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

Grios Guide to The Wildlands

Grios Guide to The Wildlands

ARCTIC EXPANSE 191

192 ARCTIC EXPANSE

ICEBERGS AT SEA

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the session, know the damage thresholds, crew requirements, and HP of the water
vessel that is in use during this encounter. The ship must have an able helmsman who has

Proficiency with Water Vehicles.

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“WHAT A BEAUTIFUL SIGHT” “TURN! TURN! TURN!”
Icebergs are hidden killers on the Arctic seas. The characters aboard the water vehicle in
As little as 1/8 of the berg may be visible above question should have the opportunity to state
the surface of the water, and the ice beneath how they choose to handle this risk. Keep in
the surface can be very dangerous to ships. A mind that each seagoing vessel has its own
ship that collides with the underwater portion crew requirements. If the player characters
of an iceberg may be reduced to kindling in are needed to operate the vessel, there may
the blink of an eye, leaving its occupants to be few of them left to watch for icebergs. If
deal with the even more dire consequences the ship has a dedicated crew aside from the
of Frigid Water and attempting to survive on player characters, the adventurers will have a
the flotsam left by the shipwreck. meaningful opportunity to help keep the ship
safe by watching from the rigging or from the
Icebergs may serve your story by creating a rails. Depending on the destination, it may or
challenging barrier to sea travel. They might also be may not be possible to navigate around the
used by wily Arctic enemies to launch an ambush. icebergs. If a detour is allowable, it should
Monsters that are able to hunt beneath the surface represent a significant loss of time, and it
of the cold water, or from the air, might easily pick might lead to additional encounters at sea.
off crewmen who have blundered into seas riddled
with these huge pieces of floating ice. Failure to MECHANICAL RESOLUTION
navigate the treacherous icebergs may also create
the opportunity for a dramatic rescue as a part of “LET ME STEER THIS THING!”
the group narrative.
Group Skill Challenge Requirements
NEXT-LEVEL DESCRIPTION
“OH! THAT LOOKS MUCH • Roll for Initiative! Alternatively, the GM
LARGER THAN I FIRST EXPECTED”
Passive Perception: The cold is pervasive here may have all players declare the checks
on the relatively open arctic sea, and progressively that they are making and to have them
larger pieces of ice can be seen floating past the roll simultaneously. This allows the GM
gunwales of your vessel. Some of them are as large to adjudicate the combined successes
as boulders, and others are the size of small houses. or failures of the group and to adjust
consequences accordingly.
DC 12 INT (Investigation) or Higher: As you
attempt to get a closer look at one of these icebergs, • The ultimate outcome of this encounter
you can follow its outline just below the surface, and
you can see that its dimensions continue to expand will be determined by a group skill
as it extends downward into the dark depths of the challenge. The characters aboard the ship
sea. The portion beneath the surface is likely four to must succeed on a total of 9 skill checks
five times larger than the piece of cold blue ice that before accumulating a number of failures
is visible above the swells. This poses a significant sufficient to sink the ship (determined by
threat to the hull of your vessel. Hull HP). Characters may only use skills in
which they are Proficient. Any NPC crew
Proficiency with Water Vehicles or DC 16 INT members, aside from the helmsman who is
(Nature) or Higher: The rolling swells and ocean steering the ship, should be excused from
currents will make navigating this section of ocean these skill checks as they go about their
quite difficult. All crew members who are not actively own emergency duties. The helmsman
engaged in the operation of the vessel itself should (whether PC or NPC) should be required
be on iceberg watch to help prevent a collision with to make the Water Vehicles check below
the drifting ice. as a part of the Group Skill Challenge.

• The use of spells does not count as a

success or a failure in this challenge,
but it may assist other characters with
the required skill checks, or it may help
mitigate damage to the ship’s hull.

ARCTIC EXPANSE 193

• As per usual, characters may only use • A successful DC 12 CHA (Performance)

skills in which they are Proficient. The check allows a character to sing,
following skills may come into play during dance, or play a musical instrument in
the skill challenge, but other creative such a way as to encourage the others
methods may also be allowed at the GM’s aboard the ship to go about their
discretion. The GM may choose to suggest duties with diligence and watchfulness.
some of these skills for characters who On a failure, a sailor is particularly
are Proficient. distracted by your poor performance
and misses an approaching berg. The
• A successful DC 12 Water Vehicles result is (4d20) points of damage to
the hull.
check allows a character to steer the
ship or boat among the dangerous • A successful DC 12 CHA (Intimidation)
icebergs or to aid another character
(granting Advantage on that check allows a character to bark orders
character’s next skill check) who is at the sailors and other characters
proficient with Water Vehicles. On a on deck, ensuring that they prevent
failure, a medium-sized growler berg collisions with the dangerous icebergs.
rakes along the underside of the vessel, On a failure, one of the sailors does not
doing (4d20) points of damage to take kindly to your orders and punches
the hull. you in the face, doing 6 points of
Bludgeoning damage.
• A successful DC 12 STR (Athletics) or If the hull of a water vessel is reduced to 0
HP at any point during this challenge, the
DC 12 DEX (Acrobatics) check allows ship breaks up violently and sinks beneath
a character to quickly climb up the the surface of the water within a matter of
rigging of any sailing vessel with a tall minutes. The GM may combine the appropriate
mast and to take an advantageous elements of the Frigid Water and Stranded at
lookout position. Alternatively, a Sea encounters to resolve the situation from
character might use Athletics or this point forward.
Acrobatics to run about the deck of a
vessel and to check for icebergs along
various portions of the hull. A failure
results in a fall onto the deck of the
ship and (1d6) Bludgeoning damage
to the affected character.

• A successful DC 12 INT (Nature) or a

DC 12 WIS (Survival) check allows a
character to attune to the swells and
currents at work around the vessel,
potentially helping to avoid bergs that
are changing position due to the power
of the sea. On a failure, the character
makes a miscalculation while tracking
a small iceberg that is moving more
rapidly than expected. It strikes the
side of the hull, doing (4d20) damage.

• A successful DC 12 WIS (Perception)

check allows a character to track the
relative positions of several icebergs
that are floating near enough to the
vessel to pose a threat while shouting
warnings to the helmsman. On a
failure, the character is unable to
keep track of two dangerous bergs
that make simultaneous contact with
the vessel, doing a combined (4d20)
points of damage to the hull.

• A successful DC 12 INT (Religion)

check allows a character to receive
guidance from a patron deity that
aids in the location of submerged ice.
On a failure, the deity chooses not
to intervene for the remainder of the
challenge.

194 ARCTIC EXPANSE

ICE CAVE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“COLD, DARK AND DAUNTING” “CAN I LIGHT A TORCH HERE?”
There are several methods by which an Ice Avoiding any activities that might compromise
Cave or a Glacier Cave may form. In some the crystalline structure of the Ice Cave should
cases this is an actual cavity formed within be the primary goal. Fire of any kind is risky,
a glacier, but it may also be represented and major vibrations are taboo as well. In order
by a limestone cave or a lava tube where to emerge from this place, characters will
temperatures stay below freezing throughout need to be mindful of these basic risks. Allow
the year. In either case, a cavern of ice creates the players to describe what precautions their
a unique and treacherous environment for characters are taking.
explorers. Because the ice never has an
opportunity to melt completely, interesting MECHANICAL RESOLUTION
and unstable formations of compacted snow “I CAN’T TELL IF I’M SHIVERING
and ice can exist here. FROM THE COLD, OR THE FRIGHT”

This cave may be the terminus of a Glacier • If characters arrived here because of
Crevasse or it may be a location that a party seeks
out for shelter during a Blizzard. As such, an Ice a fall through a Glacier Crevasse, use
Cave may be an exceedingly rare occurrence in the climbing details at the end of that
your campaign narrative. This encounter assumes encounter to adjudicate any attempts to
that any characters who have arrived here the climb back out of the same opening.
opportunity for a dramatic rescue as a part of the
group narrative. This encounter assumes that any • The twists and turns of this Ice Cave
characters who have arrived here may not have
done so completely by their own choice and that should be considered Difficult Terrain
escape from an external threat, or from the cave throughout. Characters wearing crampons,
itself, is a major part of the challenge. They may, of or who are otherwise able to traverse icy
course, stumble upon cold-loving monsters who call conditions, may move normally.
this place home.
• As a character explores the Ice Cave, he
NEXT-LEVEL DESCRIPTION
“MAYBE WE’LL ‘SLIP’ INSIDE or she leaves very few natural signs of
FOR A SPELL” passage and, if not intentionally leaving
Passive Perception: The floor and walls of this items behind to create a trail, may only
very small and constricting cavern are completely be tracked by other members of the
coated in thick blue ice, and the temperature here party with a successful DC 20 WIS
is well below freezing. Eerie thumps and creaks (Survival) check. However, sound travels
echo all around you and reverberate through the exceptionally well here, so shouts or
unknown depths beyond this chamber as well. sounds of combat may grant Advantage
to adventurers who are searching for a
DC 13 WIS (Survival) or Higher: This cavern lost companion.
is an incredibly dangerous location. Footing is
treacherous, lighting is unreliable, and it might be • The ceilings of tunnels and rooms in this
necessary to scale walls of solid ice to escape. To
get out of here alive, you’ll have to overcome all of cave are no more than 5 feet high and
the challenges of a normal cave and then some. should be described as very constricting
and disorienting, unless otherwise noted.
DC 15 INT (Nature) or Higher: Many tons of
unstable material rest above your head, and a bit • During daylight hours, rays of light make
too much heat or vibration could cause it all to come
tumbling inward. Ice structures are much more fickle their way down into the cave through
than limestone. Collapse is a major concern. the translucent ice and through narrow
vents and cracks in the structure. None
of these cracks are of sufficient size to
allow characters to climb out of the cave.
All vision-based checks (including the
Survival checks described below) are at
Disadvantage in this area of Dim Light
unless Darkvision or a source of Bright
Light is used. During nighttime hours, the
cave is completely dark.

• If a torch or other open flame (natural or

magical) that produces significant heat is
used as a light source, describe how the ice

ARCTIC EXPANSE 195

on the ceilings of the passages begins to • On a success, the character discovers
glisten and melt from the heat. Extended
exposure to these types of flames will that one path actually leads downward
cause obvious cracks and minor collapses into the heart of the cave for several
as the structural integrity of the ice is hundred feet before opening up
compromised. Candles, Lanterns, and into a network of tunnels created by
Spells that are incapable of producing Fire an underground river system. If the
damage (Light, Dancing Lights, Continual correct path can be discovered from
Flame, etc.) do not cause the ice to melt here, an exit may be located.
in this way.
• On a failure, the character spends
• If the ceilings and walls of the Ice Cave
one hour exploring one of the eight
sustain more than 15 points of Fire or passageways before discovering that
Thunder damage at any point during it is a dead end and being forced to
this encounter, a major collapse occurs, return to the central room. A character
closing off passageways and trapping the with crampons is able to complete
offending character(s) in a space with a this exploration in 1/2 an hour. The GM
radius of no more than 10 feet until they may introduce additional monsters or
can be rescued by creatures from outside threats at his or her discretion.
the collapsed area. Breathable air exists in
this space for 1 hour before the creatures • The third and final check is a DC 16 WIS
within begin to Suffocate. Use of fire
to melt the ice as a means of escape is (Survival) check that must be made to
certain to cause further collapse and determine in which direction the water
instant death as tons of ice crush inward beneath the thickly frozen surface of
on this tiny area. the river network is flowing. A character
who has the Strength and the necessary
• In order to navigate the incomprehensible tools to break through the frozen surface
of the underground river automatically
maze of ice tunnels, characters will need succeeds on the final check as the flow of
to succeed on three WIS (Survival) checks the river becomes obvious. The character
of increasing difficulty. should realize that the exit to the Ice Cave
is downstream from this location. The
• As a character begins to execute an Strong Ice here requires a DC 20 Strength
check to break through. A mining pick, or
escape from the Ice Cave, he or she a comparable tool, grants Advantage on
must succeed on a DC 10 WIS (Survival) this check.
check. Remember that this check is at
Disadvantage without a source of Bright • On a success, the character can follow
Light or Darkvision.
the river network downstream to an
• On a success, the character passes exit near the sea.

through a narrow passageway that • On a failure, a character follows the
seems to climb in elevation, and arrives
in a slightly larger chamber with eight river network in the wrong direction
different passages that spider outward for one hour and may repeat the
from the central room. The ceilings check to recognize the error. The GM
here are 10 feet high. may introduce additional monsters or
threats at his or her discretion.
• On a failure, the character stumbles

into an unseen chute that leads deeper
into the cave where an icy Monstrosity
of the GM’s choosing awaits. Should
the adventurer(s) evade or defeat the
Monstrosity, they can make their way
back up to the top of the chute with
a successful DC 18 (Athletics) check.
A character who is wearing crampons,
or who has assistance from other
climbing gear, may make this check at
Advantage.

• After the initial WIS (Survival) check is

resolved, a character must succeed on a DC
14 WIS (Survival) check (at Disadvantage
without a light source or Darkvision)
to locate the correct exit passage from
among the many options that radiate from
the slightly larger chamber mentioned
above.

196 ARCTIC EXPANSE

ICE BREAKAGE/FRIGID WATER

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD DC 14 WIS (Survival) or DC 14 INT (Nature)
“I HATE SWIMMING, AND or Higher: You know that ice is typically thicker
NOW IT’S FREEZING COLD TOO?” near the shoreline, where the water is shallower.
Frigid Water is a serious threat in the Arctic Depending on the depth of this body of water, and
environment since hypothermia is a known the potential currents and heat sources that may
killer. Player characters should be aware of exist beneath the surface, the ice closer to the center
the risk when traveling out onto ice. Even may be significantly weaker.
though the arctic environment is subject to
temperatures far below freezing, deep bodies DC 18 WIS (Survival) or DC 18 INT (Nature)
of open water can sustain enough heat and or Higher: When traveling over weak ice, leaving
movement to weaken ice that may appear to space between party members may help to ensure
be solid and reliable footing. that no more than one person will fall through if the
ice is compromised. It may also be a good idea to
If a party has the choice to travel across the ice have ropes at the ready to help pull a fellow party
or around the body of water to reach a necessary member out of the slush.
objective, their chosen route may have enormous
consequences. Decide how big the body of water PLAYER ACTION OPPORTUNITY
is ahead of time to determine how long it will take to “I’M NOT SURE IF VENTURING
travel across versus traveling around. Elements of FARTHER OUT IS WISE”
time pressure can increase the drama associated As with many other natural encounters,
with the decision, and this setting can also lead to unstable ice may present a choice between a
a very exciting combat encounter against creatures quick trip from Point A to Point B and a long
who are immune to Cold damage. journey around a body of water. If players
choose to venture out onto ice that cannot
NEXT-LEVEL DESCRIPTION support their combined weight, use the
“STEP LIGHTLY NOW...” mechanics below to resolve the encounter.
Passive Perception: The surface of the water is
frozen and covered with a thin layer of snow, so it is Spacing is important while traveling across
difficult to distinguish the ice from the solid shoreline. ice. When a large section of ice breaks, all
It is also very difficult to tell how thick the ice may be creatures in its radius will be submerged.
here. The body of water before you clearly extends Therefore, the GM must be aware of the
outward for quite a long distance. players’ choices regarding spacing.

