After a relaxing but cold day with the family its safe to say not much was done on creating some overdue Zines. But the weather did inspire some Glacial hazards that may be encountered this week or even the next as the party delve through the glacier and onto the next part of the adventure. So while we warm up with a hot drink, coffee preferably, let’s sit down and roll into tonight’s adventure.
Glacial Hazards
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You may remember back to last year where I had a series of adventures that took place out in the cold snow. This look at expanding some of the concepts from that adventure from over a year ago which goes to show that the reusability of D&D material is near limitless.
The first few things I want to explore are around the weather. Limited and reduced visibility; partial cover to all creatures and disadvantage on perception checks, Increased exhaustion rate and reduced speed; as exposure to the elements set in, and finally something more prevalent in a maze of walls of ice (such as a glacier), getting lost.
If you want to really spice up this adventure for the party I would consider implementing a snow storm as they go through the glacier, reducing visibility (cant see past 30 feet) and granting disadvantage on perception checks due to the sound and volume of snow. The ground becomes harder to walk on due to the wind tunnels the walls glacial walls produce as well as maybe the roughest one. Every few, maybe 3, roll a constitution saving throw vs 10+Hours exposed to the elements. If they fail they get a level of exhaustion. If they pass then they are fine until the next check. If they take shelter and can stay warm and dry then this will offset the DC increase and perhaps even extend the time between the checks. But once exhausted its hard thing to shake off over night.
The next few things are other ideas that can spice up the adventure.
Breaking Ice
A sudden twang as a crack in the ice forms. The sound of the breaking ice is the only warning before the creature falls into an expanding hole under the ice they were walking on.
DC14 Dexterity saving throw or they fall through the ice. A successful saving throw has them fall prone next to the hole. How deep the hole goes is really up to you. It could be a fall of five or ten feet or it could go indefinitely. How this takes you and the party is up to you and it can be versatile and exciting how it can be used.
Slip Risk
Walking let alone moving at speed on slick, smooth ice is never easy. But when fighting nightmarish cannibal undead it becomes a battle on its own.
The area around this slick part of ice is considered difficult terrain. But it doesnโt hamper the ability to traverse it but merely any creature moving at a normal pace must make a DC12 dexterity saving throw or fall prone. Once prone it takes a creature’s full movement to get back up safely, or if they roll a successful DC14 dexterity saving throw they can get up expending only half their movement.
Extreme Cold
More than just exhausted, the exposure to the elements was chilling to the bone and the party members’ fingers began to go numb and darken as the flesh froze.
Unless the creature is immune or resistant to cold damage, roll a DC12 Con save every time they take a rest or move through weather for more than two hours. If they fail they take 1d6 cold damage and their hit point maximum is reduced by that much. A long rest away from the cold will restore 1d6 hp to their maximum total which canโt exceed their normal total.
Thanks for exploring a frozen layout for this weeks Saturday musings. Don’t forget to come back tomorrow for some more D&D content and as always, don’t forget to roll with advantage.
The Brazen Wolfe



















































