Environments

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This article complies with version 0.96 of Runarcana RPG

In the shade of an oasis with fresh water you might even believe for a moment that the desert is a peaceful environment. Many unwary adventurers have already made this mistake and disregarded the dangers of this environment. Heatstroke and hypothermia, who could have predicted that in the desert you'd find them both in less than 24 hours? A duel between cold and heat where the loser is fatally those who do not believe in the impact of these changes of environment.

Runeterra's diversity permeates immense possibilities, in some places snow is the only sight on the horizon, while in some forests, slowly your sweat is the water in which you become a stew about to be slaughtered by the first beast to appear.

If you thought that only extreme environments presented risks and dangerous possibilities, remember that Runeterra has an intrinsic magical charge so protruding that in some regions the mana itself seems to flow from the ground, no wonder, these environments end up creating immense possibilities of interaction, whether with the purest elemental magic possible, passing through runic emanations or dissonances and even some areas where magic does not exist, it is important to always remember the breadth of the theme of Magic and Runes in Runeterra.

The rules presented below seek to add important information to the interaction with these environments, from urban environments, through wilderness and wild places and even catastrophes and natural disasters or not, after all, magic not only exists but is often extremely capricious.

Use the rules of this chapter to enrich your adventures, giving them certain particularities, difficulties and even advantages. Although several possibilities are presented here, the way you apply these rules is directly linked to your desire to intensify the environment as a force more present in your stories.

Atmosphere

During an adventure, there are several moments where the atmosphere in which the adventure takes place takes on one of two common patterns. While in the first pattern the environments themselves may not be the highest descriptive and impact priority on players, often representing a transitional or unimportant environment, the second pattern of atmosphere is when the details of the environment matter. Either because they are linked to the narrative or goal of the players, or because they represent a set of characteristics that have a direct impact on the adventure.

Switching between the atmospheres suggested below is one of the greatest exercises and learnings that a person who sets out to be the Dungeon Master can encounter on their journey. Tricks and shortcuts are found along with the experience, knowing when to hide, when to shut up, narrate or make something explicit. Part of this knowledge is what causes players to be surprised and have shocks of expectation creating memorable situations.

Simple atmosphere

In an adventure, not every moment is a moment of tension or extreme narrative importance, likewise, not every environment has a vital importance attached, which makes it not always necessary that its characteristics be taken into account.

Many adventures run in environments of generic description, simple atmosphere as to their narrative and importance for the development of the story. In these cases, more elaborate descriptions are left out, without you describing the exact season, temperature fluctuations or even determinations.

In the simple atmosphere, you seek narrative shortcuts to simplify the progress of the narrative and the story, a huge stone may be part of the description, but the simple mention of it, amid a more simplified descriptive narrative, can make the players interpret that it has a greater importance, creating from the possibility of deepening some element that you want, even creating the obstacle of interrupting the overall planning of the adventure with the players trying to find the mysteries of this stone.

In simple atmosphere situations, it is worth describing generic things regularly but briefly, giving a little more space and importance in the quest to create the specific scenes you have planned. Through the pace given to this description, the players themselves will be able to perceive that from a certain moment on, perhaps the dangerous part of the adventure has already begun.

One of the ways to give simplicity to narrative depth is to pay attention to the built atmosphere. In a simple atmosphere pattern, the atmosphere is usually light, without many important points and ends up signaling the transition from one moment to the next, in which options for interpretation and interaction can be given, but a limitation is sought for the time invested in these tasks.

This way of describing the environment or even a light journey is usually used for an ordinary day of adventure, for side quests or even when the narrative is not yet mastered. In the case of simple adventure days, they can be from an adventure with a beginning, middle and end to even a quieter day in a campaign, where players will perform activities not necessarily linked to the main objective.

Use visuals whenever you find them interesting, they can also be shortcuts to facilitate a narrative and convey a certain atmosphere more accurately. Through searches on the Internet, you can find various visual (and even auditory) aids to enrich your stories, just beware of some places that usually suck your attention far beyond what you imagined. You start looking for a “magical landscape” and when you least expect it you're collecting photos of PDMs that you don't even know you're going to use.

Controlling the information given in a simple atmosphere is extremely rewarding while you understand how to work the expectations of the players and manage to create surprise effects, either through an evolution of the atmosphere, demonstrating a greater proximity to the goal, or even through the breaking of the expectation, in which the players are led to believe that something has little or no importance, to later realize that it was perhaps the most important thing of the journey.

In a few moments you can find the exact situation to describe the magical atmosphere of Runeterra, through a strange interaction between nature and magic, a completely unique and wonderful creature just to look at, reminding the players what world they are in and reinforcing the idea of the fantasy of that particular world.

At times when the environment does not need extreme care, it is possible to use simplification features that will even make it easier for an adventure to be prepared. However, always be prepared for the imagination of the players and their capricious wills.

Complex Atmosphere

Unlike the previous pattern, a Complex Atmosphere typically requires much more elaborate planning and narrative construction. This is the pattern where everything can have meaning and depth, where description and narrative become more complex and potentially important.

Describing that the environment is complex or with a specific difficulty, points out to the players that such difficulty can be a constant at that moment, causing them to choose to consume their resources to minimize or mitigate such aspects, often causing them to pay more attention to what happens and is described.

In a Complex Atmosphere, rolls and rolls can be constantly asked of players as their path evolves, whether to gain information, avoid danger, or simply follow the desired path. In such cases, it is interesting to use accumulation rules, in which players need to achieve a certain number of successes to find their goal or, if they accumulate failures, finding something worse or even losing precious time on a trip.

During the construction of the Complex Atmosphere, a very useful feature is to leave important descriptive clues amid other information that only serves as a smokescreen, so that players can be led to a moderate paranoia distrusting everything that happens, causing them to battle against their own imagination.

If in the Simple Atmosphere the description values simplicity and ease in moving from one environment to another, in the Complex Atmosphere the details are important, thinking about the scenes in a more elaborate way and touching the various senses can be the great secret to being able to create discomfort in the players that makes them take more care with their actions and reflect better before taking a step.

An extremely useful and important feature is narratively called “Show, Don't Tell,” in which you construct certain scenes without appealing to the centerpiece of the scene, letting the players' imaginations fill in the blank with their knowledge and clues left during the Complex Atmosphere.

As an example, take the description of a crypt used for sacrifices where players will confront a powerful undead. Instead of describing a dark, stinky tunnel leading to a crypt, you can describe that as players enter that tunnel a strong smell of putrefaction takes over the air, causing them to breathe hard and even have to make a roll to avoid becoming ill due to the distinctive odor that spreads.

As they go through this tunnel, they end up stumbling on scattered body parts, these pieces are gnawed by small rats that run away as the torchlight illuminates them and the players' steps cross the distance towards a spectral and pale light that is on the other side of the corridor. Reaching halfway, the pale light becomes momentarily intense and greenish, with the final cry of some poor creature.

Letting the players' imaginations build their ideas on top of the descriptions left behind, such as the pieces of bodies, the scent of putrefaction, or the creature's final scream, causes them to fill this empty space of the unknown with their own information, without it being revealed that the powerful undead has just sucked the soul out of its victim.

Filling the path to this tunnel with references of anatomy, such as a manuscript full of blood that explains how to perform a projectile removal surgery, of magic, with a small skull made of ivory that still displays the trail of blood spilled on it, among other references that connect to the scene that you will build below, will make everything that has been “shown” remove the need to “tell” these things.

The planned encounters (and even the random ones you can establish during the creation of your story) can provide very important clues about the final objective of that session, mission or even the campaign. Always remember to give meaning to planned encounters, so that they are not just moments of spreading carnage against other creatures.

For planned encounters, features such as previously prepared maps, more accurate and detailed descriptions, among other ways to enrich the moment, can be ideal times to plant clues and ideas, leave some dubious information and create some effort from the players in trying to solve the situations, perhaps thus finding clues that can be the difference between success and failure for having not only paid attention, but interacted with the information and rewarding the hours you spent thinking about this detail.

Rewarding players who seek information, explore the environment, and enrich the story is an excellent way to encourage this to happen. Provide details linked to skills, crafts or other abilities demonstrated by the players during the interpretation of their characters, this will not only make them better immersed in the adventure, but they will also realize that it is rewarding not only to fight, but to seek ways to interact with the story they are playing.

Changeable Atmosphere

Although two very distinct patterns have been explained above, a skilled master never uses only one of them for his adventure, seeking to alternate between them according to the desired effect for a moment or environment.

The narrative construction is usually the main element to pass the desired atmosphere to the players, creating in them rest for quieter situations or tension for situations that demand more attention, especially when they are life-threatening. Understanding the most effective ways to convey each of the two makes you increasingly able to get players to respond in an expected way, giving you greater control of the situation for moments that you will certainly have worked out after hours of thinking through every detail.

As you develop your perception of when to create a Simple or Complex Atmosphere, you may find yourself at times in dilemmas about how to make something mundane without making it seem important, or vice versa, making something mundane feel special by creating a point of distraction for players.

It is worth noting here an important rule to be taken into account about the use of these strategies and narratives. This rule can help you find what is really special and resonates the desired intention among players. Always keep in mind the rule that “If everything is special, nothing is really special”.

By understanding this rule, you will understand ways to oscillate the importance to create the desired effects, in addition to being able to also play with the ideas and imagination of your players, which can open enormous narrative possibilities that you have not even planned, by having unexpected attitudes.

Planning the Journey

When you set up in your adventure a creature's lair, draw the paths of a cave or even a dungeon, you are working with an environment under control and with clear exploration limitations. These environments can easily be filled with details pertinent to what you want and the possibility of things getting out of control is relatively low.