DC 14 INT (Investigation) or Higher: As you
initially make your way out across the frozen surface
near the shoreline, your footing feels solid and
reliable. However, once you’ve traveled a significant
distance out onto the ice, ominous creaks and
thumps make it clear that there is definitely some
risk of breakage.

ARCTIC EXPANSE 197

MECHANICAL RESOLUTION
“GREAT, WE’RE GOING TO FREEZE TO DEATH”

ROLL FOR INITIATIVE!

The frozen surface breaks based on relative thickness. Ice is typically thicker and more solid near
the shoreline, and weaker near the deeper areas of the body of water. Use the Ice Breakage Table
below to determine whether or not the ice breaks in a given scenario. Both player characters and
enemy combatants may choose to break ice intentionally with the included Strength checks.

ICE BREAKAGE TABLE

Strong Ice - Holds up to 2,000 DC 20 STR check to Holds up to extreme
Breaks in a Circular pounds of static break intentionally movements like
Area with a 10-foot weight combat. Must be
radius and becomes broken intentionally
Slush Holds up to 400 DC 10 STR check to or by a massive
Questionable Ice - pounds of static break intentionally impact.
Breaks in a Circular weight
Area with a 15-foot Has a 50% chance
radius and becomes Holds up to 100 DC 5 STR check to of breaking each
Slush pounds of static break intentionally time a character
Weak Ice - weight moves in combat
Breaks in a Circular or if characters are
Area with a 20-foot Cannot Support Immediate Dashing or moving
radius and becomes Concentrated Weight Submersion recklessly as part of
Slush of more than 5 a chase.
pounds
Slush Has an 80% chance
of breaking on each
time a character
moves in combat
or if characters are
Dashing or moving
recklessly as part of
a chase..

Mechanically the
same as Frigid
Water.

Frigid Water • On each round after being submerged, a

• If ice breaks, the surface collapses in the creature may use an Action to make an
attempt to slide up onto solid ice. The
prescribed radius around the creature creature must succeed on a DC 14 STR
or object that initiated the break and (Athletics) check to achieve this feat.
converts to Frigid Water. On a success, the creature finishes flat
on the surface of an adjacent area of
• A creature immersed in Frigid Water Questionable Ice in a Prone position. On
a failure, the creature is unable to pull itself
(any water below 40°F or 5°C) must out of the Frigid Water. If assistance
immediately succeed on a DC 13 is provided by another creature (e.g.
Constitution Saving Throw or gain one an extended rope or pole, or another
Level of Exhaustion from the initial character who lies Prone to extend
cold shock response. Creatures who are a helping hand), the STR (Athletics)
Resistant or Immune to Cold damage check may be rolled at Advantage, or
immediately succeed on this initial saving any Disadvantage imposed because of
throw, as do creatures that are naturally Exhaustion may be eliminated.
or magically adapted to living in ice-cold
water. • If more than 400 pounds of combined

• A creature may move at half its normal weight (creatures and equipment) is applied
to the adjacent area of Questionable Ice,
movement speed while submerged in another circle of ice (15-foot radius) breaks
Frigid Water, unless character features, away, and any other creatures within that
magical assistance, or special equipment radius are also submerged in the Frigid
grant a faster Swimming Speed. Water.

198 ARCTIC EXPANSE

• A creature may remain in Frigid Water for a number of rounds equal to 5 + its Constitution

modifier before beginning to lose body functions. On the next round after reaching this
threshold, speech becomes slurred and Movement Speed drops to 0 as the creature loses
muscle control. The creature also takes a level of Exhaustion as hypothermia begins to set
in. When Movement Speed drops to 0, the creature can no longer keep itself afloat without
assistance. If no assistance is available, the creature sinks beneath the surface at a rate of 15
feet per round. Suffocation rules are in effect while the creature is submerged.
Raising Body Temperature

• Once out of the water, the party will no longer be in Initiative Order, but the ordeal continues

until all creatures’ body temperatures are brought back above the hypothermic threshold.

• Wet clothing must be doffed to aid in the warming process. Use the Table below for Doffing

clothing and armor.

DOFFING CLOTHING AND ARMOR

Cold-Weather Clothing and Light Armor 1 minute

Medium Armor 1 minute

Heavy Armor 5 minutes

• Any creature who has been submerged in the Frigid Water must succeed on a DC 13

Constitution Saving Throw every minute to avoid taking additional levels of Exhaustion.
While wearing wet clothing, the Saving Throw is an automatic failure. If in completely dry
clothing or blankets, the Saving Throw is rolled normally. If immediately next to a sustainable
heat source (a campfire, a Thermal Cube, a Create Bonfire spell), or in a warm shelter, the roll
may be made at Advantage.

• Once sufficiently warmed (after making one successful Saving Throw), existing levels of

Exhaustion remain, but new levels do not accrue.

ARCTIC EXPANSE 199

GLACIER CREVASSE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD DC 22 WIS (Survival) or Higher: The best way
“WHY DID WE COME UP to assure the safety of your party while traversing
HERE AGAIN?” a glacier is to use long lengths of rope to connect
Glaciers often contain deep cracks or fissures teams of three or more. The rope should be tied
that lead far down into the mass of slowly securely around the waist of each member of the
moving ice. These crevasses are caused by group, and they should walk with plenty of space
the stresses on the larger glacier as it moves between them. If one member of the group happens
across the hard frozen earth below, and they to fall through the snow into a hidden crevasse, the
often reach depths of 100 feet or more. To others will have a better chance of arresting the fall.
make matters worse, crevasses can easily be
covered by an accumulation of snow, which PLAYER ACTION OPPORTUNITY
makes them nearly impossible to see. A “DON’T BE SUCH A DRAG”
creature who is trekking across the top of a While the option to travel around the glacier
glacier must be aware of the ever-present likely exists, it may require hours or even days
risk of breaking through one of these “snow of additional travel time in the harsh arctic
bridges” and plummeting into the crevasse environment. This choice should be presented
below. to player characters, and pros and cons should
be clearly described. Keep in mind that
Traversing a glacier is a very dangerous activity, and characters may have to climb to reach the
the most experienced wilderness experts are likely top of the glacier as well. Use the Expanded
aware of the risks associated with crevasses. As Climbing System in the Introduction to
the GM, you should determine whether this serves manage the icy climb up the face of a glacier.
your story better by giving the group survivalist
a moment to shine, or whether this is a challenge Cross-Country skis, vehicles, and other rapid
that is far beyond the knowledge of your group of forms of arctic travel are not effective while
player characters. It can be used to good effect atop a glacier. Standard boots, snowshoes, or
as an accidental means of entrance into ice caves crampons are the only effective options. Refer
beneath the glacier. This natural hazard may also be to the Snowy Travel Pace Table in the Travel
combined with a combat encounter if the GM feels Pace in the Arctic section of this chapter to
that it’s appropriate for the story. The presence of determine overland travel speeds based on
aerial predators makes this a particularly challenging the party’s footwear and chosen pace.
encounter.
If the characters choose to take the shorter
NEXT-LEVEL DESCRIPTION route by traveling across the glacier’s surface,
“WATCH YOUR STEP” prompt them to describe any precautions
Passive Perception: The expansive glacier they are taking while they travel. Probing for
stretches on for miles before you, and the surface on voids beneath the snow, using the rope team
its topside is rugged and uneven. Snow drifts, jagged technique from the highest Survival check
projections of blue ice, and disorienting shadows all above, and readying equipment like crampons
intermingle and discombobulate your perception of and ice axes are all potentially effective ways
the ice sheet before you. to lower the risk posed by hidden crevasses.

DC 16 INT (Nature) or Higher: You are aware ● Before resolving this encounter the GM
that deep cracks are often created by the uneven
movements of a glacier. As you look across the should record:
surface of this massive sheet of ice, you realize
that any crevasses that exist are likely covered with ○ Group travel pace, readied equipment,
enough snow to render them invisible. It would be
wise to take some precautions. and footwear

DC 18 WIS (Perception) or Higher: The ice ○ A very clear marching order or travel
feels firm beneath your feet as you venture across
the glacier. However, the vibrations created by your formation (single file, ranks, double
passage do cause a slight settling effect in one of file, etc.)
the snowdrifts nearby. It seems that there might be
empty voids beneath certain snow bridges. ○ Total weight of each creature (body

weight plus equipment carried).

200 ARCTIC EXPANSE

MECHANICAL RESOLUTION
“THAT REALLY COULD HAVE RUINED MY DAY”

● Glaciers are massive and take a great deal of time to traverse, so the mechanics of this

encounter operate using standard Travel Pace rather than Initiative Order, unless the party
is in a Chase or a Combat scenario.

● Alternatively, a GM may choose to place snow-covered crevasses in specific locations if using

a pre-planned battle map for a Combat encounter. The percentile (1d100) rolls mentioned
below will not be necessary for crevasses that are placed in predetermined locations, but
the Saving Throws should still apply.

● The GM should secretly assign each creature in the party who has a risk of falling into a

crevasse a number that corresponds to one of the sides of an appropriate polyhedral die.
Pick a die that most closely matches the number of creatures in the party who have a risk
of falling into a crevasse, rounded up. If there are 5 members of the party, use a d6. If there
are 7 members of the party, use a d8, and so on. This “random fall” die will be rolled when
there is a random chance of a party member falling through the snow into a crevasse. If an
unassigned number is rolled, no one in the party falls.

● Travel Pace has a significant effect on the likelihood of falling into a hidden crevasse. A

creature who is travelling quickly or recklessly (as they might when fleeing, pursuing, or
fighting atop a glacier) has a high probability of breaking through a snow bridge and falling
into a deep fissure in the ice. Use the Glacier Travel Pace Table below to determine the
likelihood of a fall.

GLACIER TRAVEL PACE

PACE AND APPLICABLE PRIORITIZED ACTIONS AND CHANCE OF FALLING INTO
SCENARIOS ACTIVITIES A CREVASSE

Fast - Applies to Dashes, -5 Penalty to Passive 70% Chance of a Creature
Combat, Flight or Pursuit, Perception scores and not in the party falling into a
and Rapid Overland Travel crevasse when moving
Pace actively trying to avoid
crevasses, Disadvantage on 50% Chance of a Creature
Normal - Cannot be used in in the party falling into a
Combat or Chase scenarios Dexterity Saving Throws crevasse when moving
related to Crevasses 20% Chance of a Creature
Slow - Cannot be used in in the party falling into a
Combat or Chase scenarios Normal Perception abilities, crevasse when moving
Normal Dexterity Saving
Throws

Probing for crevasses, Able
to Use Stealth, Advantage
on Dexterity Saving Throws
related to Crevasses

• As the party moves across the glacier • If that creature was moving at a Slow

surface, the GM should roll (1d100) for Travel Pace, was Wearing Crampons,
every hour of travel when not in Initiative was Readying an Ice Axe, or was
Order. If the fall percentage threshold actively probing for Crevasses at the
on the table above is met or exceeded, time of the fall, the Saving Throw is
roll the polyhedral die that most closely rolled at Advantage. This Advantage
approximates the number of creatures in overrides any sources of Disadvantage
the party. The creature that is assigned to from above.
the result of this “random fall” die roll falls
through a snow bridge into a crevasse. • On a success, the creature momentarily

• When a creature falls through a snow grabs onto the icy surface just below
the opening of the crevasse and gives
bridge, it must immediately make DC other members of the party the use of a
17 Dexterity Saving Throw to slow the Reaction to offer assistance. A spell with
momentum of the fall with crampons, ice a casting time of a Reaction can be cast if
axes, other readied equipment, etc. one has been prepared. On a failure, the
falling creature immediately disappears
• If the creature was moving at a Fast into the void without slowing its own fall,
and no Reaction spells can be cast on that
Travel Pace, was Dashing, or was creature.
moving while in a Chase or Combat
scenario at the time of the fall, the
Saving Throw is rolled at Disadvantage.

ARCTIC EXPANSE 201

• When a creature falls through a snow chances to save themselves.

bridge, any other creature who is tethered • If Already in Initiative Order atop the
to the falling creature, or who is within 5
feet of the creature, may make a Strength glacier, the chance of a fall is automatically
Saving Throw with a DC that is equal to at 70% and the percentile roll should take
the creature’s total weight (equipment place whenever a creature uses Walking
included), divided by 10 (rounded down). Speed on its turn. There is no need to
roll the “random fall” die. Allow players
• For example, for a 150 pound creature to make the roll on behalf of their own
characters as they move.
who is carrying 60 pounds of gear, the
DC of the required Strength Save is 21. • The following steps are used if the party

• All tethered or adjacent creatures is already in Initiative Order atop the
glacier:
make this Strength Saving Throw at
Disadvantage if the falling creature • Have each player Roll (1d100)
failed its own Dexterity Saving Throw.
whenever their character uses Walking
• This Saving Throw CAN be shared Speed.

among multiple players who are • If a fall threshold (70% chance of a
tethered to, or who are within 5 feet
of, the falling creature. On a success, fall) is met, have the moving character
the fallen creature is saved and pulled make a DC 17 Dexterity Saving Throw
back to the surface. On a failure, any as they end their movement (check for
creature who fails the STR Save is Advantage or Disadvantage based on
pulled into the crevasse as well. If the pace and equipment).
Saving Throw was being shared by
multiple creatures, all of the creatures • Allow for Reactions if the character
who combined on the failed STR Save
are pulled into the crevasse. Once no succeeds on the DEX Save.
other creatures are available to help,
all creatures in the crevasse disappear • Have any tethered or adjacent
into the darkness below. No other
DEX Saves should be allowed beyond characters make a Strength Saving
the one made for the creature who Throw to prevent the fall.
initially fell through the snow bridge.
• If the Strength Save is successful,
• Visualize the Following Example: A rope
the fallen creature may use half of its
team of three characters are tethered available movement on the the next
together with hempen rope as they walk turn to climb back to the surface of
in a horizontal rank across the surface the glacier.
of the glacier. They are spaced 20 feet
apart from one another. Grio Whiteshine, Falling into a crevasse does not necessarily
who is in the middle of the horizontal mean instant death. Many of the cracks in a
rank, currently has a total weight of 225 glacier bend and twist into the darkness below
pounds with the gear that he is carrying. in such a way that a creature might survive
Grio falls into a crevasse but succeeds the fall with just a few bumps and bruises.
on the required DC 17 Dexterity Saving The GM may choose to assign Bludgeoning
Throw (rolled at Advantage) because he damage and or fall injuries if desired. The real
is wearing crampons that dig into the ice challenge for any members of the party who
near the opening of the crevasse. Vertha remain on the surface of the glacier is finding
and Klaesic, who are on the outside of the out where their lost comrades have landed
rope team formation, may each roll their and how to reunite with them.
required Strength Saving Throws normally
because Grio made his DEX Save and was Ultimately, the depth of a glacier crevasse
able to arrest his own descent. As long as and where it leads is up to the GM and the
Vertha’s and Klaesic’s combined Strength direction of the narrative that he or she plans
Saving Throw rolls add up to or exceed the to weave. The crevasse may deposit the
required DC of 22 (225 pounds, divided by character(s) in an Ice Cave within the glacier.
10 and rounded down), they successfully Alternatively, a glacier near the sea may have
pull Grio back to the surface. However, if crevasses that act as chutes that terminate in
Vertha and Klaesic roll a combined 21 or the Frigid Water.
lower (Vertha rolls a 10 and Klaesic rolls
an 11), they are dragged across the surface If characters are lost to a crevasse, the rest
of the ice because of Grio’s weight and of the party may choose to send climbers
the abruptness of the fall, and all three down in search of the fallen member. Use
characters are dragged into the abyss the Expanded Climbing System mechanics
of the crevasse. They disappear into the to adjudicate their descent, but realize that
darkness below without any additional the icy walls within the glacier are much
more difficult to navigate than other climbing
ARCTIC EXPANSE surfaces. The checks required to avoid the
Flaking Effect are increased to a DC 16, and
the Dexterity Saves required to avoid a fall
after a Slip are increased to a DC of 17.

