Eternal Night Hazards
Characters venturing into the Eternal Night can face a variety of dangers, from freezing temperatures to deadly traps to blizzards or worse.
Temperature Dangers
Temperature danger refers to the harmful effects of extreme heat or cold on characters in the game. Prolonged exposure to harsh temperatures, like the scorching heat of a desert or the freezing chill of a tundra, can lead to exhaustion, damage, or even death. Characters must take precautions, such as wearing appropriate gear or finding shelter, to survive in these conditions. Failing to do so will force them to make saving throws to avoid suffering from the environment’s deadly effects.
- Severe Heat. When the temperature exceeds 90°F (38°C), characters must make a Constitution saving throw at regular intervals (every hour) to avoid gaining a level of exhaustion.
- Severe Cold. When the temperature drops below 0°F (-18°C), characters must make a Constitution saving throw at regular intervals (every hour) to avoid exhaustion and hypothermia. Without appropriate gear, such as winter clothing or heat sources, characters may also suffer hit point loss or frostbite over time.
Weather Dangers
Weather Danger refers to the harmful effects of severe weather conditions, such as thunderstorms, blizzards, sandstorms, or hurricanes. These weather events can create hazardous environments that hinder movement, reduce visibility, and pose direct threats like lightning strikes or freezing winds. Characters must navigate these dangers carefully, making saving throws or skill checks to avoid exhaustion, injury, or getting lost. Proper preparation, such as finding shelter or using protective gear, is crucial to surviving harsh weather.
- Rain (Trace/Moderate). Unpleasant to travel in. If you have wagons, your travel pace is slowed by half. If you attempt to take a long rest without cover, you must make a DC 12 Constitution saving throw gain the benefits for a long rest. All fire damage rolls have a –2.
- Rain (Heavy). Same as rain, but the DC becomes 16 to benefit from a long rest without shelter and if Heavy Rain occurs two days in a row wagon travel becomes impossible until one day without rain occurs. All fire damage rolls have a –4. Lightning and Cold damage rolls gain a +2.
- Snow (Moderate). If you attempt to take a long rest without cover and heat, you must make a DC 15 Constitution saving throw gain the benefits for a long rest. If you fail by 5 or more, you gain an additional level of Exhaustion. All cold damage rolls have a +2.
- Snow (Heavy). On temperature save failure, you take 3d4 cold damage and gain one level of exhaustion. All creatures are heavily obscured if they are more than 20 feet from you. All terrain is difficult terrain.
Temperature Band | Range | DC |
---|---|---|
Burning heat | 210° F or higher | 30 |
Unearthly heat | 180° to 210° F | 25 |
Extreme heat | 140° F to 180° F | 20 |
Severe heat | 110° F to 140° F | 15 |
Hot | 90° F to 110° F | 12 |
Warm | 60° F to 90° F | 10 |
Moderate | 40° F to 60° F | 8 |
Cold | 0° F to 40° F | 10 |
Severe cold | 0° F to -20° F | 15 |
Extreme cold | -20° F to -50° F | 25 |
Unearthly cold | -50° F or less | 30 |
Condition | DC Modifier |
---|---|
Hanxo, Duskling, Cold Endurance Feat | -1 vs Cold |
Armor insulation, cold weather outfit, fur clothing | -1 vs Cold |
Alpern, Aefvennen | -2 vs Cold |
Cold weather outfit OR Armor insulation worn with fur clothing | -2 vs Cold |
Krampus | -3 vs Cold |
Shelter | -3 vs Cold |
Ishdrim, Ejre, Heat Endurance Feat | -1 vs Heat |
Armorbright, desert outfit, keepcool salve | -1 vs Heat |
Rilkan, Lyvar | -2 vs Heat |
Dragonborn | -3 vs Heat |
Shelter | -3 vs Heat |
Frostbite & Hypothermia
Each time a character fails a Severe Cold save, they progress through the following stages of Frostbite & Hypothermia.
Stage 1: Frostnipped. The skin itches, aches, and becomes numb. Yellow and white patches form. Frostnipped Characters have a –2 penalty on Strength and Dexterity checks.
Stage 2: Shiverstruck. The character gains one level of Exhaustion, shivers uncontrollably, and his or her teeth chatter. A shiverstruck Spellcaster must make a successful DC 10 Constitution check (with disadvantage because of exhaustion) to Cast a Spell with a verbal or somatic component; if the check fails, the spell slot isn’t expended. Tasks such as getting into or out of armor take twice as long.
Stage 3: Kissed by the Ice Maiden (Hypothermia). The character gains a level of Exhaustion and can’t recover from Exhaustion until after a Long Rest in a warm Environment. The character’s skin develops black blisters but the character’s body is numb—which may initially seem a relief. A hypothermic character is only superficially aware of his or her surroundings and may trudge past shelter or blunder into Monsters or Hazards without realizing it. Even simple activities such as drawing or sheathing a weapon, Loading a crossbow, or retrieving something from a pouch or pack require a successful DC 10 Dexterity check (made with disadvantage from exhaustion) to accomplish without fumbling and dropping the item. This can be avoided if the character takes four times longer than normal to do simple things. More complex tasks, such as starting a fire with flint and steel, are impossible.
Stage 4: Frostbitten. The character gains a level of Exhaustion and becomes Incapacitated. Eventually organs fail, flesh dies and becomes gangrenous, teeth freeze and Shatter, fingers and toes snap off, and other permanent Injuries occur. The Effect of such losses is determined by the GM. Every additional failed Constitution saving throw at this level of exposure adds another level of Exhaustion. The character can survive and recover if rescued, but only magic can restore lost limbs and damaged organs.