Outdoor environments, on the other hand, represent the infinity of possibilities, making it possible for you to deeply exercise your imagination and for truly unexpected things to arise from the imaginative minds of your players. They can choose their paths, they can choose new goals, they can even choose not to choose anything, stay in a certain place for days just because they consider it more worthwhile to do so.

The best solution for this is to think of solutions as “sandbox”, with the possibility of shaping the objectives found giving an illusion of choice to the players. Well, as much as a GM creates all the preparation for an adventure, with maps, encounters, PDMs and all the resources he can imagine, players may end up taking a completely different direction than planned.

To say that it is a sandbox only demonstrates that although the paths can be shaped by the actions of the players, some important points remain as milestones of the narrative and the story. The party can choose not to follow the stone road leading to the castle, choosing instead to make a long journey across the lake to try to climb the side in a totally surprised entrance.

The GM, instead of being frustrated by the fact that the players have ignored the sequence of encounters, can just adapt these encounters to take place on this new path. Perhaps at a certain point the water will become shallow enough that a patrol can clash, keeping the prior preparation still valid and useful, even in a different scenario.

Flexibility and adaptability are key at these times. Tracing the goals and paths is extremely important, but just as important is looking for ways to make these decisions versatile and adaptable to differences in itinerary, players' will, and even unexpected outcomes.

The most important tip here is “expect the unexpected”, but do not turn this into a complexity that elevates the time needed for you to prepare your adventure, keep in mind that no matter how skillful you are, you will never be able to foresee all the possibilities of choosing a group. While you may even gain deep knowledge after some time together, having extra resources on hand can always help you make a completely different choice from your planning just as fun.

At times like this, you can use previously created material, giving it a new look. The players decided to explore the city that you have not created yet, you can very well use part of the first city that you created and have not used in a while, changing some details and making it look like something completely new.

Another interesting feature is to collect some hidden and secondary objectives, which can end up being triggered when players decide to go too far off the planned route, either through new difficulties and rewards, or through the frustration of not finding anything they expected.

Remake everything that hasn't been revealed in the way that best suits your storytelling style and the way your players behave. Remember that you have planned everything but they do not know exactly what this planning is, play with the possibilities and let the mystery often be planted in the minds of the players.

Environmental Characteristics

Building an environment for your story requires some common and classic elements such as castles, temples, tombs, cemeteries, wildernesses and even some very sinister ones. When you build the map of an environment to be explored, you are preparing a space so that the imagination of the players can flourish in the most varied ways. Still, it is always worth filling this space with these common elements, trying to make them have a harmony between themselves and some established relationship.

You can place an imposing castle in a distant location, but what is the history of this castle, why is it there, and who inhabits it? Does a village on the edge of the river feed on fishing? How is this possible if that same river is poisoned as you described two sessions ago?

A good formula to create the surroundings of some place is to take as a basis the 50 miles around that main place, once you take the geography of that place, noting where there are rivers, forests, mountains, etc., it is time to fill that space with interesting places, such as such castles, catacombs, etc. Each of these locations can be just filling information, without much importance, or perhaps even, with a veiled importance within your narrative.

As for threats, it is worth paying attention to those that exist in each location and creating reasons for them to be there. Although there may be several minor threats scattered in different locations, it is very difficult for there to be more than one terrible threat, since in cases like this, they would come into conflict causing destruction in their path.

When positioning anything in these surroundings, even if it is just a simple fishing boat positioned on the map, be prepared for the possibility of players choosing to investigate this boat, always have at least basic information that can satiate the curiosity of the players or even give space for you to develop an interesting idea that you may have (or cepte of your players) while narrating.

A Creature's Lair

Developing a Creature's Lair is a fun aside when thinking about the difficulties and challenges that must be overcome by the players. As stated above, there will hardly be more than one Lair in an area of 50 miles, since it can be much more dangerous than a dungeon.

When creating a Lair, planning and interaction between the creatures that are part of it is essential. A slight notion of ecology makes the building closer to reality, after all, just throwing random creatures does not turn this location into a Lair.

Define what is the role of each creature, how is the interaction between them and especially between different species. The Terrible Threat is who controls these creatures, are they there of their own free will or are they also hostages of this threat? As you define the minimal relationships between these creatures, much relevant information about the story will emerge, for example, a lair of a powerful Hell Dragon that makes its home in a volcanic crater may be surrounded by fiery creatures that praise the Dragon as a deity, causing them to work together for the Dragon's goals.

The more elaborate the construction, the easier it will be for you to describe and answer the players' questions, creating an extra layer of immersion giving players the feeling of actually being part of the world, not just walking through a scenario that remains unchanged after their passage.

Icons

Icons are physical records of the memories of a place, usually they were left by civilizations of the past under the most diverse pretexts, from celebrating some local entity to heroes or even leaders, or even serving as a utility for something, such as a calendar or a record of religious foundations.

In Runeterra due to magic and Runes, an icon can be in various stages of preservation, from being just vestiges of something that existed, to even being complete and whole icons, as if they had been built a few minutes ago. Much of this will depend on the function of this icon and the level of power of those who left it behind.

Some icons may be exactly why certain civilizations have disappeared, we are talking here about possible constructions that have channeled unexpected or expected magical or runic power, but have gone out of control.

Creating an Icon is also creating its story, its meaning and its importance, the better this icon is elaborated, the easier it will be to create immersion and fit it into your story giving importance to it. If you don't have ideas for creating icons, you can use the tables below as a source of inspiration or even to scroll and determine randomly.

Icons
d12 Icons
1 Ancient Calendar
2 City or Town Wall of Protection
Religious Text Carved from a Huge Rock
Totemic Symbol Containing Representation of One or More Animals
Tomb or Tomb of Some Important Personage from the Past
6 Obelisk and/or Solar Calendar
Food or Weapons Storage Area
8 Representation of an Ancient Leader, Magician, Warrior, or Other
9 Stone Arch or a Noxtoraa
10 One or More Faces Carved on the Face of a Mountain
11 Circle of Stones
12 Colossal Statue Carved on a Mountain

The Icons table shows some examples of Icons that can be found in several regions, without a need or regional touch, which is important to do when you insert an icon on a map. Think about what this icon represents and how it could have a better characterization of the region in question

Status
d6 State
1 Completely ruined, having only traces
2 In pieces, but with enough work can be understood
3 Good state of conservation, but with parts missing
4 Small marks of time, such as scratches and small pieces missing
5 Enviable conservation, as if someone had been careful all this time
6 Perfection, it looks like it was just built (see Reason table)

The State of Conservation table presents several possibilities about what the state of this Icon is, part of which is decided in the design of such an icon. What does it represent had what degree of importance for the civilization that built it? What was the material used for this and what was the care given to it not only by the civilization in question, but after it. What was the significance of this icon for subsequent generations?

Reason
d6 Reason
1 Extremely advanced technology
2 Extremely powerful material naturally
3 Extremely powerful magic technique
4 Magic still present feeding on some source of mana
5 Attunement to some Runic emanation
6 Combination of reasons above

The Ratio table is optional, although it relates much more to the sixth item in the State of Conservation table, it can also be used for other items in this table. Usually when an Icon remains in existence even after such a long time, surviving the weather either by having a different construction, being of a very resistant material or even having something or someone who values the maintenance of this Icon. The space for stories to be created here is immense, from a powerful magic that does not end, to a group or person who has taken the responsibility of maintaining the Icon or even a source of magical energy that may be unlike anything that has ever been seen.

Types of Environments

During the construction of a story, you will need to define exactly where it takes place, through which locations players will have to travel until they reach their destination. Each of these points, origin, path and destination, can be defined among the most varied types of environment.

Below are the most common environments in Runeterra, many of them based on concepts common to certain regions such as an Arctic environment linked to Freljord or Desert linked to Shurima, however this is not a limitation or even an absolute rule.

Setting the Environment in which some stage of the adventure takes place usually requires you to choose more than one option, such as using Arctic and Aquatic for an environment that is in a severe winter but still has an important passage through the sea that has not frozen.

Another important tip is the understanding that various environments are expected in certain regions, as previously mentioned, at times it is interesting to create surprises with unexpected things that may be happening for various reasons, from intentional magical action of some caster, even a Rune emanation.

Aquatic

Whether salty or sweet, the aquatic environment takes place in regions where water is a constant of majority presence, in which a character can swim or dive. This environment has its own locomotion difficulties for some origins and even regions, while Marai and Sentinels may feel completely at home, a Freljordian or a Construct may look at these immense masses with a little trepidation.

Some common examples of aquatic environments are Lakes, ponds, lagoons, seas, rivers.

The most common hazards in aquatic environments are Cold Water and Tsunami.

Current

The current of the waters is an extremely important factor to define the movement and its difficulties in an aquatic environment. The current is not always a constant factor, and may vary depending on the season and other environmental factors. By default the current can be one of two:

'No Current.' Even if an aquatic environment does not have a significant current, it still presents difficulty for creatures that do not have a swimming displacement, when this happens the normal movement rule says that for every 5 feet of movement an additional 5 feet are spent, representing the difficulty in getting around.

'With Current' . From a certain point, the current of the water becomes significant, affecting even creatures that have swimming displacement, as the movement in favor of the current is facilitated while the opposite movement receives a variable difficulty.

Current Difficulty
Water velocity CD
20 feet or less 10
30 feet or less 20
60 feet or less 20

A formula for setting water velocity is 1d6 x 10 feet, this represents water velocity in a sense that should be set by you based on the hydrography of the environment, remember, waterfalls just run down… normally.

Creatures that are in the area of running water must make a DC Athletics check varying according to the intensity and speed of the water, on a failure the creatures are pushed a number of feet equal to the speed of the water in the favorable direction of the current.