202

ARCTIC EXPANSE 203

BLIZZARD

Player Difficulty Rating: |Mechanical Complexity Rating:

• Before the Session: Determine what, if any, shelter will be available to the party during the

blizzard. Shelter might take the form of a shallow cave. Characters might also be able to
utilize a dead, hollow tree, or the inside of a beast of burden. Perhaps you intend to drive
them into the burrow of something large and monstrous that will also be seeking shelter
from the storm, or maybe they have access to spells that provide shelter, such as Tiny Hut.

• Roll for the length of the storm. The peak effects of the storm will last for (3d4) hours.

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“THE SNOW IS REALLY COMING “SEE ANY ICE CAVES?”
DOWN NOW” If the party succeeds on any of the checks
A blizzard is a combination of strong driving above, they are likely to want to seek shelter.
winds and snow, either falling snow or snow Give them an opportunity to search for
on the ground that gets picked up by the whatever shelter is available to them.
wind. The worst of the blizzard can last for
hours, with milder effects lasting for days The partymay also take steps to ready
and covering thousands of square miles. The themselves for the storm:
wind makes the already frigid temperatures
even more dangerous. Those who are caught • Covering exposed flesh and getting out of
unaware and unprepared in a blizzard, may
end up missing fingers, toes, and noses, if they the wind to protect against Frostbite
survive at all. The driving snow also makes
it extremely difficult to see and navigate as • Wearing snow-goggles, or crafting
travelers are faced with featureless white in
every direction. rudimentary ones, to prevent Blindness

• If they have enough time and, conditions

are right, they may be able to set up tents
or dig a snow cave.

The party may encounter a blizzard as part of MECHANICAL RESOLUTION
their normal travel from one location to another, “I’M GOING TO END UP AN ICICLE”
or perhaps there is a more sinister reason for the During the blizzard, the driving wind and
encounter. A tribe of Frost Giants could be gathering low temperatures create extreme risk for
to raid a nearby city. The blizzard might have been Frostbite and Hypothermia. The following
sent by a powerful wizard to kill the party or slow mechanics presume that the characters are
their progress. Or perhaps the party needs to not completely sheltered from the wind on all
recover a legendary flower that only blooms during sides as they would be in a cave or a magical
a blizzard. Use this powerful storm to drive the shelter.
narrative decision-making of your player characters.
● The standard benefits of cold weather
NEXT-LEVEL DESCRIPTION
“IT’S LIKE MILLIONS OF ICE clothing and Resistance to Cold damage
DAGGERS CUTTING RIGHT THROUGH ME” do not apply while exposed to the
Passive Perception: There is a storm brewing driving winds of a blizzard. While these
on the horizon, like a wall of white moving protections typically allow a creature to
your way. It’s clear that you might be in for a remain outdoors in freezing temperatures
bit of snow. for hours (See Extreme Temperatures and
Other Weather Conditions), creatures
DC 14 WIS (Survival) or Higher or Outlander in cold weather clothing and creatures
Background: The air pressure is dropping who are Resistant to Cold damage must
rapidly, and it is definitely getting colder. The always make the hourly Constitution
wind just shifted, and this storm is likely very Saving Throw while exposed to blizzard
severe. conditions. During a blizzard, this is a DC 15
Constitution Saving Throw. These Saving
DC 16 INT (Nature): Massive white clouds are Throws may still be rolled at Advantage
building as they race across the landscape. due to the protections from cold weather
The wind is shifting and increasing in speed. clothing and Resistance to Cold damage.
Even if there is no snow in this storm, the wind
will drive the snow on the groundbefore it, ○ On a failure, a creature takes one Level
and visibility will drop to near zero.
of Exhaustion and has a 60% chance
of developing Frostbite, even if skin is
not exposed to the elements.

○ On a success, the creature suffers no

ill effects from the storm during that
hour.

204 ARCTIC EXPANSE

● A creature who is not wearing cold ● Hearing is limited to a range of 30 feet.
● All movement speeds while exposed to
weather clothing, if not Resistant or
Immune to Cold damage, automatically the blizzard’s winds are reduced by half.
fails all Constitution Saving Throws This speed reduction is in addition to any
related to Extreme Temperatures during existing reductions due to Difficult Terrain
a blizzard. The result is certain death or Travel Pace restrictions in the Arctic
within a period of 6 hours (Level 6
Exhaustion). The creature automatically ● Flying speeds for all creatures are reduced
suffers Frostbite on all exposed skin.
to 0 during a blizzard.
● A creature without goggles or other eye
● All Climbing checks are made at
protection will suffer from the Blinded
condition after one hour of exposure to the Disadvantage.
blizzard as the corneas of their eyes suffer
from Frostbite. This Blinded condition ● If the party chooses to travel through a
lasts until the Frostbite is completely
cured as required on any other body part. blizzard, a DC 25 WIS (Survival) check
If the Frostbite of the corneas reaches the is required every hour of travel to stay on
two-day mark and is allowed to become course. On a failure, the party moves in a
gangrenous, the Blinded condition random direction for an hour. The random
becomes permanent. direction may be determined by a roll of
(1d8), where 1 = North, 2 = NE, 3 = East,
● Open flames from mundane sources etc.

like campfires, torches, lanterns, etc. are ● Ritual and Concentration spells cannot be
extinguished by the driving winds.
performed outside of shelter unless the
● Any tracks left in the snow are eliminated caster succeeds on a DC 20 Concentration
Saving Throw. This fails automatically if
within 1 minute. the caster is not wearing cold weather
clothing or is not Resistant or Immune to
● Visibility is limited to 10 feet, and Cold damage.

creatures without eye protection are at
Disadvantage on all WIS (Perception)
checks that depend on sight.

ARCTIC EXPANSE 205

206 SEACOASTS AND ISLANDS

CHAPTER TWELVE

SEACOASTS AND ISLANDS

ADVENTURE ENVIRONMENT
The open sea can be an inviting lure for heroes, but it comes with more than its fair share of
dangers. This chapter does not describe relaxing days at the beach and pleasant sails along
the coastline. The coastal environment can be as harsh as any desert or swamp, and in certain
circumstances, it may feel like an actual war zone. The dynamic powers of the sea await all
adventurers who are bold enough to explore them (and for a GM who is willing to set the
awesome power of nature loose on the players).
Many of the encounters in this chapter are EXTREMELY challenging for lower-level adventuring
parties. Use with caution.

REQUIREMENTS FOR SEA TRAVEL
While nautical vessels and navigation methods are clearly important in the coastal regions,
these topics are beyond the scope of this book and our focus on natural hazards. A number
of good resources exist for nautical rule systems, and we encourage you to use your preferred
resource as your player characters navigate the challenges of the deep.

SEACOASTS AND ISLANDS 207

FREE-DIVE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD PLAYER ACTION OPPORTUNITY
“THE DEEP BLUE SEA IS NOT “IS THE TREASURE
WHERE I PLAN TO DIE” REALLY WORTH IT?”
When the wreckage of ships and the bodies If water pressure is an element that is being
of sailors ultimately find their way to the represented in your game world, players
bottom of the sea, they are for all intents must realize that their characters’ bodies do
and purposes lost to the living who remain have limitations. Creatures who are aquatic
on the surface. Aside from the obvious or amphibious (already have the ability to
lack of breathable air, deep water presents breathe underwater and have a swimming
adventurers with the challenges of darkness, speed) will be adapted for this environment.
extreme cold, and crushing pressure. Most of Others will likely need assistance to proceed
these issues are overlooked in the descriptions below 100 feet
of magical items that allow characters to
breathe underwater, and a conscientious GM Assistance may come in the form of magic
should think through the implications of how items like a Ring of Swimming, Gloves of
they might affect the bodies of heroes who Swimming and Climbing, Intrepid Shoes, or
venture far beneath the waves. the Cloak of the Manta Ray, all of which provide
a character with magically adapted swimming
Because treasures on the ocean floor are speeds. Assume (as mentioned above) that
inaccessible to most humanoid creatures, this this transformative magic also protects
encounter opens up a number of amazing them from pressure at depths of up to 500
possibilities for adventurers who are attempting feet. Equipment like the Deepwater Diving
to recover lost wealth and magical artifacts lost at Apparatus and Free-Diving Gear can also
sea. The party might be able to visit civilizations assist a diver below the 100-foot threshold.
of underwater creatures, and underwater combat A vehicle like the Apparatus of the Crab may
will become more tactical, taking more than just allow exploration at additional depths.
movement and breathable air into account.
Very few existing spells are able to help
NEXT-LEVEL DESCRIPTION protect a diver while allowing free movement.
“I NEVER REALIZED Spells like Resilient Sphere and Wall of Force
SWIMMING COULD BE SO PAINFUL” can insulate a diver from pressure, but must be
Passive Perception: The ability to breathe moved through the water by an external force.
underwater is a magnificent thing! But once A Polymorph spell that turns a character into
you’ve descended to about 100 feet beneath a creature with a swimming speed also allows
the surface, the crushing pressure becomes a major adaptation to pressures and temperatures
issue. Your head is spinning, and you feel dizzy and that would be common for that creature.
confused. It becomes difficult to expand your lungs
to inhale. Going any deeper seems impossible. MECHANICAL RESOLUTION
“I DO NOT ENVY THE FISH”
DC 14 INT (Nature) check or Higher: A diver who ventures below 100 feet without
Descending into the darkness and freezing cold of the aid of specialized diving gear or magical
the deep sea requires much more than a source of protections automatically takes Bludgeoning
breathable air. The pressure of millions of gallons of damage for each 50 feet of additional depth.
water on a humanoid frame changes the way that The creature must also make a Constitution
gases in the blood interact and move through the Saving Throw against the effects of pressure
body. An apparatus, or a magical effect, that can that is four or more times that of normal
insulate a diver from the added pressure is a must. atmospheric pressure at the surface.

DC 14 INT (Arcana) or Higher: Wondrous items Creatures who are naturally or magically
that grant a creature with a swimming speed have adapted to the aquatic environment (have a
also been imbued with magical energies that can swimming speed) do not take this damage
provide marginal protections from the pressures and automatically succeed on the Constitution
encountered at significant depths. One of these Saving Throws. Creatures who are resurfacing
items should be sufficient to allow a creature to DO NOT have to make saving throws as they
proceed safely to depths of up to 500 feet. Beyond pass through these 50-foot checkpoints on
that, the mysteries of the deep sea may still be the way back to the surface.
unreachable.

208 SEACOASTS AND ISLANDS

Use the following table to adjudicate each individual diver’s progress:

DEPTH BLUDGEONING CON SAVE EFFECTS ON A FAILURE
DAMAGE
100 Feet (2d4) DC 12 Takes 1 Level of Exhaustion
150 Feet (3d4) DC 13 Takes 1 Level of Exhaustion
200 Feet (3d6) DC 14 Takes 1 Level of Exhaustion and Stunned
250 Feet (4d6) DC 15 Takes 1 Level of Exhaustion and Stunned
300 Feet (4d8) DC 16 Takes 1 Level of Exhaustion and Stunned
350 Feet (5d8) DC 17 Takes 1 Level of Exhaustion and Stunned
400 Feet (5d10) DC 18 Takes 1 Level of Exhaustion and Stunned
450 Feet (6d10) DC 19 Takes 1 Level of Exhaustion and Stunned
500 Feet + (8d10) DC 20 Unconscious and Making Death Saving Throws

Visibility and Extreme Temperature
Below 500 feet, sunlight is not able to penetrate the water effectively. This zone between
500 feet and 1,000 feet only receives Dim Light during daylight hours. The water temperature
here also drops below 40°F/5°C, qualifying it as Frigid Water.

● A creature immersed in Frigid Water (any water below 40 degrees Fahrenheit) must

immediately succeed on a DC 13 Constitution Saving Throw or gain one Level of
Exhaustion from the initial cold shock response. Creatures who are Resistant or Immune
to Cold damage immediately succeed on this initial saving throw, as do creatures that are
naturally or magically adapted to living in ice-cold water.

● A creature may remain in Frigid Water for a number of rounds equal to 5 + its Constitution

modifier before beginning to lose body functions. On the next round after reaching this
threshold, speech becomes slurred and Movement Speed drops to 0 as the creature loses
muscle control. The creature also takes another level of Exhaustion as hypothermia begins
to set in. When Movement Speed drops to 0, the creature can no longer swim without
assistance. If no assistance is available, the creature sinks beneath the surface at a rate of
15 feet per round. Suffocation rules are in effect while the creature is submerged.

Below 1,000 feet, a diver enters a realm of crushing darkness that few have ever experienced.
Aquatic beasts like the killer whale will not go beyond 1,000 feet, though sperm whales, giant
squid, and some sharks are able to withstand the pressure at greater depths. This abyssal
realm is unreachable unless extremely powerful magic or GM accommodation makes it
possible.

SEACOASTS AND ISLANDS 209

TIDAL CAVE

Player Difficulty Rating: |Mechanical Complexity Rating:

NARRATIVE THREAD NEXT-LEVEL DESCRIPTION
“WHAT A BEAUTIFUL CAVE” “IS THAT WATER RISING?”
Tidal caves form as a result of wave action At low-tide tidal caves are easy enough to spot.
eroding away relatively soft rock surrounded At high-tide, unless the party is underwater,
by harder rock. The soft rock is carried away they are nearly impossible to detect.
by the water, leaving caves that can be deep
and extensive. At low tide these caves drain, Passive Perception (at Low-tide): The entrance
making them accessible to foot traffic. Larger to a sea cave is visible along the rocky coastline up
tidal caves have been known to be used by ahead. The waves crash against the rocks about ten
ships seeking shelter from storms or pirates. feet below the opening, and the sea spray contrasts
However, at high tide they fill with water, greatly with the black interior of the cavern.
trapping potential explorers within and
exposing them to numerous dangers. Tidal **Additional descriptions are provided for
range (the difference in sea level at low tide each chamber.
and high tide) can be anywhere from near
zero to over fifty feet, depending on the DC 16 INT (History) or Sailor Background:
topography of the coastline and the time of Caves like this are created as the waves pound the
year. Tides come in over a period of six hours, rocks incessantly over many, many years. They flood
but they can easily catch explorers off guard. at high tide and can be very dangerous, but they
can also serve as wonderful hiding places. Many
A party might encounter a tidal cave while seeking a pirate’s treasure has been tucked away in a sea
refuge from pursuers or a storm. Maybe they have cave just like this one, and it looks like there’s a bit of
been given a quest to find hidden pirate treasure, or time before high tide.
they may have tracked a coven of sea hags back to
their lair. This cave could be an entry point (or an exit) DC 19 INT (Nature) or Higher: The power of
for the Subterranean realm beyond. However they the sea’s movement within these caves can be
arrive here, the dynamic nature of this cave could an absolute death trap. Getting caught in there at
be their undoing if they are not alert to its dangers. high tide might be the last thing that a person ever
does. Swimming against the incoming surge without
specialized equipment is nearly impossible.

