Cold Environments
As the heroes and explorers of Man’s Landing make their way ever further out into the West, they find that the lands are becoming ever more inhospitable and colder. The lands, stretching out in endless white, are a shifting landscape of moving snow, biting winds, and the few steady and consistent landmarks that are embedded deep within the ice.
Below follow rules for survival across the frigid lands west from Man’s Landing. For the most part, these are simply additions to the existing rules for navigation and survival across Extreme Cold. These rules will provide additional means and dangers to provide new challenges and to present some unique experiences besides the standard Dungeons & Dragons 5th Edition rules, and those expanded upon by the adventure module Icewind Dale: Rime of the Frostmaiden. Many of these rules are also adapted from the 2004 release of the Dungeons & Dragons v.3.5 Edition environmental optional rules and player supplement Frostburn.
The Cold
Players who are unprotected or have insufficient protection against the cold must make a Constitution saving throw against DC 10 every X minutes,
depending on the level of cold they are in (See table below).
Reminder: traveling through a hex at normal pace takes 2 hours.
This DC increases by +1 for each previous save, including saves from previous levels of cold.
The increased save DC resets once a character has spent at least an hour in safe temperatures. (Where they don’t have to make a save.)
If the player fails the save, they take 1d6 points of cold damage.
Chilled metal
If the player takes cold damage this way, and is wearing metal armor,
they take an additional 2d8 cold damage due to the chilled metal.
Cold Protection
Adventurers can protect themselves against the cold using cold weather clothing, having cold resistance, or using other means like making shelter. These options can be found in the table below.
These effects can stack. For example: Making an improvised shelter and wearing a cold weather outfit gives you level 4 cold protection.
Amount of cold protection | Method |
0 | No clothing, No protections |
+1 | Cold weather clothing |
+2 | Fur clothing + Cold weather clothing |
+3 | Cold resistance |
+4 | Cold damage immunity |
The list above may be updated at a later moment to include more means to reflect the adventurers' progress.