A character who finds themselves in a strong current may attempt to break out of the current by heading to shore, holding onto an object, or break out of a submerged ocean current. When approaching a bank or floating object, the character may spend an action and repeat the Athletics check; on a failure, the character is unable to break out of the stream or hold onto the floating object.

Depth

Unlike walking on land, the aquatic environment can often have depth, making it a three-dimensional environment. While in rivers this may mean only one course and direction, in larger places such as seas and oceans, it may mean that at certain depths there are currents in the most diverse directions, based mainly on the temperature of the waters.

Submerged creatures normally cannot speak and follow the rules of Submerged Combat, present in chapter 9, if they do not have swimming displacement, they are limited to swimming only 8 hours a day. For each additional hour of swimming, the creature must make a DC 10 + 1 Constitution saving throw for each additional hour of swimming, receiving one level of exhaustion on each failure. Creatures with swimming speed follow the rules of chapter 8 regarding forced marching.

Swimming in deep water brings even more complications, when swimming in deep water, for every 100 feet of depth, each hour of travel counts as 2 hours for the purposes of ending forced marching time.

The maximum depth that a creature can swim, without having any kind of adaptation to such as the use of magic or specialized equipment, is equal to its Constitution modifier times 15 feet. For every 15 more feet the creature goes over its limit, it must make a Constitution saving throw every hour of swimming, the DC is 10 +1 for every 5 feet over the limit. On a failed save, the creature gains a level of exhaustion.

Creatures that are submerged to a depth of 15 feet receive half cover against creatures attacking from outside the water.

Visibility

Visibility in submerged environments profoundly affects creatures that lack darkvision (and are dependent on vision) or lack geolocation adaptations such as sea creatures and even origins that have the “amphibious” trait. In these cases, perception checks are made with a variable penalty depending on how turbid the water is and the distance from the light source, which, in the case of the Sun, is directly related to depth.

Turbid Waters
Intensity Penalty
Not cloudy 0
Slightly cloudy -1
Moderately cloudy -3
Extremely cloudy -5

On a clear day, observing from outside or even inside the water has a visibility limit, you are able to see a small object that is underwater at up to 200 feet if the water is not cloudy. For each degree of intensity of turbid water, this distance is reduced by 50 times the penalty of turbid water in feet, so in extremely turbid water you are not able to see an object that is 5 feet from you.

Even a light source like the Sun is not able to reach certain levels of depth within the water. In clear waters, during the day, up to 300 feet deep is considered a Photic Zone of feather light, from 300 to 500 feet deep the Photic Zone is considered Penumbra region and beyond 500 feet it becomes a region of darkness.

In addition, distance perception tests made in different photic zones take into account the distance from the light source and its intensity.

In clear water, for every 50 feet away from the light source, Perception checks are made with -1 penalty. To this end, it is taken into account that the light source is the Sun during the day and the distance is formed from the surface of the water, not from the emanation of sunlight. In nocturnal environments, this penalty can be doubled on nights with a visible moon or quadrupled on nights without a moon. Some factors may aggravate the situation or mitigate it as sources of submerged light or spells.

It is worth noting that, even with the “amphibious” trait or vision in the dark, the more turbid the water, the greater the difficulty of vision in it, with this variation being a fixed penalty in certain waters. The reason why the water is turbid can be variable, from a normal oxidation caused by aquatic organisms, to temperature differences that can cause the water to act as small mirrors or even the presence of different substances in the water as pollutants.

In murky waters, for every 15 feet away from the light source, Perception checks are made with a -1 penalty, however this depends on the intensity of how turbid the water is, with this penalty varying to the point of practically making it impossible to make Perception checks as shown in the Turbid Water table.

Arctic

The Arctic environment is characterized by constantly having a temperature below 0 degrees Celsius, with oscillations occurring by virtue of the season and even the time of day. The low temperature is the main challenge for characters without adaptation to extreme cold environments that do not have adequate clothing or nearby heat sources.

By default, arctic environments are composed of snowy or rocky mountains and tundras, vegetation is usually almost nil and creatures in this environment have the adaptation to survive in low temperatures, for most of them, what is considered extreme temperature can be just a cool afternoon.

Some common examples of Arctic environments are glaciers and fjords.

Common hazards in Arctic environments are Avalanches, Ice and Snow, and Snowstorms.

Desert

The desert environment is characterized by a low precipitation rate, which results in low air humidity, arid climate and large temperature fluctuations based on the time and the presence of the sun in the sky, ranging from 50°C during the day and up to -10°C at night. Any plant life has difficulty maintaining itself in these environments and bodies of water typically evaporate too quickly. Soil typically consists of sand or sedimentary rocks.

Some common examples of desert environments are dunes, stationary or migratory, barcanas and oases.

Common hazards in desert environments are: Quicksand and Sandstorms.

Sand

By default, desert environments are mostly composed of fine sand, which makes it difficult to move and is considered difficult terrain. This does not prevent that in some points of the desert, the sand is denser and more compact, not preventing movement.

Dunes are a constant in the desert, thanks to the action of winds that cause sandy terrain to form dunes of varying slopes, from gentle to even steep. Falling or rolling into a dune does not cause damage, but fall damage applies normally.

Sediments

Although mostly formed by sand, desert environments also have some regions with rocky terrain, usually filled with sediments that hinder movement and increase the risk of falling, causing the area to be considered difficult terrain. In some cases, these sediments are more spread out or are larger and firmer, not hindering movement.

Oases

Not every stretch of desert environments is an immensity of sand and dryness, the Oases are the great exception of life and vegetation in these environments. They usually occur near freshwater springs, promoting more lush vegetation. Some oases are the blessing in a desert area, but they can often be home to dangerous creatures lurking in prey desperate for water.

In an oasis, desert conditions are usually attenuated by the presence of water and vegetation, which can protect from temperature variations and be a source of constant rehydration.

Forest

Rich and closed vegetation, so are the forest environments that have immense variation such as forests and jungles. They usually have a large amount of trees and part of how this affects the creatures can vary from one forest to the next. While some woodlands and jungles can be extremely hot during the day, they can have temperatures close to 0°C.

The climate in which the forest is inserted and how closed the forest is, directly influence this issue, which can cause extreme discomfort for those who are not adapted or prepared for this climate. In closed forests the trees are usually wide and there are undergrowth that leaves little or no space for clearings. Open forests, on the other hand, have narrower trees, may have sparse undergrowth, which facilitates the existence of clearings.

Some common examples of forest environments are woodlands, forests, woodlands, and jungles.

Common hazards in forest environments are: Fires.

Trees

Trees are the most constant and differential existence of a forest environment, with variations in their thickness and size, they tend to follow a pattern based on which trees are older that have more access to the sun while younger trees vie for the remaining space. Wide trees can occupy more than 5 feet in radius while narrower ones can occupy half that or even less.

Characters without climbing speed can climb a tree by making an Athletics check every 10 feet climbed while balancing on a branch requires an Acrobatics check. Reaching the top of a wide tree can grant advantage on stealth rolls to hide from creatures in the ground. Moving between trees, either through a vine or jumping between branches, usually requires an Acrobatics and Athletics check, with variable DC depending on the distance between origin and destination and always at the risk of both the source and destination branches not resisting the creature's weight.

'Canopies.' In denser forests, such as tropical rainforests, it is common for there to be very tall trees with canopies high above the ground, so climbing a tree can be strategically advantageous. Creatures that are in a wide enough canopy can achieve up to three-quarters coverage against creatures that are on the ground. Additionally, creatures in a canopy have disadvantage on Perception checks to see creatures on the ground and vice versa.

Vegetation

Depending on the density of the vegetation, it is possible that it can both create ways to protect itself from enemies and hinder its movement. Bushes and shrubs are considered difficult terrain and provide advantage on Stealth checks for creatures hiding inside or behind them.

Another form of difficult terrain in forest environments is undergrowth such as roots, vines and moss that can create problems for locomotion especially in times of low light, the GM may choose to impose a -2 penalty on Stealth rolls on account of dry leaves and branches that are fallen.

Some types of vegetation, such as thorn bushes, may pose additional danger, causing damage to creatures that attempt to cross them, and may cause slashing or piercing damage of a lower category as shown in the Environment Damage table.

Mountainous

Horizontal slopes are the greatest characterization of mountainous environments, the slopes can be the most varied creating immense risks of falling. Although hills usually have milder slopes, this does not remove the danger of them, especially added to other potentially dangerous environmental factors.

By the height of the mountains, as well as the mountain ranges, usually the rules of High Altitude are part of these potential dangers, but not limited to it, with dangerous slopes, risk of rain, fog among many other factors that can create real and immediate dangers.

Some common examples of mountainous environments are hills, mountain ranges, mountains, and hills.

Common hazards in mountainous environments are avalanches, landslides, ice, and snow.

Abysses

By the most diverse seismic geological factors or even fruits of magic, abysses can form in mountainous environments, creating cracks 20 feet or more apart between the two sides with depths always greater than 20 feet, creating problematic and dangerous situations for crossings.

Jumping a chasm is always a risk, even for creatures that have high jumping ability. Winged creatures can safely cross the chasms as long as they have a space to take flight and land safely on the other side, thus ensuring a safe crossing.

A way normally used by adventurers to cross chasms is to use a rope to descend to the bottom or some access point that allows you to cross the distance, using again rope to climb the other side safely and more properly.

Usually the crevices of the chasms are 2d4 x 5 feet wide and 3d4 x 10 feet deep, so they can easily create deadly falling conditions in some cases. Descending and climbing a chasm requires an Athletics check with varying difficulty depending on the conditions of the descent. Creatures with climbing speed may need to make a roll also in cases where the structure is not the most stable.