210 SEACOASTS AND ISLANDS

PLAYER ACTION OPPORTUNITY back through the “Lower Chamber” 211
“CAN YOU SEE THE as it drains through the crack in the
ENTRANCE ANYMORE?” “Hiding Spot.”
The biggest threat to the party will be getting
caught in the cave when the tide comes in. It ● Lower Chamber. At the bottom of the
may be easy for them to get caught up with
the exploration, or simply be too far in to swim 5-foot drop, this chamber widens out
out without drowning. significantly, but the ceiling is only about
For each chamber within a tidal cave, give the 2 feet high. Creatures have to crouch or
players an opportunity to discover the hazard crawl to proceed beyond this point, and
ahead. Each chamber type listed below will the chamber is completely dark. This room
have at least one DC that can be overcome by is 60 feet wide and stretches on for 180
a Wisdom (Survival) or Intelligence (Nature feet before an upward slope leads to the
or Investigation) check. You may also rule next chamber. Light sources reveal the
that the players can discover the nature of following characteristics:
the danger that lies ahead if, for example,
one of the players is of a sea-faring race, has ○ Description: Daylight from the
the Sailor background, or other applicable
situational bonuses. entrance of the cave does not reach
this chamber, and the ceiling is only 2
MECHANICAL RESOLUTION feet high. While crawling on hands and
“AT LEAST I’LL DIE SURROUNDED knees, an explorer can notice that there
BY BEAUTY” are small “blow holes” that have been
The Tidal Cave consists of the three created in the floor of the chamber
consecutive chambers detailed below. Player in several places. The crashing of the
characters may discover a larger, more sea echoes loudly up from below, and
expansive cave beyond the “Hiding Spot” at salty spray makes its way up through
the GM’s discretion. these “blow holes” periodically. It’s
very clear that the waves have washed
● Entrance Chamber. The main entry away portions of the stone below this
chamber. Though the ceiling is very low,
chamber is very straightforward. The this room is more expansive, stretching
seaward opening is 10 feet in diameter, on for many feet in all directions.
and the tunnel slopes slightly downward
for its 60-foot length. Light from outside ○ Mechanics: When the tide comes in,
the cave bathes this area during daylight
hours. There is a 5-foot drop at the end of this part of the cave will be dark and
the tunnel that leads downward into the completely flooded from floor to
darkness of the next chamber. ceiling. The “blow holes” serve to allow
water to drain out of this room during
○ Description: The tunnel is mostly free low-tide, but they also allow water to
seep into this room long before water
of standing water with a few puddles begins rushing into the main entrance
lingering here and there. The floor and to the cave. The widening within this
walls are all coated with slick green tunnel adds to the hydraulic effect as
algae and strands of damp seaweed, water moves in. Water pours into this
almost all the way to the ceiling of area much more quickly than it moves
the chamber. After sloping slightly out, and creatures in the third and final
downward its full length, the floor chamber may not realize that the tide
drops away quite steeply about 60 feet is coming in until this room is already
from the entrance, leading downward completely flooded.
into a dark recess approximately 5
feet below. SEACOASTS AND ISLANDS

○ Mechanics: Characters may come

to understand that this entrance
chamber floods almost completely at
high tide. The description of algae at
the top of the walls is the indicator,
but characters may also discover this
fact with a DC 12 INT (Nature) check.
The low elevation and widening in
the “Lower Chamber” that is detailed
below creates powerful hydraulics at
high tide. While the tide is actively
coming in, a creature in the “Entrance
Chamber” must spend 3 feet of
movement to swim 1 foot toward the
exit. The powerful suction pulls water

● Hiding Spot. The final room is where any narrative objective for this cave may reside (sea

hags, pirate treasure, a place to hide out, etc.) Another rocky slope leads back upward,
gaining approximately 3 feet in elevation. The chamber in this third and final area of the cave
is a rounded grotto with low 6-foot ceilings and a radius of 15 feet. It is not spacious, but it is
very much out of sight. A natural rock shelf sits near the low ceiling so that treasures can be
stored here without getting incredibly wet. There is no natural light here, but light sources
or Darkvision used by the characters reveal the following:

○ Description: The dark recesses of this claustrophobic chamber make for an exceptional

hiding place. There is a natural shelf that has been punched out of the rock up near the
ceiling, and on this shelf sits {narrative or treasure element}. Nosy explorers have to work
fairly hard to get back here. There are no obvious passageways leading away from this
room, but there is a 3-foot-high, very narrow crack, only the width of a person’s hand, in
the back wall. Peering through this crack, you can see that an enormous cavern stands
on the other side of the thick stone wall. Much of the cavern appears to be flooded, and
dim light creeps in from openings in the ceiling.

○ Have whatever battle is necessary, and allow your players to discover a treasure that

makes the risk worthwhile. Just as they get the last bit of information about the huge
chamber on the other side, they might notice that water is slowly creeping into the
“Hiding Spot” and that the “Lower Chamber” is already flooded.

○ Mechanics: Characters can immediately jump into the dark water and swim for it if they

choose, spending 3 feet of movement for every 1 foot of progress as they fight against
the incoming surge. Once a swimmer gets through the 180 foot “Lower Chamber,” they
should be able to surface for air in the “Entrance Chamber” which is only just beginning
to flood. They still have 60 feet to go, but at least they can breathe while fighting to
make the exit.

Complications:

• The physical exertion required to make this swim is noteworthy. Consider using the

“Composure” CON Saves from the Expanded Swimming System by having a character
make a DC 12 CON Save if they choose to use Dashes as a part of the swim.

• Additionally, it’s dark and cramped in the “Lower Chamber.” If the characters do not

have reliable magical light sources, the GM might require WIS (Survival) check, at
Disadvantage, for players to navigate this part of the swim.

• Finally, there is the option to break through the wall into the larger chamber beyond.

A DC 30 Strength check is required to break through the rock wall and to continue
exploring. A party who breaks through successfully will not face the drowning risk in the
larger caverns beyond.

212 SEACOASTS AND ISLANDS

STRANDED AT SEA

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the Session, determine what mode of rescue is available to the player characters.
Being stranded at sea without any assistance is effectively a death sentence.

NARRATIVE THREAD malnourishment are very real threats if you are not
“I’D HAVE RATHER DIED IN THE ACCIDENT rescued soon. The relentless rays of the sun from
THAN SUFFER THE SLOW DEATH THAT above, as well as hungry predators from below, also
NOW PRESENTS ITSELF” put you at great risk. You must do what you can
There are a number of ways in which an to ration food and water, to prevent unnecessary
individual adventurer, or an entire party, might exposure, and to protect yourself from sea creatures
become stranded at sea. A shipwreck might - all while remaining visible to would-be rescuers.
be caused by a severe storm, a collision with remaining visible to would-be rescuers.
icebergs, or a sea battle that sends a vessel
to the depths. In any case, survivors may Frigid Arctic Seas
find themselves in dire circumstances long
after the destruction of a ship. Exposure, Passive Perception: The sting of the cold
dehydration, exhaustion, and underwater water feels like being stabbed by a thousand
predators are all significant risks for characters tiny knives. As you rise to the surface, icicles
who are stranded at sea. immediately begin to form on the exposed
surfaces of your body and clothing. Pieces
A GM who allows player characters to become of floe ice and small icebergs are visible all
stranded at sea can use the tension and desperation around you, and they may help to keep you
that arises from the event as a powerful narrative afloat. However, it’s the cold that presents
tool. Perhaps it leads to a dramatic rescue by NPCs the biggest challenge. Desperation starts to
who are crucially important to the story. It could sink in, along with the hypothermia.
be an opportunity for a patron deity to intervene.
Hallucinations and delirium might lead to an altered DC 12 WIS (Survival) or DC 12 INT (Nature)
state of mind for one or more characters. And of or Higher: Your first priority is to get your body
course, character death is a real possibility as temperature up. As cold as the water is, you know
well. Be creative and make sure that the story is that cold will set in even more quickly once you get
well-served by the time that your characters spend yourself out. Fire is not a realistic option in the midst
stranded at sea. of this ice floe. The only other options for warmth
may be physical exertion or shared body heat.
NEXT-LEVEL DESCRIPTION
“THIS IS A DIFFICULT REALITY DC 13 INT (Investigation) or Higher: As you
TO ACCEPT” move around through the floating ice, you’re able
to locate a sizable piece of wreckage - a broken
Temperate Coastal Seas piece of hull that is large enough to allow (1d6 + 2)
creatures to get up out of the frigid water.
Passive Perception: You find yourself swimming
upward and striving to reach the surface of the PLAYER ACTION OPPORTUNITY
dark blue expanse. As you burst through and take “IF ONLY THERE WERE A DOOR
a massive gasp of fresh air, you look around and I COULD FLOAT ON”
see that you are surrounded on all sides by the Depending on the environment, Coastal
immeasurable vastness of the sea. You rise and fall or Arctic, this encounter may present very
on blue swells that reach outward to the horizon on different challenges for adventuring parties.
all sides, and you realize that you are stranded. The Coastal variant may play out over a
period of days or weeks and has many of the
DC 12 WIS (Perception) check or Higher: same risks as being stranded in the Desert.
Within a few moments you notice some flotsam The Arctic variant is not likely to last as long
floating on the surface of the water only about 100 due to the imminent threat of hypothermia.
feet away from your location. The planks and crates
will not be a solution to all of your problems, but Allow players to describe what their
they may serve to help keep you afloat. Some of characters do to improve the chances of
the containers may also hold usable supplies, if you survival. Floatation of some kind is crucially
can get to them quickly enough. important to avoid exhaustion and drowning.

DC 15 WIS (Survival) or DC 15 INT (Nature) SEACOASTS AND ISLANDS
or Higher: There are a number of serious
concerns that come to your mind. You have only the
supplies in your personal gear, so dehydration and

213

A creature must make periodic swim checks without floatation (See Swim Check Requirements
Table in the Introduction). Some sort of shelter from the elements, or some means of temperature
regulation, will also be a high priority. If those two issues have been addressed, then hydration,
nutrition, and visibility should be considered next.

MECHANICAL RESOLUTION
“HOW MANY TIMES MUST I BE
THREATENED WITH DROWNING?”
Roll for Initiative and move in turn order until all creatures have secured life-saving floatation.
The mechanics for this encounter will include a combination of mechanics from core rules and
from elsewhere in Grio’s Guide.
Stranded in a Coastal Sea:

● Expanded Swimming System
● Basic Rules for Suffocation
● Sunburn Mechanics - 100% probability of suffering Sunburn if exposed for as little as one

hour

● Food and Water Requirements

Stranded in an Arctic Sea:

● Expanded Swimming Mechanics
● Basic Rules for Suffocation
● Frigid Water

214 SEACOASTS AND ISLANDS

TSUNAMI

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the Session
1. Roll for timing, number, and dimensions of the waves.
2. Characters will have (1d4 + 1) minutes between each wave.
3. The Tsunami consists of (2d2 - 1) waves.
4. Each Tsunami wave is (2d4) miles wide and is (5d4 x 10) feet tall.
5. Determine what kind of shelter or Water Vehicles are at the party’s disposal, if any.
6. Review the Expanded Swimming System in the Introduction.

NARRATIVE THREAD NEXT-LEVEL DESCRIPTION
“WHY IS THE OCEAN SO “WHO’S DRAINING THE SEA?”
CLOSE TO THE SKY?” Passive Perception: As you look up and down
Tsunami, Japanese for “Harbor Wave”, are the coastline, you notice that the tide seems to be
some of the most destructive forces in the going out early and very rapidly.The receding water
world. They are capable of devastating is uncovering parts of the ocean floor that are not
thousands of miles of coastline and hundreds generally uncovered at low tide. It’s as if the ocean
of thousands of people with very little is being drained like a bathtub! There is also a large
warning. These huge waves are caused by the flock of sea birds flying rapidly inland. That’s an odd
vertical displacement of a large body of water, thing to see since they usually stick to shore where
typically by an earthquake, but they could food is more plentiful.
also be caused by a landslide, a meteor, or any
other massive impact. Tsunami waves start DC 14 WIS (Perception): The horizon looks odd.
out small but incredibly energetic, moving It seems to be growing in height - like the edge of
across the open ocean at over 500 miles per the world is curling up towards us. It looks like a
hour. When the waves reach shallow water, wave, but it would have to be huge to be seen from
they slow down, grow to terrific heights, and this far away. Surely it’s just a trick of the light.
tumble down upon the shore.
DC 16 INT (Nature): The receding water is a
The only potential warning of Tsunami is a telltale sign of an approaching Tsunami. No other
sudden and unexplained receding of the phenomenon in nature could create such an effect.
ocean away from the shoreline, similar to a The wave on the horizon is incredibly huge and
low tide, but occurring much more quickly moving towards the shore at a rapid pace. It will
and exposing much more of the sea floor. wash over the location where you are currently
Once this recession of the ocean starts, the standing in ajust a few moments.
wave is only a few minutes away.
PLAYER ACTION OPPORTUNITY
A Tsunami can be an incredible indicator of trouble “CLIMB . . . FLY . . . ELEVATE!”
in your campaign narrative. A powerful spell from If the party realizes the danger, their greatest
the Conjuration school takes its name from this hope for survival is to seek high ground.
natural phenomenon, and it can be very difficult Creatures with flying speeds will be able to
to tell the magical version from the version that avoid the Tsunami altogether if they can get
occurs in nature. It might be that an evil wizard above the wave quickly enough.
has chosen to create this wall of water hundreds
of feet high to uncover a sunken ship momentarily, Spell Considerations. Certain spells and
to take out his revenge on a coastal settlement, or magic items give characters the ability to
to create a diversion for some other foul scheme. walk on water or to breathe underwater.
The world of your adventure might suddenly be While these spells may negate the risk of
pelted by a meteor storm at sea that prompts further drowning, a creature is still subject to the
investigation. Or perhaps this is the sinister deed of a damage caused by the force of the water and
powerful sea monster that is beyond the characters’ any Bludgeoning damage caused by items
comprehension. and structures on shore.

Spells or magic items that grant a Swimming
Speed will be incredibly useful when the wave
hits.

The hemispherical dome versions of Tiny Hut
and Wall of Force can be put to good use
here, and there’s never been a better time for
a Teleport spell.

