unknowable. While a “bottomless” pit is attempt to cross the chasm and continue on
naturally impossible, the powerful delving the other side. If they intend to travel to the
of Elder Elementals and other apocalyptic Elemental Plane of Earth, they can simply
creatures of the depths can create a dive in and hope for the best.
bottomless chasm that serves as a portal
between the Material Plane and the Elemental MECHANICAL RESOLUTION
Plane of Earth. “BEST TO MAKE SURE ALL OUR
GEAR IS SECURELY ATTACHED”
Is your party looking for an interplanar journey? Are The distance across the chasm is (4d20 +
they on a mission to rescue characters who have 60) feet. The ledges on each side of the gap
been enslaved by the earth elementals? Or does this are at the same elevation and have plenty
barrier simply represent a mysterious obstacle on of room for Large or smaller creatures to
the characters’ way from one point to the next in the stand comfortably. There is no stone surface
dark places beneath the earth? A GM SHOULD NOT anywhere within the void represented by the
utilize this hazard unless a journey to the Elemental chasm.
Plane of Earth is a manageable development for the
campaign narrative. A fall into the chasm results in a creature’s
plummeting 500 feet into the darkness before
NEXT-LEVEL DESCRIPTION being transported safely to a location of the
“MY HAIR IS STANDING ON END, GM’s choosing on the Elemental Plane of
AND IT’S NOT JUST FROM THE WIND” Earth. The final result of the fall is not visible
Passive Perception: A rush of cold wind greets to creatures at the top of the chasm due to
you as you approach the edge of an impossibly depth, darkness, and the mist that rises from
deep chasm beneath the earth. A continuous updraft the portal below.
emanates from the depths, bringing with it clouds of
thick mist. Creatures who are attempting to cross the
chasm must deal with the powerful updraft
DC 16 INT (Nature) or Higher: This is not a that rises from the depths. The updraft has
natural feature. Something otherworldly is at work the following qualities:
here.
● The updraft disperses gas or vapor, and
DC 16 INT (Arcana) or Higher: The powerful
energy that emanates from this chasm is palpable. it extinguishes candles, torches, and
The wind smells deeply of earth, and tendrils of similar unprotected flames in the area. It
conjuration magic rise with each updraft. This is likely causes protected flames, such as those
an interplanar vortex, but where exactly it leads is of lanterns, to dance wildly and has a 50
anyone’s guess. percent chance to extinguish them.

DC 25 INT (History) or Higher: Ancient dwarvish ● Ranged weapon attacks that pass over the
tales speak of a bottomless chasm that leads directly
to the Elemental Plane of Earth - a place with majestic chasm or that are made against targets
mountain ranges that are filled with unimaginable within its space have Disadvantage on
wealth. But these are the exaggerations of legend. their attack rolls.
There is no reliable evidence that such a place
exists. ● A creature must make a Strength Saving

Throw if it flies over the chasm for the first
time on a turn or if it starts its turn there
while flying. On a failed save, the creature
is knocked and falls.

SUBTERRANEAN CAVERNS & MINES 185

Original Sketch of Grio

186

187

188 ARCTIC EXPANSE

CHAPTER ELEVEN

ARCTIC EXPANSE

ADVENTURE ENVIRONMENT Frostbite if exposed to the extreme cold for
The icy expanse of the Arctic is technically a as little as one hour.
desert because it receives very little precipitation
throughout the year. However, the precipitation • Frostbite typically affects exposed extremities
that does fall remains frozen for most of the
year, leading to unique terrain formations that likethenose,fingers,andtoesfirst. If a creature
cannot be found anywhere else. Adventurers is traveling in extreme cold with exposed
who travel in the arctic may have to deal with skin or improper clothing, frostbite will
snowy tundra, rugged glaciers, and seas of have the following effects:
colliding icebergs. This is not a biome for the
faint of heart. • When affected by Frostbite, the

In addition, groups who dare to travel in this character takes cumulative (2d6) cold
environment must deal with the constant damage for each half-day (4 hours)
threat of frostbite, snow blindness, and of travel in freezing temperatures,
hypothermia. We advise GMs and players and the DC of the CON Saving Throw
who are not interested in a highly challenging for the next half-day of travel in
environment to avoid the Arctic biome Extreme Temperatures rises by 2. The
altogether. character’s Max HP is reduced by the
damage taken. On subsequent days
LANDSCAPE AND LACK OF VEGETATION of travel while exposed to the cold,
Due to the lack of precipitation, unusual light the CON Saves must be rolled at the
conditions, and the permafrost caused by higher DC for characters who are
extreme cold, there are no trees or large plants already frostbitten. This damage and
in the extreme arctic environment. During HP reduction cannot be healed with a
the summer months, when the snows have Short Rest or a Long Rest.
melted, the open tundra is filled with mosses,
lichens, and wildflowers for a short time. • Frostbite of the lower extremities will

EXTREME TEMPERATURE AND OTHER cut a creature’s movement speed in
WEATHER CONDITIONS half, much the same as 2nd-Level
The average Arctic winter temperature is Exhaustion would.
-30° F / -34°C, while summer temperatures
range from 37-54° F / 3-12° C. Wind chill • Frostbite of the upper extremities will
can lower these perceived temperatures
significantly. Summer temperatures that put the creature at Disadvantage on
average above freezing are only realized in all weapon and spell attack rolls.
the warmest four months of the year. The rest
of the year is brutally cold. • Frostbite can also affect the corneas

of the eyes, causing Blindness, but
this only takes place during Blizzard
conditions where a character is
traveling without eye protection.

