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Sea of Snow

th tier (
Challenge
DC
Region
(3 hours)

Undulating waves of snow stretch toward a horizon distorted by icy mists. The snow shifts and flows to cover up tracks in a matter of moments, and the snow dunes are both exhausting to crest and dangerous to descend.

Appropriate Gear. The use of appropriate mounts and keeping a light pack (less than half carrying capacity) allow for travel at a normal pace without suffering from Unforgiving Cold.

Icy Nights. The nights are even cold than the days. At night time the adventurers suffer disadvantage on checks made against the exploration challenge.

Hilly. When a creature is knocked prone , it makes a Dexterity saving throw or slides 20 feet down a snow pile.

Deep Snow. The area is difficult terrain , and Survival checks made to find tracks have disadvantage

Unforgiving Cold. When traveling through this area during the day at faster than a slow pace, at the end of every hour each adventurer and mount makes a Constitution saving throw or suffers a level of fatigue . Immunity to cold damage grants an automatic success on this save.

Possible Solutions
  • A group Survival or Athletics check is needed to traverse the snowy dunes. 

Potential Outcomes

Critical Failure: All of the supplies being carried by the party freezes and is unusable. The adventurers suffer a level of fatigue and cannot use their Supply until they reach a new region or a haven.

Failure: Each of the adventurers lose 4 (1d4+2) Supply to the freezing conditions.

Success: A hardened pass of ice and packed snow allows for a reasonably flat and straight path.

Critical Success: The party stumbles upon a natural hot spring or geyser. Roll on the Boons and Discoveries table.