SEACOASTS AND ISLANDS 215

MECHANICAL RESOLUTION succeed on this check. If successful, the
“THAT’S A LOT OF WATER” creature is only moved half the distance
The Tsunami travels 600 feet inland before (150 feet) of the receding surge during the
receding. It moves at 200 feet per round as round. On a failure, the creature is moved
it moves inland and 300 feet per round as the full distance (300 feet).
it rushes back out to sea. Each wave lasts 6
rounds. ○ Example: A creature who is dragged

the full 300 feet each round could
be deposited as much as 300 feet
ROLL FOR INITIATIVE! offshore. The receding surge covers

The wave acts on Initiative Count 20: the initial 600 feet that it moved
inland on its 4th and 5th turns and
● The wave’s leading edge moves 200 another 300 feet on its 6th turn. A
creature who succeeds on all three
feet inland on its first turn, carrying any STR (Athletics) checks could remain
Huge or smaller objects (including Water as much as 150 feet inland since it
Vehicles) with it as it moves. Gargantuan or
larger creatures and objects are buffeted, is only dragged 450 feet back from
but are only moved half the distance on maximum inland progress of the wave.
any given round. A player character might also be able
to use meaningful swimming speed on
● When the wave moves through an area on each of his or her turns. Keep track of
each character’s position in relation to
its first turn, any creature aboard a Water the shoreline.
Vehicle must succeed on a DC 16 Dexterity Player Turns:
Saving Throw or be thrown overboard and
take the Bludgeoning damage mentioned ● If a creature is in the area occupied by
below.
the wave and is not safely aboard a Water
● The wave does double damage to all Vehicle, the creature must make a DC 25
(Athletics) Check to move under its own
structures, effectively destroying any power. Creatures with a Swimming Speed
buildings that are not made of stone. automatically succeed on this check. On
a failure, the creature is controlled by the
● If the wave moves through a creature’s wave and cannot take any movement of
its own. If the creature is submerged at
space on its 1st turn, the creature must the time of the failed check, it remains
make a DC 20 Strength Saving Throw. On submerged.
a failed Save, the creature takes (6d10)
Bludgeoning damage from the crushing ● Because the water is roiling and churning,
force of the wave and is submerged 15 feet
underwater. While submerged, a creature a creature must make a DC 15 Wisdom
is holding its breath. On a successful save, (Perception) check to see any other
the creature takes half as much damage creature in the water. Visibility in the water
and is not submerged.

● On the wave’s 2nd-3rd turns, it continues is limited to a maximum of 30 feet.

to surge inland at 200 feet per round. ● If a character is piloting a Water Vehicle,
Creatures caught in the wave’s space
must make the DC 20 Strength Saving he or she must make a DC 20 Water
Throw mentioned above if they are not Vehicles check to keep the vehicle from
safely aboard a Water Vehicle. On a failed impacting objects on shore. On a failure,
save, they take (3d10) Bludgeoning the vehicle is destroyed as it smashes into
damage as they are buffeted by the wave an obstacle, and the character is thrown
and contacted by debris and structures overboard into the wave.
beneath the water. Creatures take half
damage on a successful save. Surfing. Some players may attempt to surf the
Tsunami. If a character can get to a suitable
● Dragged Out to Sea. Once the leading piece of flotsam, they may make a DC 18
Dexterity check at the start of each of their
edge of the wave reaches its maximum turns to surf the Tsunami and dodge objects
distance inland (600 feet), it begins to
recede, pulling everything with it. On the on shore. On a failure, the surfing creature
wave’s 4th-6th turns, it is rushing back immediately falls into the wave and takes
out to sea at a rate of 300 feet per round. (6d6) Bludgeoning damage.
A creature attempting to swim or brace
itself against this riptide must succeed The Next Wave. Repeat the process above for
on a DC 25 STR (Athletics) check as each wave of the Tsunami. Subsequent waves
it desperately uses swimming speed, affect creatures who have been dragged out
shoreline features, remains of structures, to sea as well as creatures who are still on the
and other natural objects to keep from shoreline.
being pulled violently out to sea. Creatures

with a Swimming Speed automatically

216 SEACOASTS AND ISLANDS

SEACOASTS AND ISLANDS 217

VOLCANIC ERUPTION

Player Difficulty Rating: |Mechanical Complexity Rating:

Before the Session
1. This is a multi-day encounter. Consider what signs precede the eruption and what effects

will linger afterward. A creature using a Seismic Detector at any point in the days leading
up to the eruption will be able to detect dangerous levels of seismic activity in the region.
2. Determine what, if any, shelter will be available to the party during the encounter. Know
the damage thresholds and HP of any structures that you choose to make available. As
a general rule, wooden buildings might range from 150-300 HP, depending on their size.
Stone structures would likely stand up to at least twice that much punishment. Notice that
most of the stages of the volcanic eruption have the potential to breach structures and
other shelters at some level.
3. Determine how much time the characters will have from the time they notice the first signs
of the imminent eruption until the Blast Wave reaches them.
4. Roll (1d2) four separate times to determine how many minutes pass between each stage of
the eruption. Alternatively, you may choose an amount of time that equates to the distance
from the volcano. Players should not be made aware of this information.

NARRATIVE THREAD NEXT-LEVEL DESCRIPTION
““DO ALL MOUNTAINS “NOTICE ANYTHING AMISS?”
SMOKE LIKE THAT?” DC 14 WIS (Perception) or Higher: The ground
An explosive volcanic eruption can feel like just rumbled and shook beneath your feet, prompting
a world-ending event. It is certainly earth- the birds to scatter from nearby trees. After the minor
shattering. The initial blast wave can level earthquake, you look upward and notice plumes of
forests and settlements in the blink of an eye. smoke on the slopes of a tall mountain nearby. The
Molten rock literally falls from the sky. Searing crisp white snow at its peak appears to be coming
hot poisonous gases, dust, and ash flow in down the slope as an avalanche. It was likely shaken
huge, deadly clouds, burning and choking the loose by the tremor.
life out of everything as they sweep over vast
swathes of ground. Toppled trees combine DC 17 WIS (Perception) or Higher: The side
with lava-melted ice and snow, triggering of the mountain facing you is swelling noticeably
enormous mudslides that clog local rivers and outwards. The plumes of smoke and gas venting
cause extensive flooding. from the swollen mountain are increasing in size and
number.
In the days after the eruption, the ash cloud
continues to block out the sun for hundreds DC 19 INT (Nature) or Higher: All signs point
of miles around. Local temperatures drop as towards the nearby mountain blowing its top, though
the sun cannot penetrate the clouds. Lava such signs might last for weeks even decades.
may pour out of the volcano for days, weeks, There really is no way of knowing when the eruption
or months, igniting fires as it flows. If this will happen without the use of Divination magic. If
eruption occurs on an island (as they often we are still in the area when the explosion occurs,
do), the aftermath may be very difficult to the initial blast wave could create enough energy to
escape. shatter our bodies and every building nearby. The
blast will launch balls of molten rock into the sky, and
Active volcanoes tend to form in coastal areas where then a cloud of hot, choking ash that will linger in the
plate tectonics cause an upwelling of pressure and air for days. There may also be mudslides and lava
magma. An adventuring party moving through this flows.
area in the days prior to an eruption will experience
tremors, and may observe outgassing from the PLAYER ACTION OPPORTUNITY
ground near the mountain before an eruption births “WE SHOULD REALLY GET GOING”
a brand new volcano. What will they make of it? Is The primary decision that characters may
it a wholly natural occurrence? Has a sinister beast need to make is whether there is anything or
moved into the heart of the mountain, causing it anyone that requires their protection. Much
to belch fire? Does an angry deity or fiend require of the time spent before the eruption may
a sacrifice of some kind in order to prevent the involve warning and evacuating the local
eruption? Build the story surrounding this eruption in populace.
the days and weeks leading up to the main event.
Start with subtle indicators that may not be as Very few parties will be powerful enough to
obvious or forceful as what you will read below. stand against the incredible force that is about
to come to bear, so allow them a bit of time to
plan their next moves. For those parties who
have powerful spells at their disposal (7th

218 SEACOASTS AND ISLANDS

Level spells or higher), this could be a really ● If the creature succeeds, it takes
amazing show of heroism.
Give the party a chance to spot the shelter half damage, is not Deafened, and
you have set up for them, if any. is not thrown or knocked Prone (no
Bludgeoning damage).
• Wholly reliable shelter from a volcanic
● Structures automatically sustain double
eruption is very rare.
the Thunder damage produced by the
• The party could hide in a shallow cave Blast Wave. Collapsing structures do an
additional (4d10) Bludgeoning damage
or very sturdy, well-made, stone or metal to creatures caught inside. Creatures
building for shelter, but there is a chance inside a collapsing structure must make
that caves in the area may serve as lava a DC 15 Dexterity Saving Throw to avoid
outlets as the eruption continues, and falling rubble, taking half damage on a
there is a chance that buildings of any successful save.
material may be utterly annihilated.
Timing of spells will be incredibly important. ● Allow characters the predetermined
High-level spells like Forcecage (box form),
Magnificent Mansion, Control Weather, amount of time (1d2 minutes) between
Demiplane, Tsunami, Gate, Invulnerability, the Blast Wave and the Pumice Rain.
and the like can all create viable defenses Describe the molten bits of rock that
against the various stages of the Volcanic have exploded into the sky and that are
Eruption. But if they are used at the wrong likely to begin returning to the ground
time, they may not serve their intended very shortly.
purposes.
Stage 2 - Pumice Rain
MECHANICAL RESOLUTION
“RUN FASTER! DEATH IS ON OUR HEELS!” ROLL FOR INITIATIVE!
The eruption consists of 5 stages: Blast Molten balls of gas-infused rock rain down
Wave, Pumice Rain, Pyroclastic Flow, Lahar, from the sky. When the balls impact at
Aftermath. Each is outlined below, and each ground level, they splash and explode
takes place within a circular area with a radius sending ball-bearing sized molten bullets
of 30 miles. whizzing through the air. These projectiles
have sufficient velocity to pierce metal and
Stage 1 - Blast Wave stone.
Volcanoes can release tremendous amounts
of energy when they erupt: sufficient to ● The Pumice Rain lasts (2d4) rounds and
destroy nearly everything within 30 miles
of the epicenter. This initial blast wave can acts on Initiative Count 20.
flatten entire forests as it travels up to twice
the speed of sound. ● On the Pumice Rain’s turn, each creature
The Blast Wave is visible from a distance as
it levels trees and structures in its path. The within a 30-mile radius of the volcano
explosion that generates the Pumice Rain who is not completely protected by
stage is also visible at this moment, as pieces magical forces must roll a DC 19 Dexterity
of the mountain rocket into the skies above, Saving Throw or take (6d6) Piercing
streaming smoke and ash in their wake. damage and (6d6) Fire damage, or half
When the Blast Wave hits, the destruction as much on a successful save. A creature
is instantaneous, and Initiative Order is not with partial shelter has Advantage on this
needed. Creatures in a shelter have Advantage saving throw.
on the following saving throws:
● Structures automatically sustain double
● Each creature within a 30-mile radius
the Piercing damage and double the
of the volcano who is not completely Fire damage produced by the Pumice
protected from the Blast Wave by magical Rain. Collapsing structures do an
forces must make a DC 20 Constitution additional (4d10) Bludgeoning damage
Saving Throw. to creatures caught inside. Creatures
inside a collapsing structure must make
● On a failed save the creature: a DC 15 Dexterity Saving Throw to avoid
○ Takes (10d10) Thunder damage falling rubble, taking half damage on a
○ Is Deafened for 1 hour successful save.
○ Is thrown 60 feet and knocked Prone,
● Allow characters the predetermined
taking another (6d6) Bludgeoning
damage. amount of time (1d2 minutes) between
the Pumice Rain and the Pyroclastic Flow.
Describe the cloud of dark, burning ash 219
that has been flowing rapidly down the
slopes of the mountainside during the
Pumice Rain barrage. It should be clear
to the characters that the worst is not yet
over.

SEACOASTS AND ISLANDS

Stage 3 - Pyroclastic Flow Stage 5 - Aftermath
ROLL FOR INITIATIVE! If the party has survived to this point, they
A cloud of searing hot ash, gases, and dust see before them a darkened and devastated
moves through the area at hundreds of miles wasteland full of burning embers and mud.
an hour, burning and choking anything in its The air is thick with clouds of ash that extend
path. thousands of feet into the air. Flying is not
a good option for creatures who need to
● The Pyroclastic Flow lasts (2d4) rounds breathe.

and acts on Initiative Count 20. ● For every hour that a breathing creature

● The area is Highly Obscured during these spends in the Aftermath, it must succeed
on a DC 12 Constitution Saving Throw
rounds. or take (2d8) Poison damage from the
ash and toxins in air. A creature takes
● On the Pyroclastic Flow’s turn, each half as much damage on a successful
save. Wearing a Plague Mask negates the
creature within a 30-mile radius of the need to make this CON Save for up to
volcano who is not completely protected an hour (until the oxygen stores must be
by magical forces must roll a DC 20 replenished). Wearing a Respiration Mask
Dexterity Saving Throw or take (6d6) grants Advantage on the saving throw.
Fire damage, or half as much on a
successful save. A creature with shelter ○ A creature who is not Immune to
has Advantage on this saving throw.
Poison takes one Level of Exhaustion
● Structures automatically sustain double each time it fails this saving throw.

the Fire damage produced by the ● For every hour of foot travel within the
Pyroclastic Flow. Collapsing structures
do an additional (4d10) Bludgeoning radius of the Aftermath, roll (1d100) to
damage to creatures caught inside. determine if a random event affects the
Creatures inside a collapsing structure party:
must make a DC 15 Dexterity Saving
Throw to avoid falling rubble, taking half ○ Lava Flow: A river of lava 50 feet wide
damage on a successful save.
snakes continuously across the party’s
● Additionally, a creature in this radius must path. They must find a way to cross
or lose 1 hour of travel time. See the
succeed on a DC 15 Constitution Saving Magma Chamber encounter for details
Throw or be Poisoned by the toxic gases of on contact with lava.
the Pyroclastic Flow for 1 hour. A creature
who is wearing a Plague Mask cannot be ○ Choking Gases: The party stumbles
poisoned in this way, and a creature who
is wearing a Respiration Mask may roll the into a pocket of choking gases
save at Advantage. released by the eruption. Use the
Accumulated Gases mechanics from
● Allow characters the predetermined the Forest Cave encounter.

amount of time (1d2 minutes) between ○ Muddy Pit: The Lahar created a
the Pyroclastic Flow and the Lahar.
Stage 4 - Lahar field of quicksand-like pits. Use the
ROLL FOR INITIATIVE! Mechanical Resolution from the
If creatures are anywhere on the slopes of Quicksand encounter.
the mountain itself, they will have to deal
with the Lahar Stage of the eruption as ○ Secondary Eruption: Another part of
well. Use the Player Action Opportunity
and Mechanical Resolution sections from the mountain erupts, creating another
the Mudslide encounter in the Tropical Blast Wave and Pumice Rain event.
Jungles Chapter. Run these as above, but halve the
duration, reduce save and check DCs
● The Lahar may flow into cave entrances by 5, and halve all damage dealt.

and may carry creatures deeper into the 1d100 Random Event
cave system, at the GM’s discretion. 1-20 Lava Flow
21-35 Choking Gases
● Add (3d6) Fire damage to the damage 36-45 Muddy Pit
46-50 Secondary Eruption
mentioned in the Mudslide encounter 51-100 No random event
since the mud here has been mixed with
scalding ash and molten rock.

