Inhalt
The elements suffer a wide range of negative effects to the living.
Afflictions in Icewind Dale are dangerous, but not completely unavoidable.
Lesser restoration removes one affliction and greater restoration removes all afflictions affecting a creature. Alternatively, all afflictions are removed from a creature at the end of a long rest, provided the long rest is completed outside of the environment that caused it.
Difficulty Class
The terrain and weather presented here should be a challenge regardless of tier. To facilitate this, the DCs and damage of the effects are determined by the ease of the task and the tier of the characters, as outlined in the table below. For example, the saving throw for glittersnow (an easy Constitution save) would be 9 for a group of 1st level characters, but 15 for a group of 20th level characters.
| Tier | Easy | Average | Difficult |
|---|---|---|---|
| 1 | 9 | 11 | 13 |
| 2 | 11 | 13 | 15 |
| 3 | 13 | 15 | 17 |
| 4 | 15 | 17 | 19+ |
Mundane Afflictions
Characters exposed to the elements can suffer a wide range of negative effects.
Exhaustion by Exposure
Exposure to the cold can cause a wide range of afflictions that incur levels of exhaustion. After being exposed, a creature must succeed on an average Constitution saving throw or gain a level of exhaustion. Each condition provides when this saving throw is made and the manner in which the levels of exhaustion are removed.
Frostbite
Characters with exhaustion caused by exposure to cold risk frostbite—especially if they're not wearing the proper clothing. At the end of each hour the character must succeed on an average Constitution saving throw or suffer the effects of frostbite. Frostbitten characters make Dexterity- or Strengthbased ability checks, attack rolls, and saving throws with disadvantage.
Frostbitten creatures are cured by lesser restoration or similar magic or with a successful DC 13 Wisdom (Medicine) check made upon completing a long rest.
Creatures who have four or more levels of exhaustion caused by exposure to the cold are also prone to unusual behavior:
Snow Blindness
Snow and ice reflect the sun's light—blinding the unprepared. After each hour spent traversing a snowy area on a sunny day, a creature must succeed on an easy Constitution saving throw or be blinded until the creature spends an hour outside of it. Characters wearing snow goggles or similar eye protection automatically succeed on the saving throw.
Magical Afflictions
The presence of magic and otherworldly creatures creates unique dangers in the form of the following afflictions:
Frost Rot
This affliction is caused when a creature suffers necrotic damage while possessing one or more levels of exhaustion caused by exposure. The extremities (typically the hands) become black and covered with festering sores. Weapon attacks and spell attacks from spells with somatic components are made with disadvantage. This affliction lasts until the levels of exhaustion are removed.
Living Spells
Though extremely rare, living spells (see Eberron: Rising from the Last War) are occasionally found wandering the wilds of Icewind Dale. These spells are almost always derived from spells that deal cold damage—like ray of frost, cone of cold, and ice storm. In the Forgotten Realms, creatures such as this are usually ancient remnants of the Netherese Empire's terrible magic.
Madness
The brutal environment can provoke madness in those who succumb to its influences (see Dungeon Master's Guide).