Frisky Plain

These fields of rolling tundra and bursts of boreal forest stretch on and on, covering the northen part of Green earth. Wild muskox and snow foxes wander across the rocky grassland, as wolves, saber-toothed tigers, and other beasts hunt to survive the freezing nights. ost humanoid species have not yet encroached on this region, and the Yuan-ti and lizardfolk abandoned their expansion into the plains, so wayfaring orcs and goblinoid bands have claimed areas of the region unchallenged. The Frisky Plains are a mostly open, untamed wilderness where survival depends on one's ability to endure the elements and navigate the wilds skillfully.
  This land use to be home of the Thunderlord clan of orc, but they moved to the dwarven kingdom long ago after the defeat of the horde, leaving he land only to the goblinoid and nomadic shifter who's thick fur allow to survive in the cold environment.
 

Features

Extreme Cold. Tall tree is at the upper north of Siniadòr and snow cover the region the northern part of the forest, a creature in the nowy region must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
  Frigid Water. The water is most often covered in a thin layer of ice, thin ice has a weight tolerance of 3d10 × 10 pounds per 10-foot-square area. Whenever the total weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
A creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures that are naturally adapted to living in ice-cold water.
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

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