220 SEACOASTS AND ISLANDS

SEACOASTS AND ISLANDS 221

APPENDIX A:

ADVENTURING GEAR AND MAGIC ITEMS

AMULET OF INSTANT STASIS

Wondrous item, very rare

This amulet serves as a fail-safe to protect the bearer from extreme
cold and crushing hazards, such as avalanches, sinkholes, tsunamis,
and cave-ins. The amulet immediately activates whenever its wearer
is overexposed to subfreezing conditions or significant pressure.
If the attuned wearer fails a Constitution Saving Throw against
Extreme Temperatures (cold) or any saving throw that might result
in the character’s being unintentionally buried beneath snow, water,
or earth, the amulet activates causing a minor ward to appear
around the character. This magical ward immediately warms the
character, prevents all Bludgeoning damage, and prevents the risk of
Suffocation for a period of 1 hour, thus allowing for the possibility of
rescue. Once the amulet has been used in this way, it may not convey
these benefits again for 24 hours.
BLACKLIGHT CRYSTAL

Wonderous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by a sorcerer, wizard, or warlock)

This item can be used as an arcane focus that grants the listed bonus to attack rolls and saving
throws for your spells. As an action, you can attach the crystal to a Tiny object that is being
held or worn (such as a sword, staff, or jewelry). While attached in this way, the crystal grants
the attuned user Darkvision within a radius of 30 feet, or it extends existing Darkvision by an
additional 30 feet.
When the command word is spoken, the crystal glows with a soft UV light that illuminates
intentionally hidden objects, granting Advantage on Investigation checks made to find secret
doors or similar hidden clues.
BEAD OF INSTANT OASIS

Wondrous item, legendary

This turquoise bead is rumored to have been created by a lost civilization that once thrived in
a lush and beautiful landscape. A character may plant the bead in any terrain and simply apply
a gallon of water. Within 4 hours the surrounding area will grow into a lush oasis. The oasis
contains an ample supply of fresh water, has several varieties of fruit trees, and maintains a
moderate temperature both day and night. At the GM’s discretion, some of the special features
from the following table may also be added:

Roll 1d8 Special Feature
1
2 Magical Waterfall and Lake. Those who bathe in the water receive the effects of the Greater
3 Restoration spell.
4
5 Exotic Fruit. This fruit contains the properties of Good Berries.

6 Lush with Valuables. The Oasis contains 1d12 x 100 gp worth of valuables (Gold Coins, Scattered
Jewels, Treasure, Etc). The Oasis may also contain one Legendary alchemy or herbalism ingredient.
7
8 A Cozy Paradise. Those who take a short rest here receive the benefits of a Long Rest instead.
Those who take a Long Rest gain Inspiration.

A Touch of Fey. The Oasis contains 1d4 nymphs who will assist the players with their needs. They
provide the Help action to any activities taken within the Oasis.

Pool of Resurrection and Reincarnation. A pool which contains magic healing properties. A body
can be placed within the pool and receives the full benefits of the Resurrection spell. Anyone who
drinks from the pool has a 25% chance of being reincarnated in the pool upon death.

A Djinn is Born. A Djinn is created and tied to the Oasis. The Djinn will grant three wishes to a
character, but those wishes may only add features to the Oasis.

Roll Twice. Reroll on duplicates.

222 APPENDIX A

Canary Locket Captain ’s Cutlass

Cross-CountrySkis

BOOK OF USEFUL HERBS CLIMBING KNIFE

Wondrous item, uncommon Weapon (dagger), rare

This small journal was lost by an accomplished You gain +1 to attack and damage rolls made
Herbalist, and it contains hundreds of with this magic weapon. As an action you can
useful entries on the flora in several distinct jam this plain knife into a hard surface, such
wilderness biomes. While carrying this book, as ice or stone, and it will act as a hammered
you can gain Advantage on all checks to piton that is able to support up to 500 pounds.
locate and combine useful herbs. As another action, from its hilt, up to 25 feet
CANARY LOCKET of thin silk rope unravels and can be used to
repel or otherwise climb to safety. As a third
Wondrous item, uncommon (requires attunement) action, the rope can wind itself back around
the hilt of the knife.
This golden bird-shaped locket, when worn
around the neck, makes a shrill chirping sound COWL OF THE BADLANDS
in the presence of foul air or poisonous fumes.
In addition to the warning sounds, the locket Wondrous item, uncommon (requires attunement)
grants Advantage to the wearer on saving
throws against poisonous or acidic fumes. While wearing this cowl, you automatically
succeed on Constitution Saving Throws
CAPTAIN’S CUTLASS related to Extreme Temperatures (heat)
and are Immune to the related condition
Weapon (any sword with the Finesse trait), very rare of Sunburn. In addition, your daily water
(requires attunement) requirements are halved while attuned to this
item.
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. Additionally, CROSS-COUNTRY SKIS
this sword has up to 8 charges that may be
used for the following properties. Adventuring gear, common
While wielding the sword, you can use an - 5 gp, 3 pounds
action to expend some of the charges to cast
one of the following spells (using Charisma These skis can be used to traverse snowy
as your spellcasting modifier): Heroism (1 arctic terrain with ease. Difficult terrain
charge), Enhance Ability (2 charges), Beacon caused by snow does not slow you down. A
of Hope (3 charges), Freedom of Movement (4 character who is navigating a steep downhill
charges). Additional targets may be affected slope, or who is attempting another seriously
by Heroism, Enhance Ability, and Freedom of challenging maneuver while wearing these
Movement as part of the same action as long skis may be asked to perform a DC 13 STR
as the necessary charges can be expended. (Athletics) check, falling Prone on a failure.
The sword regains 1d6+2 expended charges
daily at dawn (maximum of 8 charges). If DESERT GARMENTS
all charges are expended, roll a d20. On a 1,
the sword loses its additional properties and Adventuring gear, common - 2 gp, 3 pounds
becomes an Uncommon +1 weapon without
the ability to cast spells. This set of clothes consists of sandals, cotton
trousers, a long-sleeved tunic, a sash, and a
cloth head covering to block the intense rays
of the sun.

APPENDIX A 223

Free-Diving Gear

Ghillie Suit

Ever-Changing Map EVER-CHANGING MAP

DEEPWATER DIVING APPARATUS Wonderous item, rare

Armor (plate), rare - 1,000 gp, 100 pounds This seemingly blank, folded parchment bears
an ornately designed compass rose in one
This specialized suit of plate armor is corner. When the parchment is unfolded, and
completely sealed off to be watertight. It the command word is spoken, the large sheet
includes a helmet with a glass viewing window displays the user’s current location along
a a renewable alchemical oxygen supply with all relevant landmarks (such as rivers,
provided by Oleum Vitae. If the wearer takes mountains, settlements, and well-known or
30 points of Piercing or Bludgeoning damage famous structures) within a 10-mile radius.
while wearing this armor, it loses its water- The information on the map takes 1 minute to
tight property until it is repaired by a Mending materialize and does not include information
spell, or by making a DC 15 check with Smith’s about subterranean areas or the interior of
tools. structures.
Due to limited visibility and hearing, all WIS FLAT-BOTTOM CANOE
(Perception) checks are made at Disadvantage
while wearing this armor. The wearer of this Adventuring gear, common - 50 gp, 75 pounds
armor sinks at a rate of 60 feet per round and
is only able to walk on solid ground beneath This canoe is specially designed with a flat
the surface of a body of water. Swim checks front and wide shallow draft. Made from
automatically fail. lighter materials, the canoe can easily traverse
The supply of breathable air in this apparatus swampy wetlands, effortlessly gliding over
is provided by a special alchemical oil, called water and vegetation alike. The canoe is
Oleum Vitae, that is vaporized in the form of furnished with two oars and may hold a crew
oxygen. Once the oil has been consumed, a of 3 medium-sized creatures. It is otherwise
creature who is wearing the apparatus begins identical to a rowboat.
to Suffocate. The rig can be used again FREE-DIVING GEAR
when the supply of Oleum Vitae has been
replenished by a capable alchemist. Adventuring gear, uncommon - 30 gp, 3 pounds
Due to limited visibility and hearing, all WIS
(Perception) checks are made at Disadvantage Free-diving gear includes long flippers to
while wearing this gear. be worn on the feet, gloves with webbing
DUAL CINCH CLIMBING HARNESS between the fingers, and a water-tight mask.
While wearing this gear, a creature’s Swimming
Adventuring gear, common - 5 gp, 2 pounds Speed is doubled. A creature without a natural
Swimming Should end at Speed. Not sure
This modified climbing harness has two long where the rest of this came from.
leather straps that can be thrown around a GHILLIE SUIT (UNIQUE TO BIOME TERRAIN)
tree, column, pole, or other cylindrical object
and clipped into the belt for swift ascent. The Adventuring gear, uncommon - 20 gp, 5 pounds
harness allows the wearer to use full Walking
Speed instead of half while ascending. This set of clothing has been specially
designed to go over top of clothing and armor
APPENDIX A that is already being worn. The thin, net-like
material is interwoven with cloth strips that are
made to look like the environment for which
the ghillie suit is designed. The suit comes in
four varieties: Dark Foliage (Jungle, Forest,
Swamp), Light Foliage (Grassland, Mountain,
Coastal), Desert, and Arctic. Wearing a ghillie
suit imposes Disadvantage on sight-based
WIS (Perception) checks to detect a creature
who is wearing it in the proper biome.

224

GOGGLES OF HEAT DETECTION GRIO’S ALL-TERRAIN ARTIFICER WAGON

Wondrous Item, rare Wondrous item, legendary

In addition to providing all the normal eye This wagon uses artificer technology to
protection benefits of standard goggles, these deliver an all-purpose, all-terrain, all-inclusive
goggles are magically imbued with the ability experience. The internal combustion engine
to detect specific heat signatures of living is powered by four air elementals working in
entities. When activated by the command perfect harmony, providing the wagon with
word, the goggles allow the wearer to detect unique and customizable properties. The
a glowing red aura around any creature that wagon is perfect for those who constantly
is producing significant body heat within 120 find themselves in harsh environments such
feet. The goggles do not detect undead or as archaeologists, alchemists, or your run-of-
any other creatures that exhibit abnormally the-mill adventurers.
low or absent metabolism.
Typically used by search and rescue teams to • Expanded Internal Living Space: The
track down creatures who have been lost in
blizzards or avalanches, these goggles may wagon comes with powerful enchantments
also be used to identify invisible creatures which allows for an average size exterior
within range. with a cozy and roomy interior. Complete
with living quarters, wash room, storage
GogglesofHeatDetection area, and two spare rooms to use at your
leisure.

• Advanced Hover Capabilities: The wagon

uses antigravity enchantments which
allows the wagon to traverse even the
most difficult types of terrain. Climbs
vertical cliff walls! Handles swampy terrain
with ease! You’ll never ride a horse again!

• Improved Hazard Protection: The exterior

of the wagon is repurposed to protect
against extreme weather conditions and
natural disasters (AC 25 and 300 HP). If
you should find yourself buried under
mountains of snow, or sinking to the
bottom of the ocean, simply use our once
a day DIMENSION DOOR feature to get
yourself out of a tight spot.

ICE AXES

Adventuring Gear, common - 5 gp, 3 pounds

This pair of axes can be utilized in climbing
scenarios where snow and ice make progress
difficult. With a pick on one end and an adze
on the other, these axes allow mountaineers
to arrest sudden falls or to help belay
climbers.
You have Advantage on all Strength and
Dexterity Saving Throws related to climbing
or mountaineering in icy or snowy terrain.

Grio’s All-Terrain
Artificer Wagon

APPENDIX A 225

IntrepidShoes

Plague Mask

INTREPID SHOES PLAGUE MASK

Wonderous item, very rare (requires attunement) Wondrous Item, uncommon

These shoes are decorated with stylized This self-contained breathing apparatus
images of waves, sand, and snow. As an completely covers the head and protects the
action, the wearer can transform these shoes wearer from airborne hazards in the external
into wide flat footwear that act as flippers, environment for a short time. With its own
snowshoes, crampons, or other protective limited oxygen supply, a plague mask can be
footwear. The shoes may confer any of the worn for up to one hour, during which time
following abilities: the wearer cannot be harmed by smoke, toxic
fumes, or allergens that affect the eyes, nose,
• Swimming Speed equal to your Walking throat, or lungs, nor can the wearer contract
airborne diseases.
Speed The supply of breathable air in this mask is
provided by a special alchemical oil, called
• Ignore Difficult Terrain cause by ice or Oleum Vitae, that is vaporized in the form
of oxygen. Once the oil has been consumed,
snow a creature who is wearing the mask begins
to Suffocate. The mask can be used again
• Negate the Fire damage conveyed by lava when the supply of Oleum Vitae has been
replenished by a capable alchemist.
that is dense enough to be traversed Due to limited visibility and hearing, all WIS
(Perception) checks are made at Disadvantage
• Ignore the sinking qualities of quicksand while wearing this head covering.

MACHETE PORTABLE BRIDGE

Adventuring gear, common - 1 gp, 2 pounds Wondrous Item, rare

A machete is designed to cut through thick Inside a tall canvas bag are two iron stakes,
jungle undergrowth. Difficult terrain caused each of them four feet long, When these
by thick vegetation does not slow you down stakes are driven into the ground no more
while using this tool. If used as a weapon, the than five feet apart, and the command word is
machete uses the stats of a Sickle. spoken, a sturdy suspension bridge magically
MAGNIFICENT MACHETE extends from the location between the stakes
out to a piece of ground up to 60 feet away.
Weapon (sword), common The bridge can support up to 3,000 lbs, and
can be reduced back to a pair of stakes by
This item contains the same properties as speaking the command word from either side
the machete, but is much sharper and more of the bridge.
versatile. Reinforced with adamantine that
allows the machete to cut through even the
hardest of materials, this machete can be
used to cut through large trees and magically
augmented plants. When used as a weapon it
provides a +1 to attack and damage rolls.

POWER SHOVEL

Wonderous Item, common

This compact shovel can be easily carried in, or
strapped to the side of, a backpack. Digging
through dirt, sand, snow, or any other soft
material that a shovel could normally move
takes half the time that it otherwise would.

226 APPENDIX A

RespirationMask

Rodof Water Detection
and Extraction

RESPIRATION MASK Sailboard

Wondrous Item, uncommon ROPE LADDER

This special scarf is embedded with a Adventuring gear, common - 5 gp, 2 pounds
lightweight flexible material that when
donned, fits tightly over the nose and mouth. This 20-foot portable ladder can be rolled up
Excess material can then be wrapped around and packed away compactly for easy storage
the rest of the face and neck, granting and transportation. It has been reinforced
Advantage on saves resulting from airborne for extra durability, can support up to 1,500
hazards such as toxic fumes and allergens. pounds, and is fitted with hooks at one end
to help secure it to a branch or ledge. When
ROD OF WATER DETECTION & climbing this ladder, a creature moves with no
EXTRACTION climbing penalties. The ladder has an AC of 15
and 5 HP, and it can be broken with a DC 20
Wondrous Item, uncommon Strength check.
SAILBOARD
This item appears as nothing more than a
branched wooden stick, but once activated Vehicle, Water or Land - 500 gp, 60 pounds
with a command word, the rod can detect
the locations of significant deposits of fresh This 5-foot-long board is outfitted with a
water for up to 1 hour. A creature holding the 10-foot mast, a sail, and a small cargo area.
rod knows the location and specific direction It is designed to be a convertible and agile
to any surface accumulations of more than method of transportation in water or on
1 gallon that exist within a 1 mile radius. land. It is specially equipped with retractable
The bearer of this item is also attracted to wheels such that the transition between water
underground water deposits and surface and land can be made smoothly without
plants that hold a minimum of 1 gallon of interrupting travel.
water within a radius of 500 feet. When the Due to its light weight, the sailboard is able to
creature touches the rod to any of these pick up speed quickly, but also has difficulty
sources, it will magically siphon water from sailing directly against the wind.
the chosen deposit. Water travels through the
rod and streams from the branched handles.
Once used in this way, the rod cannot be used
again for 24 hours.