Slopes

Slopes are gradual slopes of mountains and typically do not require any tests to be used for a descent, however, depending on the slope and type of soil, an Athletics test may be required to ensure a safe ascent or descent.

====Sediments=== = Sediments such as mountain terrain are

not uncommon, causing movement to be hindered and the risk of falling is high. In such cases, the area is considered difficult terrain. Additionally, if a steep slope is covered in gravel, using the trigger action may require a DC 20 Athletics roll.

Swampy

The swampy environment is a place of great decomposition of organic matter, as they are flat environments normally flooded most of the time, their depths are variable, but rarely exceed a few meters at their deepest points.

The characteristics of a marshy environment make it practically immune to flooding, since its soil acts like natural sponges absorbing a lot of water before a flood starts, this makes it normally have characteristics of Forest and Aquatic Environments, although normally the water is predominantly turbid.

Some common examples of swampy environments are bogs, marshes, mangoes, and wetlands.

Common hazards in swampy environments are: Cold Water, Quicksand.

Plains

Plains are usually large geographical areas with little or no variation in altitude, the presence of rough terrain is rare, and typically the characteristic vegetation is undergrowth, with some shrubs and few trees. They are always sedimentary so they can rarely contain difficult terrain formed by sediment accumulations.

Due to their characteristics, plains are usually places with few dangers, but usually because they are very open, they can offer risks in storms, making the risk of lightning real.

Some common examples of lowland environments are coastal plains, marshy plains, and dry plains.

Common hazards in lowland environments are: Fires and Tornadoes.

Underground

Beneath the ground there can always be cave systems, whether natural or artificial, created by magic, technology, or even by creatures moving through these tunnels. By themselves, subterranean environments are usually similar to dungeons, often being chosen precisely for this reason.

The combination of urban elements such as stairs, plus ruins, cliffs, cliffs and even aquatic environments are common, although in the latter case they are usually environments normally devoid of light. Some chambers can be huge and deep, combining features of mountains and even other environments in regions affected by magic or some runic emanation.

Some reefs can combine the underground with the aquatic environment, creating true three-dimensional labyrinths that can hide numerous dangers derived from these two environments.

Some common examples of underground environments are caves, grottos, and even reefs. Common hazards in underground environments are: Collapses.

Edges

Caves typically have access edges, narrow surfaces that often provide the only means of moving along the edge of an abyss. Athletics rolls may be required to balance on these edges without risking a fall.

Stalagmites and Stalactites

Usually in caves that have high humidity it is common to find stalactites and stalagmites, while stalactites are normally pointed rock formations that seem to come out of the roof of caves, stalagmites are rock formations that rise from the ground.

The two formations can pose danger, while stalactites can fall from the ceiling thanks to large impacts, even sound, stalagmites in certain formations can be too close to hinder the path, which makes it difficult terrain.

Walls

Caves are not limited to narrow tunnels, in many cases walls can be found that have been formed by various erosive processes or even sediment accumulation. These walls can range from a completely smooth surface, to an uneven surface full of edges, cracks and fragile points. Climbing the walls of a cave requires an Athletics check with DC normally 10 representing a regular wall but conducive to it.

Floors

The floor of an underground environment can undergo immense oscillations in the course of its course, often having slopes that, not infrequently, can be extremely steep and dangerous. In such cases, the path can become difficult terrain because it indicates these constant unevennesses or even sudden slopes.

Sediments

Any underground environment can have its floor full of debris and sediment that can hinder movement. In some cases they can increase the risk of falls to the ground and even of slips on extremely steep paths. It is not strange that in some cases it is considered difficult terrain.

Urban

An urban environment is not necessarily a metropolis, usually these environments have changes made by the action of intelligent creatures with the purpose of facilitating locomotion, providing safer and more accessible places or even accessing important points nearby.

Like Icons, some urban environments can be ancient ruins, huge tombs that have been abandoned and even underground environments, creating immense possibilities of environmental dangers in particular depending on the way they were built, the purposes for which they were built and the maintenance given to the buildings.

Zaun's Ash

Zaun's Ash is a by-product of Zaun's proliferation of the chemotechnological industry. This is believed to be the cause of the lung diseases afflicting many of the Zaunites and is also one of the great dangers of the city. This byproduct is a common toxin in Zaun's air that affects the breathing of everyone who breathes it.

Although many citizens of Zaun seem to have developed a natural resistance to this toxin, any foreigner will notice that the air is heavier and more charged, as well as containing unpleasant odors.

Creatures that are not accustomed to Zaun's weather must make a DC 10 Constitution saving throw every hour of Gray exposure, on a failed save, they receive 1 level of exhaustion. Gray resistance can be acquired by the strongest organisms, after 1 full day under Gray exposure, a creature proceeds to make the saving throw with advantage.

By spending more than 30 days under exposure to Gray, a creature creates resistance to Gray, however, this resistance is lost after 1 week without any exposure to Gray. Creatures that have been exposed for more than 1 year receive this resistance permanently.

Levels of exhaustion resulting from exposure to Zaun's Ash can be removed through medical treatments having pure oxygen supplies or through the use of respirators suitable for this. A person who has exhaust levels from this exposure can remove 1 exhaust point every half hour by breathing clean or filtered air.

Stairs

A common feature in urbanized areas are the stairs, of the most varied types and of the most varied qualities. Poor quality or deteriorated stairs are considered difficult terrain for any purpose of ascending or descending, as are stairs created by creatures larger than Large. Depending on your size, climbing up or down a ladder made by much larger creatures may require climbing each step.

Sewage

As soon as a cluster of people forms in an urban environment, there is a need to create sewage, a way to deal with basic sanitation and prevent diseases. Normally a sewer has its structure built 15 feet or more below ground level, with quick access staircases or more complex accesses such as treatment plants. In the case of sewers built by cities of greater technological or cultural capacity, it is common for there to be side paths to the main sewage route to allow maintenance.

Older or less appropriately made sewers, on the other hand, can force traffic through it to be between wastes, often turning the path into difficult terrain and requiring Constitution safeguards to withstand the terrible odors.

If a save is required, its DC is variable, starting at 10 for well-treated sewers, while truly dirty sewers may require a DC above 15. On a failure, the creature receives 1 level of exhaustion by putting out everything in its stomach, however while in the sewer the creature does not need to make a new saving throw. This point of exhaustion is quickly recovered in a short rest or even after half an hour away from exposure to manure added to good hydration and possible feeding.

'Sewage gas' . Waste in a constant state of decomposition ends up generating large amounts of flammable gases, depending on the degree of technology of the built sewage, it is possible that some gas pockets arise in its extension. Sewage gas is extremely volatile and if exposed to any source of fire, explodes causing moderate ambient fire damage to creatures in the area.

Guards

Any settlement that exceeds the first hundred people will have security officers, usually guards who protect the site. The size and strength of these security officers depends heavily on the type of settlement, the wealth of the site, and the planning of the site's leadership. A common rule is to calculate that there are between 1 to 10 guards for every 1000 inhabitants.

Crowds

Any crowd is decentralized and can easily panic, creating really dangerous situations. Walking through a crowd can be considered difficult terrain, with some cases raising the difficulty based on the concentration of people. If there is any danger such as fire or some other threat, the tendency of the crowd is to scatter. The dispersal speed of a crowd is 15 feet per round, with the slower limbs lagging behind and the risk of crushing.

To disperse a crowd requires an intimidation or persuasion roll and being in the midst of an uncontrolled moving crowd requires a Dexterity or Strength saving throw, with variable DC starting at 10 for minor uncontrollability and reaching 15 for complete uncontrollability.

A creature that fails the saving throw takes 1 hit die per round that stays on the ground. She can make a new attempt to stand up at the beginning of each turn to avoid this damage. If the creature remains on the ground for more than 3 rounds, it gains a level of exhaustion. It is not uncommon for more fragile creatures to be the fatal victims of uncontrolled crowds.

Doors

The act of locking or unlocking a door, having the key or access to the bolt, requires the expenditure of an action, while opening or closing it can be done with an Object Interaction. Jammed doors can be forced, so the GM can request an Athletics check with a DC set by the GM. Additionally, locked doors that have a lock can be opened or closed using keychain tools with a DC Dexterity check set by the master.

Gates

Urban environments may have access control gates, larger and heavier than normal doors and which usually have some mechanical system for control and movement. Attempting to open a closed gate may require anything from a simple Dexterity check equipped with keychain tools to even more complex tests for gates without a clear lock, which have huge systems for lifting or locking internally.

Streets

As Urban Environments grow, there is a tendency for streets and roads to be formed that facilitate access and walking between the most diverse points, even if they are narrow or winding streets in excess. By default, the streets are between 5 to 30 feet wide, with more important streets of constant use, usually being of greater width. Cities that have been planned or have undergone urban renovations may have larger streets that allow vehicles to pass easily while also allowing safe pedestrian traffic.

Terrain Slope

With the exception of the plains, virtually every terrain and natural environment has some type of slope or combination of slopes. Urban environments may contain inclines and staircases and other forms of transportation to facilitate traffic, however this is not a rule.

By default, there are 3 types of terrain slopes, each of which presents certain degrees of difficulty in locomotion and it is common for abrupt variations of these patterns to exist in the same location.

Gentle Slope

Although they do not effectively affect movement, gentle slopes can provide strategic advantage for combat, causing creatures on the high side to receive a +1 bonus to their ranged weapon hit rolls against creatures on the low side.