The best clothing for this environment consists • To heal Frostbite and reset the DC 189
of layers of insulated fabrics, animal furs, and
thick outer clothing. Gloves, sturdy boots, and of CON Saves to 12, a character
goggles are also necessary to avoid the risks must spend at least a Short Rest
associated with extended exposure to the without direct exposure to freezing
elements. temperatures and receive magical
healing from spells or Potions of
While traveling in the arctic, characters must Healing that restores the character to
make a DC 12 CON Save against Extreme its original Max HP.
Temperature for every half-day (4 hours) of
travel. With the aid of cold weather clothing • If Frostbite is allowed to progress for
or Resistance to Cold damage, a character
may remain in sub-freezing conditions for a two full days without the proper
number of hours equal to 1 + its Constitution healing procedures, blood flow to the
modifier without making these Constitution affected areas will cease completely,
Saving Throws. Thereafter, even a character and the Frostbite will transition
with these protections must succeed on a into Gangrene. Gangrene is a serious
DC 12 Constitution saving throw, but may roll infection that can become systemic,
at Advantage. Wearing the appropriate cold and it should be treated according to
weather clothing generally prevents Frostbite the rules for Festering Wounds in the
as well. Conversely, a character who is not Introduction. By the time Frostbite
wearing the appropriate arctic clothing may has become gangrenous, it is already
not roll at Advantage on these CON Saves at the 48-hour stage of the Festering
and also has a 100% probability of suffering Wounds table.

ARCTIC EXPANSE

• Hypothermia occurs when a body loses heat more quickly than it can produce heat, resulting

in a dangerously low body temperature. If left untreated, hypothermia will eventually lead to
failure of the heart and respiratory system. In the arctic environment, hypothermia is well-
represented by Levels of Exhaustion.

• Snow blindness is caused by overexposure to UV rays as they reflect off of the snow. A

creature who is not adapted to the arctic environment, who travels without specific eye
protection, may experience this condition. Four every hour of travel during which a character
is without eye protection, that character has a 60% chance of developing snow blindness.
If this condition takes effect, the character is Blinded for a period of 24 hours. After the 24
hours have passed, the character’s vision returns to normal.

TRAVEL PACE IN THE ARCTIC
Travel through the deep snow of the arctic tundra is both slow-going and exhausting for
creatures who are neither adapted to these conditions nor using the proper travel equipment.
In general, a creature travels at 1/6th of its normal overland pace while traveling through deep
snow (as can be seen in the Snowy Travel Pace Table below).

SNOWY TRAVEL PACE TABLE

Travel Pace/Equipment Distance
Fast, On foot, without equipment** ¾ of a mile per hour
Normal, On foot, without equipment** ½ of a mile per hour
Slow, On foot, without equipment** ⅓ of a mile per hour
Fast, with snowshoes 1.5 miles per hour
Normal, with snowshoes 1 mile per hour
Slow, with snowshoes ⅔ mile per hour
Fast, on cross-country skis 3 miles per hour
Normal, on cross-country skis 2 miles per hour
Slow, on cross-country skis 1.5 miles per hour
Fast, on a dogsled or horse-drawn sleigh 6 miles per hour
Normal, on a dogsled or horse-drawn sleigh 4 miles per hour
Slow, on a dogsled or horse-drawn sleigh 3 miles per hour

**No equipment - Must succeed on a DC 10 Constitution saving throw at the end of each
hour of travel or take a level of Exhaustion (In addition to any Exhaustion from Extreme
Temperatures)

Standard wheeled vehicles like wagons, carts, and carriages do not function in off-road snowy
tundra. Grio’s All-Terrain Artificer Wagon is a magical exception to this rule. Dogsleds and
horse drawn sleighs must be used in place of these vehicle types. Snowshoes and cross-country
skis increase the efficiency of foot travel through this environment.

Any creature who is traveling by foot through deep snowy tundra, without the aid of specialized
equipment to aid in efficiency, must succeed on a DC 10 Constitution saving throw at the end
of every hour of travel or take a level of Exhaustion. Additionally, the daily food and water
requirements double for a creature who travels for at least one hour in these difficult conditions
without the use of specialized modes of transportation.

Both snow-covered and icy surfaces count as Difficult Terrain for the purposes of Chases and
Combat encounters.

190 ARCTIC EXPANSE


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