Survival Rules for Athas
Extreme Cold
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one tied of exhaustion. Creatures with resistor or exemption to cold damage automatically succeed on the save throw, as bash creatures wearing cold weather gear ( thick coats, gloves, and the comparable ) and creatures naturally adapted to cold climates.
Extreme Heat
When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heating system and without access to drinkable water must succeed on a Constitution deliver throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the beginning hour and increases by 1 for each extra hour. Creatures wearing culture medium or heavy armor, or who are clad in intemperate invest, have disadvantage on the preservation hurl. Creatures with resistance or immunity to fire damage automatically succeed on the save throw, as do creatures naturally adapted to hot climates .
impregnable Winds
A potent wind imposes disadvantage on ranged weapon attack rolls and Wisdom ( Perception ) checks that trust on hearing. A potent wind besides extinguishes open flames, disperses fog, and makes flying by nonmagical means closely impossible. A fly animal in a strong wind must land at the end of its twist or fall .
A impregnable scent in a defect can create a dust storm that imposes disadvantage on Wisdom ( Perception ) checks that trust on spy .
Foraging
identical fiddling, if any, food and water sources can be found in the barren of Athas. Foraging for adequate food and body of water can be attempted by making a Wisdom ( Survival ) check with a DC of 20 .
For a creature of Medium size, 1 pound of food a day and 2 gallons of water a day are necessity to survive and sustain one ‘s self in the hot climate of Athas .
Quicksand
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Read more : Critical Role Wiki
A quicksand pit covers the grate in approximately a 10-foot-square area and is normally 10 feet deep. When a animal enters the sphere, it sinks 1d4 + 1 feet into the quicksand and becomes restrained. At the beginning of each of the creature ‘s turns, it sinks another 1d4 feet. adenine long as the creature is n’t completely submerged in quicksand, it can escape by using its action and succeeding on a Strength determine. The DC is 10 plus the count of feet the animal has sunk into the quicksand. A creature that is wholly submerged in quicksand ca n’t breathe .
A creature can pull another creature within its reach out of a quicksand scar by using its carry through and succeeding on a Strength determine. The DC is 5 plus the number of feet the target creature has sunk into the quicksand .
Becoming Lost
Unless they are following a way, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party ‘s navigator makes a Wisdom ( Survival ) check when you decide it ‘s allow, against a DC determined by the prevail terrain, as shown on the Wilderness Navigation postpone. If the party is moving at a dense pace, the navigator gains a +5 bonus to the check, and a firm tempo imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check .
If the Wisdom ( Survival ) bridle succeeds, the party travels in the craved guidance without becoming lost. If the arrest fails, the party unwittingly travels in the faulty focus and becomes lost. The party ‘s sailing master can repeat the check after the party spends 1d6 hours trying to get back on course .
Terrain Type | Navigation Difficulty |
---|---|
Forest, jungle, swamp, mountains, or open sea with overcast skies and no land in sight | DC 15 |
Arctic, desert, hills, or open sea with clear skies and no land in sight | DC 10 |
Grassland, meadow, farmland | DC 5 |
Weapon and Armor Fragility
Armor in Athas tends to be constructed from obsidian or the corpses of barren beasts. Fur or other character from certain creatures can be used to weave small segments of chitin or cram together, forming protection analogous to chainmail or scale male. Plate armor can be constructed from scales removed from only the hardiest of desert creatures .
When you are on the receiving end of a critical hit while wearing armor constructed from hide, chitin, obsidian, or the like, the armor you are wearing takes a -1 penalty to your armor class. once this penalty reduces the item ‘s armor class to 10, the armor breaks. For exercise, if you are wearing studded leather armor, which normally grants an AC of 12 + your Dexterity modifier, the armor would break after receiving two critical hits, when the -2 punishment reduces the establish AC of 12 to a base AC of 10.
Weapons are similarly constructed ; some hardy wood can be found in certain forested regions of Athas, and is imported to the abandon city-states as a costly commodity. Most blades, spearheads, arrowheads, and the like are constructed entirely from carved cram and tusk. Bludgeoning weapons such as clubs or warhammers are by and large made entirely of forest or incorporate hardened rock ‘n’ roll and blunted bone .
When you roll a critical failure while wielding a weaopn constructed from wood, bone, obsidian, or the like, your weapon takes a -1 punishment to its attack and damage rolls. once this punishment reduces the detail ‘s damage below your weapon attack ability modifier, the weapon breaks. For case, think you are wielding a cabaret made from bone, which normally deals wrong equal to 1d4 + your Strength modifier, and you have a Strength score of 14, for a modifier of +2. The weapon would break after making two critical failures, when the -2 punishment negates your weapon attack ability modifier of +2 .
Armor and weapons crafted from metal are broadly treated as items with +1 to AC or +1 to attack and damage rolls, as allow, and they lack the fragility described above. however, characters touching metallic element while in the defect sun are going to find that possibly bone and wood are not so bad after all ; any metallic element exposed to direct sunlight for one round or more becomes afflicted by an consequence identical to the Heat Metal spell, dealing nonmagical fire damage to any creature touching the alloy .