Steep Slope

A steep slope represents difficult terrain for locomotion, except for creatures that have climbing speed. Descending a steep slope with one shot requires a DC 10 Acrobatics check, on a failure the creature is Down and can roll for up to 1d4 x 5 feet in a downward direction, taking 1d6 bludgeoning damage for every 5 feet rolled.

Cliff

In addition to the Steep Slope, there are vertical walls, ranging from buildings to natural rock walls with a completely variable height. A lower cliff is about 2d6 X 10 feet tall while a larger cliff can be more than twice as tall and can reach deadly heights. Descending or climbing a seawall requires a DC 20 Athletics check if the creature has no climbing speed. Any failure results in fall damage that could prove deadly.

High Altitude

The higher you are, the thinner the air becomes, creating breathing difficulties that can cause extreme tiredness quickly. Creatures that breathe and suffer this effect can create adaptation after prolonged exposure, however, if they have not yet adapted they may have to perform Constitution saving throws with DC varying according to altitude.

An altitude above 2 miles from sea level makes every hour of travel in this environment count as 2 hours of travel. Spending 30 days in these conditions gives the creature the necessary adaptation, however, spending 7 days outside these conditions removes the adaptation. A creature that spends more than 1 year in these conditions, acquires permanent adaptation.

Altitudes above 4 miles from sea level are extremely rare and only rare creatures adapt to it, and it is not possible to achieve this adaptation by prolonged exposure. For every hour in this environment, breathing creatures must make a DC 15 Constitution saving throw, receiving a level of exhaustion on a failure.

Climate

Some regions of Runeterra have a constant as to their climate in general, yet the variations that can occur in a day or even over the course of a year may have distinct characteristics that affect both the narrative and the mechanics within the game.

Using a good description of the weather can have a very interesting effect for the moment, creating in some cases an immediate connection between the weather and common situations, such as always losing battles in the rain.

Fog

Fog, or mist, is a condensation of water evaporated near the ground that directly affects the visibility of creatures. How much the haze affects vision depends on the intensity of the vision, ranging from limited visibility to 5000 feet in a light fog to a 5-foot visibility limitation in an intense fog.

The effects caused by being inside the fog are variable, linked to the intensity of the fog. Creatures within the fog can have anything from disadvantage on ranged attacks with creatures within the area of visibility due to the visual distortions caused by the fog, to advantage on stealth checks for enhanced concealment, and even disadvantage on Perception checks related to vision for not being able to see even a palm ahead.

Precipitation

Precipitation is the name given to any phenomenon linked to the condensation of water vapor present in the air, usually through the fall of water from the sky in the forms of drizzle, rain, snow and even hail.

Precipitation levels

There are by default 3 levels of precipitation intensity and two conditional aggravating factors, hail and thunderstorm, both linked to certain climates and certain climatic particularities. While not all forms of precipitation cause direct problems, wet creatures have disadvantage on saving throws to withstand Extreme Cold, making even the slightest of rainfall dangerous in certain environments:

Garoa

Garoa is a type of precipitation that is characterized by small water droplets that give the impression of floating rather than falling. Although it does not cause disadvantages, prolonged exposure can leave the creatures exposed to it wet, which added to a low temperature environment can increase the danger in regions of Extreme Cold.

Rain

Creatures exposed to Rain level or higher receive -5 Perception checks related to vision, hearing, and smell. The rain may be accompanied by winds, but they do not overcome a Gale. From this level of precipitation, exposed flames are extinguished by the presence of Rain, depending on the amount and intensity of the flames this may take some time.

Heavy Rain

Depending on the intensity of the rain, the difficulty of seeing, hearing, or sniffing can rise disproportionately. Creatures in an area of heavy rain or higher have disadvantage on Perception checks related to these senses and the area is now considered to be under dim light. Additionally, it is possible that the wind intensity will go up to the Storm category.

Aggravating

In addition to precipitation levels, there are two aggravating conditions that can happen during any form of precipitation, Hail Rain and Thunderstorm, two potentially dangerous conditions that can be fatal to beginner-level characters.

'Hailstorm.' Creatures under a hailstorm take bludgeoning damage at the start of each round based on the size of the Hailstorm. Hailstorms of Large or Huge size are extremely rare and should not be used except on truly frightening (and deadly) occasions.

Hail
Dimensions Damage/ Round
Small 1
Medium 1d4
Large 2d4
Huge 3d4

'Thunderstorm.' Thunderstorm is a storm full of thunder and lightning, it can happen at any level of rain intensity, although it is rare to happen in drizzles. Being in the area of a Thunderstorm creates the possibility that a creature will be struck by lightning as per the Thunderstorm table. Each intensity of Thunderstorm creates a percentage chance of exposed creatures being struck by lightning. At each amount of time specified in the table, the GM must secretly make a percentage roll for each creature. Creatures wearing full metallic armor or with large amounts of metal on their body have their chances of being hit bent. A lightning bolt deals Moderate or Major category Environment Damage as lightning damage. While an ordinary Thunderstorm can cause some fright, an Intense or Extreme Thunderstorm can be the very vision of the end of the world, so they are very rare.

Thunderstorm
Intensity Chances Time
Not blurred 1% Hour
Slightly blurred 5% Half Hour
Moderately blurred 10% 10 minutes
Extremely blurred 15% 5 minutes

Temperature

Life is extremely fragile for the most part, most creatures cannot easily adapt to harsh temperature environments, be it extreme heat or extreme cold. In extremely hot areas the body tends to collapse causing excessive fatigue, hallucinations and even death. As a common rule, the temperature of the environment has no penalties or mechanical effects other than causing discomfort by wearing inappropriate clothing.

Should any clothing be particularly unsuitable for the local climate or temperature, the GM may apply some minor penalties such as -1 on attack rolls, -1 on armor class, or other penalties of lesser punitive potential. This gives those who wear equipment or clothing appropriate to a region or climate the means to deny the negative effects or at least reduce them.

Extreme heat

Some creatures can survive in extreme temperatures, however, as a standard rule for player origins, this trait is usually not common. Unless it is specified that the origin has resistance or immunity to Extreme Heat, it receives the following penalties.

At an ambient temperature greater than 40°C, creatures have their normal daily water consumption doubled. At temperatures above 50°C the creatures must make a DC 5 Constitution saving throw, every hour under exposure to that temperature and every failure, the DC increases by +5 to a maximum of 20. On each failure the creature gains 1 level of exhaustion. Creatures wearing medium or heavy armor make this saving throw with disadvantage.

Special Conditions

If a creature has the Extreme Heat resistance trait, it always makes the saving throw with advantage (except using medium or heavy armor, when it does normally), the saving throw has a starting DC of 4, and every hour (and fails) that DC only increases by 2 to a maximum of 20. Only when the DC reaches 10, the failures start to cause exhaustion level.

Creatures possessing resistance to fire damage are treated as if they have resistance to Extreme Heat, while creatures possessing immunity to this type of damage obtain an automatic success.

Creatures that are native to a desert can withstand a temperature of up to 60°C before needing to perform this saving throw, and creatures that have immunity to Extreme Heat can withstand a temperature of up to 80°C before needing to perform this saving throw. In either case, they make the saving throw from this extreme value as creatures that have resistance to Extreme Heat (starting DC 4 and adding 2 per hour or failure).

Extreme Cold

As in Extreme Heat, some creatures can also survive in Extreme Cold temperatures, however, as a standard rule for player origins, this characteristic is usually not common. Unless it is specified that the origin has resistance or immunity to Extreme Cold, it receives the following penalties.

At an ambient temperature of less than 5°C, creatures should seek to wrap themselves up in clothing appropriate for the cold weather or approach a source of constant heat such as a fireplace or hearth. If this does not happen, the creatures must make a DC 5 Constitution saving throw, every hour under exposure to this temperature and every failure, the DC increases by +5 to a maximum of 20. On each failure the creature gains 1 level of exhaustion.

Special Conditions

If a creature has the Extreme Cold resistance trait, it always makes the saving throw with advantage, the saving throw has a starting DC of 4, and every hour (and fails) that DC increases by only 2 to a maximum of 20. Only when the DC reaches 10, the failures start to cause exhaustion level.

Creatures possessing resistance to cold damage are treated as if they had resistance to Extreme Cold, while creatures possessing immunity to this type of damage obtain an automatic success.

Creatures that are native to a cold environment such as Mountains or Tundras can withstand a temperature of up to -25°C before needing to perform this saving throw, and creatures that have immunity to Extreme Cold can withstand a temperature of up to -45°C before needing to perform this saving throw. In either case, they make the saving throw from this extreme value as creatures that have resistance to Extreme Cold (starting DC 4 and adding 2 per hour or failure).

Wind

Like other weather factors, wind is also a force of nature that can create numerous problems depending on its intensity. Normally when this intensity increases, penalties are applied to Perception checks related to hearing or smell. In addition, any ranged attack with weapons gains influence thanks to the oscillations of the wind and its direction.

Wind Intensity

Normally there are 5 wind intensities, each with its own and often cumulative characteristics, this means that higher intensities additionally receive the characteristics of the previous intensities:

Calm Wind

This is the pattern most of the time in most of Runeterra, a calm wind that does not cause any penalties to players and creatures.

Moderate Wind

This pattern reflects when a gale begins to take on more force, the moderate wind imposes -5 penalty on ranged weapon attack rolls and Perception checks related to hearing and smell, the latter if the target of the check is upwind. Additionally, from this wind intensity, conditions are created that are conducive to creating a Sandstorm or Snow Storm in a desert or snow zone and small creatures that are flying are considered to be on difficult terrain.

