Page 176 - The Griffon's Saddlebag - Book One [Compressed] (1)
P. 176

EXPLORATION                                          DAGGER ICE

                                                                Much of the ancient ice on the Everglacier has turned solid
           Thanks to the Everglacier’s ever-changing nature, explo-  until its hardness is similar to that of jagged iron. Known as
           ration can be a difficult task, even for the wisest ranger.   Dagger Ice, this dense material is immune to cold and resis-
           Because of the cold, wind, and dryness, travel is slow. Char-  tant to fire. Through magic and patience, a blacksmith can
           acters moving at a normal pace can travel 10 miles per day on   reforge the material into weapons and armor.
           foot through the untamed terrain of the Everglacier.
             If the characters move at a fast pace, have them roll a d4.   FIRES IN THE EVERGLACIER
           On a roll of 1 or 2, they travel the same distance as a group
           moving at a normal pace, despite their best efforts. On a   Due to the lack of large quantities of liquid water and the
           result of 3 or 4, they successfully double their movement for   constant winds of the Everglacier, fires represent a major
           the day; as normal, characters moving at a fast pace take a –5   hazard. When an object or creature is set on fire, any skill
           penalty to their passive Wisdom (Perception) scores, making   check or saving throw made to extinguish the flame is
           them more likely to miss clues and walk into ambushes.  made with at disadvantage. If extinguishing the flames
             Similarly, if the characters set a slow pace, roll a d4. On a   only requires an action with no check, it instead requires a
           roll of 1 or 2, they advance only 5 miles that day. On any other   DC 10 Dexterity check. Failure means that the fire continues
           result, their caution is rewarded, and they travel the same   to burn.
           distance as a group moving at a normal pace. Slow-paced
           movement allows characters to move stealthily. They can try   WEATHER ON THE EVERGLACIER
           to surprise or sneak by other creatures they encounter.
                                                                Precipitation is surprisingly rare on the Everglacier; the
           NAVIGATION                                           glacier sees no more than 2 inches of snowfall each year and
                                                                blizzards are few and far between. However, the wind can be
           One character should act as a navigator, either a player’s   severe. Every 8 hours, roll a d6. On a result of 5–6, the wind
           character or an NPC. At the start of each new travel day, the   is moderate. Otherwise, the winds are strong winds. Strong
           GM makes a Wisdom (Survival) check on behalf of the navi-  winds impose disadvantage on ranged weapon attack rolls
           gator. The result of the check determines whether or not the   and Wisdom (Perception) checks that rely on hearing. It
           party becomes lost over the course of the day. The DC of the   extinguishes open flames, disperses fog, and makes flying by
           check is 2d10 + 5.  Apply a +5 bonus to the check if the group   nonmagical means nearly impossible. 
           sets a slow pace for the day, or a –5 penalty if the group is
           moving at a fast pace. 
             If the check succeeds, the navigator knows exactly where   EXAMPLE ENCOUNTERS
           the party is on the Everglacier in regards to permanent loca-
           tions and landmarks.                                 The Everglacier is home to many dangers. While the
             If the check fails, the party becomes lost. The navigator can   characters travel through the Everglacier, roll a d20 three
           repeat the check after the party spends 1d6 hours trying to   times per day that passes in game. An encounter occurs on
           get back on course.                                  a roll of 18 or higher. Check the Everglacier Encounters table
                                                                below to determine the nature of the encounter. Of course,
           FLORA AND FORAGING                                   you’re free to change this list of encounters to better match
                                                                your campaign.
           While plants are not completely absent from the Everglacier,
           they are extremely difficult to find. A foraging character
           makes a Wisdom (Survival) check as normal, but the DC is   d12 + d10 Result
           4d6 + 5.                                                 2     1 adult white dragon
             On a failure, the character fails to find potable water or   3  On either side of the path, frozen bodies sit
           edible food. On a successful check, roll 1d4 + the character’s   motionless, encased in solid ice. Fortunately,
           Wisdom modifier to determine how much food (in pounds)         they are very much dead. Eerily, their stiff
           the character finds and roll 1d8 + the character’s Wisdom      arms point in the same direction. 
           modifier to determine how much water (in gallons) the char-
           acter finds. Once potable water is found on the Everglacier,   4  1 remorhaz with 1d4 – 1 young remorhazes
           it’s usually in greater supply than food.                5     1d4 wraiths. The wraiths are immune to
                                                                          cold damage.
           Collecting snow for water                                6     1d4 trolls looking for food. Desperate, they
                                                                          fight recklessly. All of their attacks are made
           During a short rest, the characters can collect snow and boil   with advantage, and attacks made against
           it with a fire. In doing so, they can collect as much water as   them are made with advantage.
           they need. Of course, fires on the Everglacier present a prob-
           lem all its own.                                         7     1d4 air elementals






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                                                                                          THE GRIFFON'S SADDLEBAG
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