To determine the size of the water source that
the rod detects and how much fresh water
the rod can extract from it, the GM may roll or
choose from the table below.

(Roll Source Gallons Examples
1d6) Size of Fresh
N/A
1-2 None Water Small Plants
3 Tiny Extracted Shaded
Puddles or
4 Small None Small Pools

1d4+1

1d6+2

5 Medium 2d6+4 Large Cactus
or Natural Well

6 Large Unlimited Lake, River, or
Oasis

APPENDIX A 227

Seismic Detector Snare Whip

SEISMIC DETECTOR TELESCOPIC POLE

Adventuring gear, uncommon - 50 gp Adventuring gear, common - 5 gp, 1 pound

This small round device of gnomish design This 10-foot-long, lightweight pole folds in
consists of a metal spring suspended in a upon itself into a 1-foot-long handle that can be
clear liquid behind sealed glass. When placed easily carried or stored. Used mainly to probe
on the ground or other flat and level surface, dangerous ground, the pole will collapse or
it can detect even the most subtle vibrations break if more than 50 lbs of weight is placed
from seismic activity. It takes one minute to upon it. Additionally, the pole includes a pair
precisely level the device for it to function of pincers on the telescoping end that may
accurately. be activated by a button on the handle end.
A skilled user may also make a DC 15 WIS These pincers are strong enough to grasp and
(Survival) check to detect the movement of hold Tiny objects weighing up to 1 pound.
large creatures, or groups of more than 20
smaller creatures, and the direction in which ULTIMATE ALCHEMIST METAL DETECTOR
they are moving. Creatures must be moving
on the ground in order to be detected. On a Staff, Uncommon
failure, the vibrations indicate movement, but
the user is unable to determine the direction While holding this staff, you can use an action
from which it is coming. to expend 1 of its 5 charges to cast Locate
Object from it. The staff can also be used as a
SNARE WHIP magic quarterstaff.
The staff regains 1d4 + 1 expended charges
Weapon (whip), uncommon daily at dawn. If you expend the last charge, roll
a d20. On a 1, the staff becomes a nonmagical
This +1 Whip has the additional ability to latch quarterstaff.
on to outcroppings, tree branches, ledges,
and other free-standing objects. Outside
of combat, this whip grants Advantage on
DEX (Acrobatics) checks used to swing from
branches or rock formations.
When used in combat, the wielder can use the
whip to initiate a Grapple or to use the Shove
action on a creature to knock it Prone. A
creature may choose to use a DEX(Acrobatics)
check, instead of a STR (Athletics) check, for
these contested actions.

228 APPENDIX A

APPENDIX A 229

PLAYTESTING BACKERS

Ace McCrae Durin Brewhammer Michael “Mikeystein” Ramage
AJ “Asphodel” Dylan “Howl” Hall Michael Ingle
Alan Castellano Tanori Eric Gonzalez Mike McElroy
An Angry Altmer Heidi Jugovic Nicholas O’Brien
Andrew C. Hintz Hunter Harwood Noelle A. Martinez
Andy Lieberum J. Finkiewicz Owen Rion
Ben O’Connor James Eustice Penphiva
Brian Black James Honey Rafael Mejia
Bruce Spiegelman Jeff Gregory Renee Hupp
Bryan Edwards Jesse “symetrik” Warren Richard Comstock
Chad Neely John Hammond Rob Black
cheekycleric (Jessica) Jonathan Hamilton Robert T
Chris Sweat Joshua A. Fischer Seán Gordon
Craig Hicks JP Shawn Craine
Dakota Reighard Justin Mitlehner Shawn Surber
Dan Estabrook Justin Washington Taylor Sansom
Daniel Dower Kelly W. Rush Thomas Saunders
Daniel Reid Kmart Timothy J. Gordon II
David Mkrtchyan Kym Wright Umbraxon
Donovan Baures LeoPoldine WhiteHowl
Downs Deering Louis G. Pratt Wilson W. Chan
Duncan Cuny Mark P. Madden Zack Olson

LIMITED EDITION BACKERS

Aaron Hamilton Christian H. Weule Emily Mayo
Aaron Stanger Christian Myers Emily Principe-Velez
Abigail Palen Christopher Bevard Eric Schumann
Abram Tamez Christopher Hood Ernst Anderson
Adam Estabrook Christopher Robert Esko Halttunen
Adrian Aquino Quinten Ethan Chandler
Alex Pernestti Christopher Stickles Ethan Smith
Alexander Grimes Christopher W. Francis Francesco Paparelli
Andreas Coleman Cody Smith Fred Hansen
Andrew Anderson Colin Anderson Gerardo Medina
Andrew C. Hintz Colin Houser Gordon Milner
Andrew McWilliams Colton Clause Grayson Gunnoe
Andrew Roberts Connor Hutcheson Greg Engleman
Anna Slowinski Corey Close Griffin R. Monczka
Anthony M. Briley Corinne Brown Esqueda J. Michael Roseberry
Antonio Bazzone Curtis Harper Jackie Youwakim
Aram Tlaseca Damian Taylor Jacobe Vanier
Arien Rollins Damien McConnell Jaedon Burch
Ashton Sewell Damon Ring James A. Zottarelli
Augustine L. Rollinger Dane Counts James Allen
Austin Thomas Daniel Alexander Wom- James Appleby
Bastion G. Fennell ack James Denny
Benedict Hewetson Daniel Hughes James Robert Jones
Blake Webb Daniel Tiecher Jan Malcomess
Bradley Collins Stephenson Darren Trapp Jared Coplin
Brendon Naftel David A. Nolan Jason Andrew Smith
Brian Hefling David Norris-King Jason Behnke
Brian Kevin Otten David Salaberry Jason J. Ostrowski
Bryan Adams Dawson Dabreau Javier Andres Verdin
Bryan Edwards Dena Heck Jay Platta
Bryan Turnbull Devin Writer Jay Ross
Bryn Jones Diana Sandres Martinez Jeff Johnson
Buddy Siweumptewa Don Darling Jeff Peters
Caitlin Knight Don Washington Jeffrey D. Merrill
Caleb Plehn Donevan Spurlock Jeffrey Thomas Hunter
Callum L. Miles Douglas Cunningham Jesse E. Spence
Chappall Gage Duncan F. Cuny Jessica Hoppe
Chase Street Dylan Teague Jessy L Maldonado
Chris Johnston Dylan Trahan Jody L. Conner
Chris Michel Elizabeth A. Fowler Johann Gastineau

230 APPENDIX B

John Hanson Liam O’Regan Rafe T Ruegg
John Kirkland Lillith Turle Ramon Villarreal
John Rogers Liz Siewerth Rebecca Tien
John Wightman Louis Orr Reuben Wood
John Zambrano Marc Cashen Rob Black
John-Richard S. Lohmann Marc Oliver Tritt Robbert Fliek
Jon Rossman Marc R Kassouf Robert Davenport
Jonathan Colon Marcus Mills Robert Faucett
Jonathan E. Ericson Martin Schröter Robert McGuinness
Jonathan Prout Martin White Robert Mesch
Jonathan Santerre Mathew Ryan Hurdle Robert Myers
Jonathan St. Peter Matt Dlabich Robert Scripps IV
Jonathen Bingham Matthew Dayton-Mason Rodney Scott
Jonathon Seiler Matthew Sullivan Ryan Lee
Joseph Cirilo Megan Lister Sam Wang
Joseph E. Goslin III Michael Gionfriddo Santino Cristante
Joseph Sharkey Michael Hurdle Scott Corbett Millar
Josh Blick Michael Ingle Scott Leslie
Joshua A. Fischer Michael Kruse Scott Martin
Joshua Higgins Michael Lamb Sean K. Cochran, DMD
Joshua Toennis Michael Maritato Sean Meagher
Juan F. Gonzalez Michael Martin Sébastien Mairesse
Juan Pablo Ferrer Michael Plastria Shawn Emslander
Jules Lelay Michael Ramage Simon Trépanier
Julian Harrison-Wirth Michael Smith Simon VanVactor-Lee
Julian Schmid Miguel Cabrera Eisman Sohan Krish Govind Naresh
Justin Bojarski Mike McElroy Stephen Gac
JW Walker Mollie Baldus Stephen Nojek
Karl Peterson Ms. Dawn Calderwood Tarale Wolffe
Katherine-Ann Sigeti Myra Post Taylor Sansom
Kendra Hosseini Nathan Subyak Thien Duy Phan
Kevin Martin Nathan Wyatt Thomas DellaFera Jr.
Kevin Morrow Nathaniel Zabinski Thomas Lyon
Kevin Schilling Nicholas Wilson Thomas M. Berard
Kevin Wilson Noah Peters Timothy Bertotti
Kim Rangård Noah Stewart Timothy J. Gordon II
Kraig Allan Gander Otto VanLeeuwen Tom Dodson
Kyle Goodwin Patrick Pryds Treyvor Bridenbaker
Kyle Kolbert Patrick R Higgins Tyler Pajski
Kym Wright Patrick Schultz Víkingur Brynjar Víkingsson
Lachlan Dean Philip Rogers Vincent Mojta
Lance G Buttars Phillip Cualing Wayne T. Barlow
Leoht Steren Rachel Greene Zack Willig

APPENDIX B 231

STANDARD EDITION BACKERS

A W Verbraeck Asis J. Carlos Charlie J. Ulloa Darryl Viljoen
Aaron F. Stanton Askur Þór Björgvinsson Cheyenne Martin Daryl Graham
Aaron G. Sorensen Astrid Portner Chi Kin Choy Dave P Blewer
Aaron Huff Atle Sveen Chris Adams Dave Patriquin
Aaron L. Bulger Augustin Daumas Chris Black Dave Rockwell
Aaron Pollett Austin Farrar Chris Gonnella David A. Santiago
Aaron Roush Aydin Mardan Chris Hughes David Ameer Tavakoli
Abby Thornton Barnabas Fletcher Chris Kottman David Arnold
Abdulla Hamad Ahmed Alkhalifa Beau Cazet Chris McKinnon David Benkarski
Adam B. Learn Ben Beaver Chris Perry David Gibson
Adam Chunn Ben Brady Chris Shakespear David Greig
Adam Dahlheim Ben Lachman Chrissy Gugel David James Wright
Adam Epstein Ben O’Connor Christian Bedard David King
Adam Gerecke Ben Olsen Christian Pirlet David L. Pierce Jr
Adam Gruszczynski Ben Wood Christian T Wenham David Lapp
Adam Jung Benet Davis Christian Ulm David Marshall
Adam Kappel Benjamin Charlet Christie Jennings-Wyckoff David McQuiston
Adam Koszela Benjamin D. Appleton Christine Balne David Nemeth
Adam Rodgers Benjamin Lindsey Christoffer Jadepalm David Powell
Adam Toulmin Benjamin Saxton-Ruiz Christopher A. Hoffmann David Richard Schlabach
Adenis Alexandre Benjamin Tanner Christopher A. LeBlanc David Swan
Adrian Dittrich Benjamin Wernette Christopher Anderson David Wiggins
Adrián Merino Martínez Bert Van Pol Christopher Avery David William King
Adrian Money Beth Baguley Christopher Battaglia Dawn K. Garcia
Adrian Ross Beth Johnston Christopher Cody Harrison Dawson Moon
Adrien BAUDRAZ Bill McIntyre Christopher Creamer Dawson Vander
Aidan Bohannon Billy Clark Christopher E. Hearne Dean Black
AJ Price BJ Hillinck Christopher Heck Declan
Alan A. Valdez Blaine C. Nicolaisen Christopher Hepworth Delaney Pinnick
Alan Greve Blair McKenzie Christopher J.C. Ryan Dennis Courneyea
Alan L. Livingston Blake Johnson Christopher Laws Dennis vandebroek
Alan Mateo Blake Taylor Christopher McDowell Deena Shipler
Alan Purdy Brad Stitt Christopher Shaw Derek Paul Ibarra
Alberto Gonzalez Brandon Aten Christopher Streissguth Derick D. Spiekerman
Alex Chisolm Brandon Jones Christopher Thibodeau Derrick Cunningham
Alex Ford Brandon LaBonne Christopher Thompson Devin Puls
Alex Geray Brandon Mcguire Christopher Wilson Devon Mitchell
Alex Kearney Brandon Shaw Cleef Dizon Dillon Morris
Alex Norman Brandon Varga Cliff Kamppari-Miller Dillon Van Buskirk
Alex Parker Brennan Wilson Clifton Ponciano Dominic Guido
Alex Shields Brett Palmer Cody L. Lewis Dominik A. Rudolph
Alex Whitehurst Brian Anderson Cody Rinehart Dominique Declerck
Alexander Archibald Brian Eric Taylor Coleman Hiebert Donald Andrew Bronson
Alexander Cotterill Brian Fohlmeister Colin Dunn Donny August
Alexander Gaynor Brian Haynes Collier B. Gladin Doug Connelly
Alexander Hasselstrøm Brian Kim Collin Farr Douglas Blume
Alexander Maas Brian Koonce Connor Riggs Douglas Paul
Alexander Sawyer Brian Lewis Cory Nelson Drew Zambrotta
Alexandre Allard Brian Lovell Courtney Carlson Duncan Harris
Alexandre Gosselin Brian Severson Craig A. Kreger Duncan Kight
Alexandrian Tse Brian Shepherd Craig Coley Duncan Robert Leugs
Alexis Jeffries Brian Skinner Craig Hicks Dustin DeMink
Alfie J. Ailes Jr. Brian Van Nostrand Craig P. Zielonka Dustin Follett
Alisha Cox Broc Atkinson Cully Smutzler Dustin Michal Tallman
Allison Jean Smith Bruce Abbott Curt Duval Dustin R. Leatherman
Alysia Smith Bruce Jackson Cynthia Heaton Dylan Lisoway
Alyssa Hadfield Bruce Mohon Cynthia King Dylan P. Moore
Amanda Gedeon Caelen McMillan Dakota Reighard E Justin Mast
Amr Helmi Caeli Jollimore Dale Hargrove Eduardo Ramirez
Andreas Haas Cai Brockley Damian Adams Edward J. Ryder III
Andrew Brouwer Caitlin Baker Dan Dittmer Edward Jacobson
Andrew Elliott Cam Mullins Daniel A. Brothers Edward Paul Warren
Andrew Franklin Cameron Beck Daniel Boyd Edward Zych
Andrew J Wallen Cameron Robinson Daniel DiMeo Edwin Robertson
Andrew Lieberum Cameron Schaub Daniel Garcia Elgin Scott
Andrew Martin Candice Joslin Daniel Gutierrez Elisa Franssen
Andrew Moses Carlos Cisneros Daniel Harris Elizabeth Tharby
Andrew Obrigewitsch Casey Cain Daniel Higbee Ellis Putman
Andrew P Matthias Casey Kelley Daniel J. Thompson Emily Jackson
Andrew Richardson Casiah Lewis Daniel Jones Emmet Peak
Andrew Williams Catherine Harding Daniel L. Justice Eric Baldwin
Andy Gullikson CC Snyder Daniel Markey Eric Bounous
Andy Tri Nguyen Chad Buell Daniel Matheson Eric Duffy
Angela Mazur Chancey Scott Daniel Prewitt Eric Huff
Annie Castaneda Chappall Gage Daniel Smith Eric Liberti
Anthony Lazaroski Charles Bud Curtis Danika Brasic Eric Owens
Anthony Ray Niedrich Charles Hill Danil Bulatov Eric Salahub
Anthony Walmsley Charles Mars Daphne Wang Eric Stitzman
Apakorn Phasuk Charles Vavrick Darimont Thomas Eric Swirsky
Aron Glasser Charlie Drake Darren Moore Eric Ware