High Wind

The High Wind pattern already gives signs of danger, things with small weight go flying and even walking can start to present some difficulty. The strong wind imposes disadvantage on ranged weapon attack rolls and perception rolls related to hearing and smell. Additionally, exposed flames are extinguished, average flying creatures are considered to be on difficult terrain, and small flying creatures are blown away by the wind.

Wind

When the Wind pattern presents itself, the calamity is already installed, a Wind makes ranged weapon attacks impossible, and the wind becomes able to completely dissipate mists. Additionally, at the start of their round, each medium or smaller creature must make a DC 15 Athletics check, on a failure they fall and are dragged 1d4 x 5 feet in the direction of the wind, in addition to taking damage from the Minor category environment for every 5 feet they have been dragged, large creatures that are flying are considered to be on difficult terrain, and small and medium creatures that are flying are dragged by the wind.

Storm

Able to destroy cities and take people with them, Storm's intensity causes that, in addition to the effects of previous intensities, medium or smaller creatures, at the beginning of their rounds have to make a DC 25 Athletics check, on a fault they fall and are dragged 1d12 x 5 feet in the direction of the wind and receive damage from the Minor category environment for every 5 feet they have been dragged. Additionally, huge creatures that are flying are considered to be on difficult terrain, and large, small, and medium-sized creatures that are flying are swept away by the wind. When a Storm presents itself, the conditions for a Tornado to form are extremely conducive.

Environmental Hazards

Environmental Damage
Category Damage
Minor 1d6 to 2d6
Medium 4d6 to 6d6
Major 8d6 to 12d6
Massive 18d6 to 24d6

Each environment has its own characteristics that differ from the others, among these characteristics are the natural dangers that can affect players and creatures in that environment. Nature has its own rhythm, flows and counterflows, impersonally and completely free of judgments, affecting everyone in the environment in an equivalent way.

Thanks to inclement weather and other factors particular to each environment, in some cases the environment can cause damage to creatures and characters, with that damage being categorized from Minor to Massive, as shown in the Environment Damage table below.

Cold Water

Although a little contact with Cold Water usually does not hurt, prolonged submersion or exposure to Extreme Cold can present problems for creatures in general. When this happens, an unadapted organism can expose itself for a number of minutes equal to its Constitution value before receiving harmful effects. For every minute beyond this limit, an exposed creature must make a DC 10 + 1 Constitution saving throw for each failed saving throw. On each failure the creature takes Medium Environment Damage and 1 level of exhaustion.

Special Conditions

If a creature has the characteristic resistance or immunity to Extreme Cold, Immunity to frost damage, or natural to deep-sea environments, they automatically pass this saving throw.

Quicksand

Quicksand is one of the great dangers of desert and even coastal environments. A creature that enters an area of quicksand will sink 1d6 x 12 inches and become Restrained. At the start of each creature's turn, the creature must use its action to attempt to exit by making a DC 10 + 1 Strength saving throw for every 12 inches of submersion. On a success, the creature manages to leave the area. A creature that becomes completely submerged in quicksand cannot breathe and must follow the Choking rules in chapter 7: Adventuring.

Other creatures that may be nearby, but outside the quicksand, may attempt to assist a creature that is submerged, the assisting creature must make a DC 5 + 1 Strength saving throw for every 12 inches the pulled creature is submerged.

On a saving throw failure in either case, whether attempting to leave alone or with assistance, the creature sinks an additional 12 inches.

Collapse

Collapse occurs when there is a sudden drop of material on top of a creature in the area of collapse, this danger can occur in a cave or even within a built structure, with tons of material falling on top of the creature that is below. Any creature that is in the landslide area takes Environment Damage of varying Minor to Massive category based on the type of landslide, amount of material, and relationship between the creature's size and the size of the landslide.

Buried

When a creature is targeted by a landslide, there are also high chances that it will be buried. When buried, a creature takes Minor Environment Damage as bludgeoning damage every minute, environmental factors such as snow further amplify the danger, in such a case the same cold damage is also applied every minute. Depending on the nature of the landslide and the size of the debris, the GM may make a secret roll to determine if the person has somehow managed to stay in a stable and safe pocket, preventing them from taking blunt Environmental Damage every minute.

Another important factor is the presence of an air pocket. If it exists, the buried creature can breathe normally for as long as the pocket lasts, managing to avoid suffocation. If the creature does not have access to air, the Choking rules must be applied.

Buried creatures are Restrained and cannot break free of this condition alone. Should other creatures wish to assist in digging, they can dig to attempt this process at a speed that is no less than 5 feet every 5 minutes. Appropriate tools can facilitate this process and the bricklayer can act in synergy with this, by understanding structures and having a perception of support points and struts. If someone has this craft, the speed can increase significantly. The use of some spells can speed up the process, whether to help remove debris, to more accurately locate the buried creature, these cases must be handled individually by the GM.

Landslide

Landslides can occur in the most diverse environments, usually with elevations and some fragility in the ground or as a consequence of some external factor such as an explosion. Although landslides usually occur in mountains, it is possible that the same happens in other environments such as a cave, making the landslide even more dangerous. The landslides may be of ice and snow, earth, mud, stone, among other similar shapes.

The typical speed of a landslide is 200 feet at the beginning of each round, however, depending on what is in the landslide (land, rocks, etc.), this value can increase by up to 10 times or reduce by up to 5 times. Other environmental factors such as rain and wind can aggravate or attenuate this speed.

Any creature that is in an avalanche area and is hit by the avalanche takes Major Environment Damage in bludgeoning damage and is buried. An attempt to reduce damage can be made through a Dexterity saving throw with DC set by the GM, on a success the creature takes only half damage, and if it rolls a natural 20, it also avoids being buried. Features such as avoidance have no effect with slips.

A creature that is buried suffers the effects similar to those described in Crash.

Volcanic eruption

The simple image of a volcano erupting is enough to create fear in most creatures. However, the Volcanic Eruption has several deadly dangers attached to it, affecting both creatures close to the eruption and ones miles away.

Volcanic Ash

One of the main by-products of a Volcanic Eruption is Volcanic Ash, scattered through the air at high temperatures and composed mainly of glassy particles. A cloud of Volcanic Ash functions as Dense Fog by blocking the view, additionally causing Asphyxiation by making the air unbreathable. Creatures within the Volcanic Ash area take damage from the Minor environment as fire damage every minute.

Due to the friction of these particles suspended in the air of the Volcanic Ash, in some cases lightning can be generated in the area of the same, when this happens, creatures in the area can receive Moderate Environmental Damage as electrical damage, in addition, the ash accumulated on the ground makes the terrain difficult until it is blown away or solidifies.

In some more unique cases, the ash released into the air can accumulate in the atmosphere blocking sunlight for days, weeks or even months, which can cause a drop in temperature along with longer winters.

Lava explosions

A common hazard in the midst of a Volcanic Eruption is lava explosions, large masses of incandescent material that are thrown into the air and that can strike creatures as they solidify. A creature that is in the impact area of a lava blast must make a Dexterity saving throw with DC set by the master. On a failed save, she takes Moderate category Environment Damage as bludgeoning damage and Moderate damage as fire damage. On a success, you get only half that. Features such as Evasion or similar work normally against a lava explosion.

Pyroclastic Cloud

In the midst of a Volcanic Eruption, a Pyroclastic Cloud can occur, a cloud composed of hot gas, ash and stones that can travel up to 400 feet per round normally close to the ground, accompanying relief irregularities. These clouds act as landslides and deal half as much damage as fire damage.

Normally the temperatures of a Pyroclastic Cloud exceed 100°C and can even reach 500°C, easily igniting anything that is combustible in its path such as houses and trees. In more severe cases of more powerful Volcanic Eruptions, this damage may increase in rank, reflecting the same increase in Cloud temperature.

Volcanic Geyser

Not all danger from a Volcanic Eruption comes from lava and pyroclasm, volcanic geysers also pose danger by releasing toxic gases under high pressure, which can create poisonous and even acidic clouds. Creatures in a 1d4 x 5 foot area around a volcanic geyser must make a Constitution saving throw with DC set by the GM. On a failed save, they take Minor Environment Damage as acid damage and Moderate Environment Damage as poison damage. On a success, they take only half that damage.

Creatures that are in the hole of a geyser cannot make a saving throw, creatures that are in flight in the area of the column erected by the geyser and fail the saving throw, can lose flight control by falling 1d4 x 5 feet suddenly, if they fall to the ground, they take fall damage.

Lava Rivers

Although not the largest amount of material ejected in a Volcanic Eruption, lava is perhaps the most impressive, forming lava rivers that normally flow from the volcano spreading in all directions.

A lava river moves from 5 to 90 feet per round depending on the power of the Eruption, proximity to the volcano, and slope. Any creature within 15 feet of the lava is targeted by its elevated temperature, taking Minor Environment Damage as fire damage with each proximity turn. Contact with lava directly causes Mass damage category as fire damage at the start of each round

Ice and Snow

The most common soils in Arctic environments, ice and snow, have their differences and although they do not always represent an immediate danger, they can affect the movement of creatures and even cause blindness in people who are unprepared and not used to this climate.

Due to the reduction of friction caused by ice, the movement on top of it receives some modifications. A creature that attempts to use the shot action on top of the ice, if it has no adaptation to do so (i.e. native to the region) must make a DC 15 Acrobatics check. On a failed save, she takes a fall by sliding 1d4 x 5 feet and taking 1d4 bludgeoning damage for every 5 feet she slides. Additionally, any Acrobatics roll made on an ice surface gets +5 to its DC.

= Snow Blindness =

A normally unknown danger of people who are not used to snow and ice is the risk of acquiring Snow Blindness, a Blindness that can be either permanent or temporary, depending on the type of damage done to the eyes. Creatures native to the region adapt to this and do not suffer this effect, however any creature that is having its first experiences with snow, without having protective equipment, runs this risk.

Every hour of the day a creature passes through snow or ice, it must make a DC 5 +1 Constitution saving throw for every hour passed. On a failure, the creature is Blinded for 2d8 hours or until it receives medical treatment, then it is able to regain its sight at the rate of half an hour per hour of rest by depriving its sight of light.

A creature that suffers Blindness more than three times in the span of a week can develop Blindness permanently thanks to the damage done to its eyes.

By spending more than 30 days under exposure to the risk of Blindness in the snow, even using equipment for it, a creature creates resistance to it, however, this resistance is lost after 1 week without any exposure to Snow Blindness.

Slippery ice

Although the surface of an icy floor is already slippery, there are some cases where the ice becomes even smoother and prone to causing falls. The Slippery Ice terrain is considered difficult terrain and at the beginning of each of its turns, a creature that is on it without adapting to it (either by being natural to the environment, or wearing the proper shoes) must make a DC 10 Acrobatics check or it will fall prone.

Thin Ice

The process of freezing water does not always act uniformly, especially in water that is not pure or even salt water, thanks to which even a consistent ice terrain may have some regions of thin ice. Walking through this type of ice carries a great risk of falling because it is capable of supporting only a certain amount of weight before breaking. The Fine Ice supports an amount of pounds equal to 3d10 x 5 for every 10 square feet.

If the maximum weight borne by the Thin Ice weight is exceeded, the entire area of thin ice shatters and all creatures above it fall through it. Creatures that fall into the water below the ice receive the effects of Cold Water if they are under unfrozen water. In some rare cases, thin ice may be above rocks causing maximum fall damage

Snow

Walking through snow is always a risk in itself, the snow may be resting on thin ice, on pointed rocks among other possibilities. However, snow can often compact to form a safe floor to some extent. Regardless of the depth of the snow, the terrain is considered difficult for creatures that lack adaptation, are not native to the area, or are not wearing shoes suitable for this type of terrain. Depending on the hidden depth, it is possible to fall into holes and even caves.

Fire

When the fire is started purposefully or naturally in a dry region, this fire easily spreads quickly and ravenously, advancing in one direction according to the wind and spreading in the form of Fire. The speed of propagation of the Fire depends on several factors such as weather, precipitation, among others. By default, in a forest, the fire spreads 65 feet per round, with this value being able to be doubled in an especially dry climate. The wind can either end a fire or make it worse, fanning the flames so that they burn faster and carrying embers that create new fire outbreaks for up to 10 miles from the source of the flames.

Heat

Although flames are the main risk of a Fire, the by-product of it is excessive heat. The ambient temperature in the middle of a fire can easily exceed 300°C, often reaching 800°C. A creature that is close to the Fire, receives the effects of Extreme Heat, if it is halfway to the burned area, receives Environment Damage of the Massive category or of the Minor category if it is away.

Flames

The flames of a fire are of very high temperatures, any creature or object that is in the Fire area is hit by the flames and becomes Scorched receiving Moderate category Environmental Damage at the beginning of each turn. Just coming out of the flames and putting out the fire as explained in the condition, the fire stops causing damage.

Smoke

The third hazard within a fire is smoke. This smoke acts as dense fog and creatures that are in the area of it must hold their breath or they will be suffocated. Breathing in smoke from a Fire causes Environmental Damage based on how immersed the creature is in the smoke, which can range from Minor to Medium in poison damage.

Flooding

Flooding can affect a terrain and structure gradually, causing light and progressive damage and even drowning creatures. Floods follow the slide rule but without the possibility of an air pocket, since the creatures are immersed in liquid rather than a solid mass. When being in a flood, rather than buried, a creature is carried by the current, just like the Current rule of the Aquatic Environment.

Depending on the strength and duration of the Flood, larger creatures and larger and larger objects can become additional risks by colliding with people in the Flood or even drowning them, which is done according to the rules of Asphyxiation

Black Mist

As a byproduct of the Blessing Islands' waters of life magic, the Hallowed Mist protected these lands causing travelers to lose their sense of direction and never find the Islands. However, thanks to events in a faraway land, all of this turned into a simulacrum of life, with a constant shadow of death threatening to destroy all of Runeterra.

Fruit of the interaction between the magic of the waters of life and the patrilineal magic contained in the sword of the king of Camavor, the Black Mist often spreads by extending dark tentacles in search of something few know, the realization of a man driven mad by love and his complete attachment to the things of life.

From time to time the black mist advanced to the continent, but more recently it has become unstable, and can appear anywhere at any time, until at present, it has appeared anywhere in Runeterra using the Yordles portals.

Alongside the mist are always found various creatures, especially specters of the mists, creatures formed from a mass of energy that were once the souls of those who succumbed to the power of this torment that has spread more and more terror to all corners.

Creatures of the Mist receive the following benefits when fighting in a Mist manifestation area:

  • Light Weakness' '. When hit by radiant or true damage, in addition to the hit points lost, the creature has the same reduced value from its maximum hit points.
  • Dark Immortality' . While in this area, Creatures of the Mist that fall to 0 hit points do not die, regaining their hit points normally the next turn they fall to 0 hit points. The only way to kill a Mist Creature in the Hand area is to reduce its maximum hit points to 0.

Mist Intensities

In addition, the Black Mist has three levels of intensity in its manifestation, each of them having some particular characteristics:

Tentacle

Tentacle is the weakest manifestation of the Black Mist, typically extending for a few miles after the Shroud and Torment, in the tentacle area the Creatures of the Mist receive the following benefits:
  • Rise of the Dead. In this area, the Creatures of the Mist regain 5 hit points per turn.

Living creatures in the Tentacle area suffer the following penalties:

  • Dark Exhaustion. Whenever a creature enters the black mist or every 1 hour it spends inside, it must make a DC 17 Constitution saving throw, on a failure it receives 1 level of exhaustion. Creatures that die within the black mist can become spectres plagued by the terrors of their own mind, see further rules in Death in the Mist.
  • 'Death Breath' . Any healing effect other than through necromantic energy is halved.

Shroud

Shroud is a medium manifestation of the Black Mist, typically spreading over a few tens of kilometers, in which Creatures of the Mist receive the following benefits:

  • Rise of the Dead. In this area, the Creatures of the Mist receive regeneration equal to 15 hit points per turn.

Living creatures in the Tentacle area suffer the following penalties:

  • Dark Exhaustion. Whenever a creature enters the black mist or every 30 minutes it spends inside, it must make a DC 18 Constitution saving throw, on a failure it receives 1 level of exhaustion. Creatures that die within the black mist become spectres plagued by the terrors of their own mind. A creature that is under the effects of the protection against good and evil spell performs this saving throw with advantage.
  • 'Imminent Death' . Any healing effect other than through necromantic energy or a spell above 4th level is nullified. Spell effects above 4th level are halved.

Torment

The most powerful manifestation of the Black Mist is Torment, unlike the eye of a hurricane, it is the most dangerous location in the Black Mist, typically being centered around the controller of the Mist, the late king of Camavor, Viego. In the area of torment the Creatures of the Mist receive the following benefits:

  • Rise of the Dead. In this area, the Creatures of the Mist receive regeneration equal to 25 hit points per turn.
  • Necrofeed '. Half of all necrotic damage dealt by the mist creatures is automatically converted to hit points.

Living creatures in the Tentacle area suffer the following penalties:

  • Dark Exhaustion. Whenever a creature enters the black mist or every 30 minutes it spends inside, it must make a DC 19 Constitution saving throw, on a failure it receives 1 level of exhaustion. Creatures that die within the black mist become spectres plagued by the terrors of their own mind. A creature that is under the effects of the protection against good and evil spell performs this saving throw with advantage, but on a failure, the spell is dispelled.
  • 'Mortal Reminder' . Any healing effect other than through necromantic energy or a spell above 7th level is nullified. Spell effects above 7th level are reduced to 1/10th of their original value.

Death in the Mist

Creatures that die within the mist must make a new DC 25 Wisdom saving throw, on a success the creature manages to maintain consciousness, receiving the Spectral Variant Inheritance, but cannot leave the black mist. On a failure, the creature becomes controlled by the GM and will do everything possible to destroy any nearby life. A creature that is under the effects of the protection against good and evil spell performs this saving throw with advantage.

==Sandstorm or Snowstorm== Normal

storms already present several clear dangers, although a Sandstorm or Snowstorm does not present much greater risks than a normal Storm, the grains contained in the storm can cause damage to the lungs of creatures in the storm area and make it possible for diseases to be spread over distant miles.

A creature within the area of one of these types of Storms without proper equipment must hold its breath to avoid being asphyxiated. While exposed to the Sandstorm without heavy clothing or body-protecting armor, they take Minor Environment Damage as slashing damage at the start of each round. While exposed to the Snowstorm without proper clothing, they take Minor category Environment Damage as frost damage at the start of each round.

Earthquake

During an earthquake the earth often appears to be made of a liquid due to the oscillations that are often visible. Usually an earthquake is a result of the displacement of tectonic plates in deep layers of the earth and when they happen they usually cause several other disasters, such as landslides, landslides, floods and tsunamis that can generate tsunamis.

Cracks

It is common for cracks to appear in the ground during an earthquake, which can bury complete structures quickly, cause damage to creatures that fall into one and in some cases even become spaces flooded by bodies of water that are displaced as a consequence of the Earthquake.

Tremors

According to the power of an Earthquake, its tremors can bring down creatures of various sizes, causing them to take everything from Minor Environment Damage in simple falls to Massive Environment Damage in truly violent ground reactions.