232 APPENDIX B

Erick Anderson Jacob Law Jochen Buennagel Karl Harrison
Erik Johnson Jacob McSweeney Jodie Dennhardt Kat Keillor
Ernst Naezer Jacob Mitchell Trom Jodie Williams Katarzyna Korona
Esko Halttunen Jacob T. Causey Joe Blowers Kate Young
Esko Vesala JacQuez Page Joe D. Finley Katharine Benn
Ethan Daniel Rauch Jaime Easter Joe Rigney Katherine Lugo
Ethan Kurylo Jaime Leigh HARVEY Joel Graves Katie C. Frimodig
Etienne D Meylan Jaime Mayo Joel Rodriguez Katie Johnson
Eugene Demaitre Jaime Rivera John A. Baggett Katrina McQuarrie
Fahad Mustafa Jake Crigger John A. Favaro Katy Dent
Fiona McLoughlin Jake de Bis John Aaron Davis Kazimir Wake
Florian Macé Jake Grant John David Dunn Kelly W. Rush
Francesca Gatti Jake Thompson John Fernett Kelly Weaver
Francis Carelli Jakob Pfafferodt John Gronquist Kelly Williams
Frank Damato James Albert Monaghan John H. Bookwalter Jr. Kelsie O’Dea
Fred Herman James Bartlett John Hammond Ken E. Elwert
G. Galen Mayhew James Blagden John Hein Kenan Rubenstein
Gabriel Casillas James Colaiseno John Schultz Kendall Rogers
Gabriel Gauthier James Crowder II John Scott Erdoesy Kenneth M Watson
Garnet Shepherd James D. Porter John Snyder Kenneth N. Fairbank
Garvin W. Anders James Daniel Reid John Stoops Kent Morris
Gavin A. Boutdy James Davison John Thomas Keven Ruest
Geraldine Shipler James E. Beadle John Williams Kevin Brennan
Georg Heller James Hepburn John Zanath Kevin Chapman
George Fazakerley James Honey Johnathan K. Taylor Kevin Cowdin
George Sherburn James Jackson Johnathan Taylor Kevin Feeman
Gerald Daigle James Johnson Jonathan Carter Kevin Hoffman
Gerald McEvoy James Lorenzana Jonathan Chiaravalle Kevin M Saxton
Gerardo Medina James Makepeace Jonathan Peterson Kevin Pagliarini
Gerben van Essen James Payne Jonathan Sill Kevin Ramdeo
Ginette Beavis James Ross Jonathon T. Engstrom Kiai Weidemann
Gissela Baker James Young Jordan A. Furman Kim Brandes
Giuseppe D’Aristotile Jr. Jamie Corfield Jordan Arnold Kim Øien
Goh Choon Guan Jan Artoos Jordie Jenkins Kimberly Haling
Gordon Milner Jan Eberhart Jorrit Muller Kimberly Pauley
Graham Davey Jan Philip Kolbaum Jose A. Acevedo Kirby Adams
Granby Limb Janice Elaine Roy José Gonçalves Klara Allsopp
Grant Bischoff Janine Lünenborg Jose Rivera Zarandona Kodey Bruno
Grant Potts Jarred Merriam Jose Rodriguez Kolten Webber
Greg Moss Jasmine Weeks Joseph Antone Guzman Konrad van Heukelom
Greg Rowe Jason B. Gabel Joseph Budovec Kory Beatty
Gregg Marshall Jason Gross Joseph Cabrera Kristchan Crespo
Gregor Steinhorn Jason Lotito Joseph DeOliveira Kristen Heacock
Gregory Hastings Jason Marlar Joseph Finkiewicz Kristian Williams
Gregory Lynn Jason Melton Joseph Flores Kristin Deeds
Grétar Mar Sigurðsson Jason Quistorff Joseph Henry Blanco Kristina Powell
Haci Ibrahim Tanirgan Jason Sallis Joseph Marek Kyle D. McHenry
Hamilton Spivey Javier Velez Joseph Michael Jewell Kyle Ross Conway
Harold S. Hughes III Jay Grenier Josh Crompton Kyle Tippets
Hayden Robertson Jay H. Peringer Josh Elliott Kyle Urban
Hayden Wasley Jay Straughan Josh Newton Landon Jamieson
Heather Chamberlain Jayson Santiago Josh Scheibe Lane Michael Luebber
Heather Nelson Jean-Marc Rivas Josh Sjothun Larry Determan
Heidi Jugovic Jean-Yves Trouveroy Joshua Bailey Lars Enzweiler
Henning Eriksen Jeff Clark Joshua D. Mailhiot Laura Brunberg
Henry Meier Jeff Herron Joshua Grosser Laura L. Picou
Holly Koponen Jeff Gregory Joshua Johnson Lauren & Tish Fox
Honore Depew Jeff Mackewicz Joshua King Lauren Jameson
Houssin Bazire Jeff Phinney Joshua Mattern Lee Holloway
Hunter Henrichsen Jeffrey Brownson Joshua Ohmer Lena Mao
Hunter J. Allen Jeffrey Fitch Joshua Phillips Lennert Faltysek
Hunter M. White Jeffrey Harden Joshua Remer Leo Petrazickis
Ian Barnes Jeffrey Harper Joshua Sciberras Leon Adrian
Ian Williams Jeffrey Lanzer Joshua Sonnie Leonardo C. Cornelio Jr.
Isaac Frank Jeffrey Smith Joshua Van Laningham Lev Flowers
Isaac Graham Jennifer Patterson Josiah Rise Lewis Johnson
Isaac Lamb Jennifer Pawlik Josue Rangel Pena Liam O’Sullivan
Isaac McClellan Jennyfer Wren Binns JT Thompson Lidia Coe
Isobel Thompson Jens Eberle-Sudo Juan Pablo Gonzalez Lilette Lacaden
Israel Martinez Jeran Jenks Juergen Barters Lily Lin
Iulian-Ioan Puț Jeremy Huggins Julia Margolies Logan J. Shafer
Ivan Danielewicz Jeremy J. Smith Julian Christensen Logan Williams
Iván Rael Núñez Harper Jeremy Orriss Justin Ackinson Lonnie C. Daniel
Iwona Kiszelewska Jeremy Pinske Justin Carroll Lorenzo Moscianese
J.R. Devid Jerry Hanson Justin Coffran Lorenzo Suiker
Jack Doughty Jesse Rathbun Justin Grant Louis Bloomfiepd
Jack Frost Jesse Warren Justin Merrick Louis Deutschman
Jack Kuszel Jessica A. Eaton Justin Mitlehner Louis Pratt
Jackie Mayrose Jessica Bohlman Kaelib Winarski Lowell Burton
Jacob Chapin Jessica Kenney Kaelon Fullmer Lowesky Rosario
Jacob Cornelius Jim Frederick Kalle Lukkala Lukas Scheerer
Jacob Daniel Hughes Jin Ying Li Kane Gartrell Luke Alexander
Jacob Keating Jobin Veach Sr. Kara Argue Luke Fabis

APPENDIX B 233

Luke Timms Michael Liebhart Pedro Grana Carmona Ryan Kearns Stewart P. Taylor
Lynette Guzman Michael Lonon Pedro L. Salgado Ryan McGregor Stuart Morell
Magdalena Wanzen- Michael Palmer Pelle Bjørn Nilausen Ryan Schaufele Susan McCafferty
böck Michael Poznanski Pete Fry Ryan Schnackel Sven Drießen
Magnar Sveen Michael Schwab Peter Cohen Ryan Vanderwerf Szabó Gábor
Malachi Cowells Michael Weeks Peter Fox S. Kelly Marshall Talakai Na’Dane
Malcolm Mackenzie Michael Young Peter Georges Sabrina Hernandez Tanya Jackson
Malinda Weiner Michele Jacobsen Peter M. Bemelmans Sage Vizcarra Tatyana Vogt
Malte Wendt-Larsen Miguel Therriault Peter Mason Sam Moran Taylor Venteicher
Marcin Nowicki Mike Costello Phil Beneker Samuel Bunda Ted McClintock
Marco A. Lopez Mike Mancini Philip Hindley Samuel Lopes Tegan Bourke
marcus arena Miles Canyon Spencer Philip Sheppard Samuel Rice Terry Davidson
Marcus B. Puller Miles Mateus Philip Wert Sarah Bartlett Terry E Roberts
Marie L. Erck Mitch Cowan Phillip Bush Sarah Cantley Terry Kolhoff
Marisa L. Hoffower Mitchel Wilson Phillip Prochaska Sascha Wetzel Terry Zembrzuski
Mark Bannon III Mitchell Porteous Phillip Swanson Sasha Calame Thaddeus Watulak
Mark Gunter Morten Cornelsen Polychronidis Nikolaos Saskia Leymann Thiago Malta Fernandes
Mark H. Dreschler Mr Jason Reynolds R.T.W. Goossens Savan Ashok Gupta Thilo Schub
Mark Madden Mr M A Brown Rachelle Mildren Savannah L. Oellrich Thomas Burns
Martijn Jansen Mr Richard J. Ashton Randall Ellington Scott Berger Thomas Clifford
Martin Bontrager Mr. Robert Jackson Randy Smith Scott Drouin Thomas Guy
Martin Michel Natalie Taber Ray Coleman Scott E. Eckert Thomas Higginbotham
Mary Daniels Nathan Gearhart Raymond Taylor Scott McGloughlin Thomas J. Talamini
Mary Olivia Harlow Nathan Levesque Rebecca Schroeder Scott Simmons Thomas Olson
Mat Stewart Nathan Lords Rebecca Tom Scott Wells Thomas WIlliam Hartwig II
Mathias Eek Nathan Royalty Reece Hanlin Sean Drewanz Thorbjørn Reimann-Andersen
Matous Adamec Nathan Wolke Regina Korhut Sean Frackowiak Tim Griffin
Matt Byrne Nathaniel Johnson Remo Maillart Sean Rowan Tim Neill
Matt Cook Nathaniel Jones Renate Braul Sean Ryan Duffy Tim Rinehart
Matt Frazita Nathaniel Laveck Ricardo Sanfins Searlait O’Hagan Tim Sullivan
Matt Knapil Neil Lilley Richard Balsley Sebastian Puper Tim Winton
Matt Merrell Neil Taylor Richard Line Selina Gowin Timothy Ferrell
Matt Pickup Ngai Yiu Wong Richard Rodriguez Senne Audier Timothy Foss
Matt Sywenky Niccolo Grando River T. Ross Seth Bell Timothy G. Smith
Matteo Marannino Nicholas Hall Rob Cuomo Seth Church Tobias Christensen
Matthew Barker Nicholas Harvey Robert Borriello Seth Kravetz Todd Dowd
Matthew Barnes Nicholas Hull Robert Browning Seth Lilly Toop Nouwens
Matthew Bliss Nicholas Loving Robert Guthrie Shana Bolander Travis Pogmore
Matthew Byron Nicholas Madrid Robert Harrts Shane Collins Trent Redfield
Matthew Carroll Nicholas R Lehnert Robert Hupf Shane Giles Trevar Fracchiolla
Matthew D. Pierce Nicholas R. Williams Robert Hurn Shane Power Trever Bergh
Matthew Golub Nicholas Shaw Robert McGookin Shaun Bixby Trevor Brian Nesbitt
Matthew J. Delaney Nicholas Slowes Robert Wallace Shaun Kiefer Trevor James Knoebel
Matthew Jones Nick Heinbaugh Robert Matros Shawn M. Fortier Tristan Conor McGee
Matthew Michael Agee Nick Martin Robert Muhlig Shawn Rose Tristan Saindon Groulx
Matthew Quinn Nick Sutton Robert Praetorius Jr Shea Michael Duerler Tyler Erickson
Matthew Robert Engles Nicolas Dulière Robert Scripps IV Shea Williams Tyler Lane Cody
Matthew Rudolph Nicolas Hampton Robert Wilson Shelby Watkins Tyler Lee Yates
Matthew sharp Nicole Borruso Roberto Mejias Silvio Oehme Tyler R. Gibson
Max Barker Nicole Frame Robin Beddow Silvio Sibilia Tyler S
Max Krembs Nik Bradač Robin Jonsson Simon Dalcher Tyler Schaeffer
Max Morehouse Nikkolette Lee Robin M. Mayenfels Sir Robert Bombalier Tyler Stewart
Max Topping Noah Acierno Robin Pallett Skyler A. Hall Vic Harris
Maxx Ratliff Noah Ruhmer Robin Tanquerel Sohan Rao Victoria French
Megan Chester Noel Smith Robyn Pesticcio Sol Sukut Victoria Hunsaker
Meghan A. McElaney Noelle Martinez Ron Miller Sophia Brittain Victoria Peter
Meghan Cobourn Olivier Boudreault Ronen Orland Stefan Dyke Walter Hosking
Micah Olguin Oscar Ortiz Ronnie Nocera Stefan Schlichting Wayne Marshall
Michael B. Daugherty Owen Rion Ross Guthro Steffan Grønlund Wayne Naylor
Michael Bakker Owen Smith Roux du Toit Stephane Gelgoot Will Matthews
Michael Carrig Oxto Santiago Medina Roxanne Sergeant Stephanie Kellogg William Combs
Michael Chadd Øystein Borhaug Ruben Brandt Stephanie Meier William Crewe
Michael Edward Martin Pablo Llanos Ortiz Russel Pryor Stephen Bowyer William F. Wittman
Michael Field Paige Lisko Russell Hoyle Stephen Hoffman William G. Schiemenz
Michael Gadd Parker Maxwell Russell McLaughlin Stephen Nash William Hart
Michael Green Patrick Beaulieu Ryan Allison Stephen Schorn William Henry Greenslade
Michael Griffeth Patrick Harrington Ryan Arias Delafosse Stephen Smith William Shepherd
Michael Hansen Patrick Hennessey Ryan Benson Stephen Tonks William Wood
Michael Hebert Patrick Hoskins Ryan Cherry Steve Capezza Zachary Paul
Michael J Rider Patrick Lee Ryan Copeland Steve Nelms Zachary Stephen Battista
Michael Jacobson Patrick Russell Ryan Finn Steve Ray Zacharyah Barlow
Michael John Essers Patrick Smith Ryan Ford Steve Riese Zack Olson
Michael Johnson Paul A. Didonato Ryan Hover Steven Cairnduff Zack Thompson
Michael Leguillow III Paul Gasperini Ryan Hughes Steven Jaskowiak Zeke Fowler
Michael Lehmann Paul Van Rompay Ryan Johnston Steven M. Almasy

234 APPENDIX B

APPENDIX B 235


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