During the Earthquake, creatures in the area of tremors must make at the beginning of each round an Athletics check with a DC set by the master, based on the intensity of the tremors, so as not to fall prone.

Tornado

Tornado
Intensity Collision Expel Damage
Common (F0 to F1) 10% 15% Minor
Medium (F2 to F3) 25% 20% Medium
Intense (F4) 50% 25% Major
Extreme (F5) 30% Massive

A creature that is in the area of a tornado cannot get rid of it alone, being lifted and carried by the wind speed throughout the path of the tornado or until they are lucky to be expelled by it. While inside the tornado, a creature can take Environment Damage of varying category, based on the Intensity of the Tornado, each turn due to the debris crashing into the creature.

The Tornado moves approximately 300 feet per round, based on its intensity, and may travel several miles before dissipating. Tornados above Median intensity apply the Asphyxiation condition to a creature that is trapped within it.

While a creature is inside a Tornado, at the start of the round the GM must make a percentage roll according to the Tornado table, representing the creature's chances of being hit by objects and debris captured by the Tornado. Each time a creature is hit by objects and debris, it also has a chance to be thrown in a random direction out of the Tornado by taking the same category of Tornado Environment Damage as bludgeoning damage when falling

Tsunami

Tsunami, also known as tsunami, consists of an earthquake usually formed in the ocean, generating a series of gigantic waves with devastating effect. The waves of a tsunami can reach more than 100 feet in height and are typically miles long, causing them to take more than half an hour to pass through while their speed can exceed 100 feet per round.

Structures that are not prepared are completely destroyed and creatures that are in the area are swept away by the wave taking Massive category Environment Damage as bludgeoning damage at the beginning of each round.

Magic Zones

Magic flows throughout Runeterra in a variety of ways, while in some places it flows naturally in the air, in some places it seems to have less strength and practically does not exist in some regions. These zones profoundly affect creatures that have magical characteristics like the Vastaya and also react with mana casters:

Region of Null Magic

A region of Null Magic is a normally deserted region, but not a sand desert, but rather a dreary desert where life can barely exist and magic does not proliferate. These regions are extremely dangerous and deadly for magically composed creatures. In a region of Null Magic, the following effects occur:

Vastaya. For each hour they remain in a Zero Magic region, Vastaya must make a DC 5 Constitution saving throw, for each hour they remain in that region, and for each failure, the DC increases by +5 to a maximum of 20. With each failure the vastya receives 1 level of exhaustion. Mana users can channel mana to a Vastaya to regain these levels of exhaustion, requiring the expenditure of 5 mana points to remove one level of exhaustion, however, while in this area the Vastaya must make the saving throw every hour.

Mana. In a Null Magic Region a caster is not able to regain mana points on short or long rests

Spellcasting. Spellcasters who use mana, when attempting to cast spells in a region of Null Magic have a chance that their spells will not work. When this happens, the mana expenditure is made but the spell doesn't work. Spells below 5th level and below have a 50% chance of failing, with that chance reducing by 10% for each spell level above 5th level, reaching 10% failure on 9th level spells.

== Weak Magic Region == Weak Magic

Regions are regions where magic still exists but normally mana is falling towards becoming regions of Null Magic. The reason for this can vary widely, from natural effects of the world through mainly large deforestation and low population and even some spellcasters who perform rituals to collect the magic of the environment by crystallizing it into physical objects. In a region of Weak Magic, the following effects happen:

Vastaya. While in a Weak Magic region, Vastaya has difficulty changing her form as explained in the Forms Duration table in the Vastaya origin.

Mana. In a Null Magic Region a caster recovers only half of the mana points they would recover on short or long rests.

'Spellcasting.' Spellcasters who use mana when attempting to cast spells in a Weak Spell region have a small chance that their spells will not work. When this happens, the mana expenditure is made but the spell doesn't work. Trick has a 50% chance of failure, with each spell level above Trick removing 10% of the chance of failure, until spells of 5th level and higher have no chance of failure as a consequence of the Weak Magic region.

Medium Magic Region

Medium Magic regions are the most common in Runeterra, even in large urban centers Magic and Mana have a common fluctuation that allows spellcasters and magical creatures to have their abilities normalized. In a Medium Magic region there are no specific effects.

Region of Strong Magic

A region of Strong Magic is a place where mana roams the air and soil freely, continuously spreading and manifesting in the most beautiful ways. In a Strong Magic region, the following effects happen:

Vastaya. While in a region of Weak Magic, Vastaya has ease in changing its shape as explained in the Shapes Duration table in the Vastaya origin.

'Mana.' In a Strong Magic Region, a caster continuously recovers mana points just by being in that region. For every hour spent in a Strong Mana Region, a caster regains one point of Mana.

Spellcasting. Spellcasters who use mana when attempting to cast spells in a Strong Spell region have greater ease. The DC of your spells increases by 1 and a damage or healing die of the spells is maxed out. Additionally, any spell cast has its mana cost reduced by 1 (a spell's mana cost cannot be reduced to 0).

Region of High Magic

There are very few places where there are regions of High Magic. Usually these places are blessed by heavenly or spiritual entities, and it is common to find this type of presence in these places. The magic and mana in these regions are perceived by the naked eye and manifest in surprising ways that impress any living being, as a unique record in life. In a region of High Sorcery, the following effects occur:

Vastaya. Any transformation is considered easy and has its duration doubled.

'Mana.' In a Strong Magic Region, a caster continuously recovers mana points just by being in that region. For every hour spent in a Strong Mana Region, a caster regains 1+ half the modifier of their Spellcasting ability to Mana points.

Spellcasting. Spellcasters who use mana when attempting to cast spells in a region of High Sorcery have greater ease. The DC of your spells increases by 2 and two damage or healing dice of the spells are maxed out. Additionally, any spell cast has its mana cost halved (a spell's mana cost cannot be reduced to 0).

Rune Zones

Global Runes are extremely powerful and have the ability to intensely affect several miles around them, causing the most varied effects to happen and the most diverse interactions with magic to be produced. By default, Rune Zones are divided into two types, Rune Emanation Zones and Rune Dissonance Zones.

Emanation

A Rune Emanation Zone is a region where a Global Rune causes Emanation effects, energizing all existential forms of that region. The main effects of Emanation Zones are linked to the use of Rune powers and magic, and can restore uses of Runes after a certain time or even potentiating certain types of magic that have synergy with the specific Global Rune.

A Rune Emanation Zone can appear at any time and its duration is completely indefinite, it can disappear after a few seconds or even last for years (or centuries), its extent can also vary in extreme ways, ranging from just the shadow under a tree to even miles and miles in length. Below are just a few examples of common effects of a Rune Emanation Zone:

  • Elemental Synergy. Attacks involving the use of an element in synergy with the emanation can range from an increased damage die, to maximized damage dice, to spells having maximized effect.
  • Marvelous Creation. A huge construction emerges, as a reflection of something that once existed in Runeterra, exists or will exist in the future. This construct may or may not have some magic item, or some magic items, inside it
*Primal Strength. Attacks made with melee weapons have their damage increased, easily shattering armor and structures.
  • Automatic Metamagic. A given metamagic is automatically activated on any spell cast in the region, without requiring the expenditure of Arcana points or even the caster's ability to use metamagic
  • Rune Recovery. Runes recover their use in an accelerated manner, with a Rune use being recovered every amount of time

Dissonance

While in an Emanation Zone the Rune acts in such a way as to amplify Rune effects and magic, a Rune Dissonance zone causes rune powers not to work properly, to be nullified, and even the spell to work erratically, with its effects being able to be reduced, nullified, or completely modified. Just like the Rune Emanation Zone, the duration and extent of a Rune Dissonance Zone is extremely variable. Below are just a few examples of common effects of a Runic Dissonance Zone:

  • Elemental Dissonance. Attacks that involve an element in dissonance can be completely nullified or even turned against whoever unleashes them, from physical attacks to magical attacks.
  • Personal Dissonance. Any use of runic power, including the passive use of runic pulses can be nullified in a zone of dissonance, ranging from random forms to even affecting any attempt to use runic power.
  • Physical Instability. Creatures in this region can oscillate between becoming material or not, having trouble interacting with other creatures, objects, and even maintaining concentration.
  • Magic Interference. Any spell cast in this region may have a chance to be modified to a completely different spell, have its strength greatly reduced, or mutate enormously, modifying damage types, etc.
  • Zone of Decay. No wounds can be recovered in this region, things cannot be repaired and tend to break by simple use, including magic items.

Looking for Sustenance

Search Difficulty
Food and Water Available DC
Plentiful food and water sources 10
Limited food and water sources 15
Scarce food and water sources, if any 20

Most creatures, whether they are gamers or not, have a need for nutrients to survive, usually found in food and water, but not limited to that. Any character can attempt to search for food and water through a variable DC Survival roll, defined by the availability of food and water in the region. The search for sustenance can be done as part of a journey that is at a normal or slow pace, but not in a forced march. Different creatures that are looking for sustenance make the test separately.

A flaw means that no sustenance has been found while on a success, the creature making the search must roll 1d6 + its Wisdom modifier to determine the amount in pounds of food it has found. If you succeed in a search for water, multiply the result by 4 to determine how many liters were found.

Nutrients

Food and Water Need
Creature Size Food per day Water per day
Babe 125 g 1 liters
Small 0.5 kg 4 liters
Medium 1 kg 4 liters
Large 2 kg 16 liters
Huge 8 kg 64 liters
Huge 32 kg 256 liters

Most Runeterra living beings need nutrients to survive, this is usually equivalent to a certain amount of Food and Water per day according to their size, and may vary according to the creature's weight, conditions and special needs. Depending on the temperature, the amount of water required can be doubled,