Water Hazards

Water, essential for life, can also be a deceptive hazard in many circumstances. While it may appear benign, the properties of water can make it a challenging obstacle or even a deadly trap. Whether it's the chilling cold, the rushing current, or the deceptive depth, water can turn from sustenance to threat in an instant.

Special: Liquids other than water form similar hazards as listed here.

Shallow Water

Deceptively challenging, shallow water ranges from ankle to waist-deep on a typical humanoid. While it may impede movement and amplify noise, the risks run deeper. A hidden, uneven terrain beneath the surface can cause unsteady footing and potential falls. Even a seemingly minor current may disrupt balance, leading to potential harm. If the Shallow water is murky it may also conceal sudden drop-offs or deeper hazards, adding an element of unpredictability to its presence. Areas of Shallow Water have the following effects:

  • Shallow Water is Entangling Terrain
  • Creatures within the area suffer a -5 Penalty on Stealth Checks.
  • Creatures that fall into Shallow Water reduce falling damage by 5 points.
  • Creatures that are Prone and Unconscious risk Drowning.
  • Usually reveals the location of invisible creatures standing within the water.

Shallow Currents

Shallow water that carries a current has the following additional effects:

  • The current creates Unstable Terrain with a DC based on the speed and depth of the water, ranging between DC 10 to DC 25 (or more!)

Deep Water

Deep water, comprising of any body of liquid that reaches chest height or extends deeper for an average humanoid, offers a unique set of dangers. Not only does it hinder movement to a greater extent than shallow water, it can also be disorienting, especially when the bottom is out of sight. Swimming becomes a necessity, increasing physical exertion and the risk of fatigue. Cold temperatures, strong currents, or unseen underwater obstacles further exacerbate its threats. Additionally, the danger of drowning is ever-present in deep water, transforming it from a simple natural feature to a perilous obstacle. Areas of Deep water have the following effects:

  • To move in Deep Water you must usually swim. If it is possible to walk along the bottom of the pool, it is considered Entangling Terrain.
  • Combat is altered significantly while in Deep Water. See Underwater Combat.
  • Creatures that fall into Deep Water reduce falling damage by 10 points if the Depth of the water is 10ft or less. For deeper water, Reduce falling damage by half.
  • Creatures submerged under water that cannot swim to the surface risk Drowning.
  • Unlike in shallow water, invisible creatures fully submerged do not reveal their location.

Deep Currents

Deep water that carries a current has the following additional effects:

  • The current creates a special kind of Moving Terrain. There are no balance checks to make, but swim checks may be needed to prevent the current from getting the upper hand. Opposing the current is difficult and swim checks are required to swim agains the current.
  • Currents and undertows can easily pull a swimmer down deep into the water and keep them there. A strong current creates a strong risk of Drowning.

Murky Water

Murky water is water that has been tainted by sediment, algae, or other particulates, obscuring vision and turning the liquid into a cloudy veil of uncertainty. This lack of visibility can hide treacherous footing, dangerous creatures, or other hazards from sight. Furthermore, murky water can be a sign of stagnation, potentially harboring disease-causing microbes or toxic substances, which can pose serious health risks. Water that is Murky has the following effects:

  • The murkiness creates and area of Concealing Terrain (Vision, Smell, Blocking). The amount of murk determines if it is total or partial concealment, or if there is a distance applied.
    • Hazy water is Partially Concealing terrain with a distance of 30ft.
    • Dirty water is Total Concealing terrain with a distance of 10ft. And Partially Concealing otherwise.
    • Very Dirty water is Total Concealing terrain.

Cold Water

Cold water can pose a grave danger due to its capacity to rapidly draw heat away from the body, leading to hypothermia. Even the most robust adventurers can find their strength and stamina sapped in the face of the numbing chill. Additionally, sudden immersion can trigger a gasp reflex, potentially leading to water inhalation and drowning. Ice may also form on the surface of cold water bodies, creating slippery conditions that can lead to dangerous falls or submersion. Cold water has the following effects:

  • A character submerged in cold water without protection can become hypothermic. Resilience checks must be made based on the temperature of the water. Failing a check results in a creature gaining 1 level of Hypothermia.
    • Cool Water: A DC 15 Resilience check must be made every hour.
    • Chilled Water: A DC 15 Resilience check must be made every phase.
    • Cold Water: A DC 15 Resilience check must be made every moment.
    • Icy Water: A DC 15 Resilience check must be made every round.
  • Extremely cold liquids can also be Damaging Terrain (Cold) with damage based on the temperature of the liquid. (Note that Water typically turns to ice before it reaches a temperature cold enough to become damaging terrain).

Hot Water

Hot water can be a hazard due to its capacity to cause burns or heat-related illnesses. Prolonged exposure can lead to dehydration and heat exhaustion, which can be debilitating or even fatal. Moreover, water bodies that are hot enough to steam can reduce visibility and breathing quality, which can disorientate those navigating the area. Some hot water sources may also contain harmful minerals or be associated with geothermal activity, making them treacherous to approach without caution. Hot water has the following effects:

  • A character submerged in hot water without protection can become hyperthermic. Resilience checks must be made based on the temperature of the water. Failing a check results in a creature gaining 1 level of Hyperthermia.
    • Warm Water (~98°F/37°C): A DC 15 Resilience check must be made every phase.
    • Very Warm Water (~105°F/40°C): A DC 15 Resilience check must be made every moment.
  • Hotter water (and other liquids) are Damaging Terrain (Fire) with damage based on the temperature of the liquid. Some examples (damage is based on deep water, halve the damage for shallow water):
    • Hot Water (~130°F/55°C): 5 Fire Damage per round
    • Very Hot Water (~140°F/60°C): 10 Fire Damage per round
    • Scalding Water (~160°F/70°C): 20 Fire Damage per round
    • Simmering Water (~195°F/90°C): 30 Fire Damage per round
    • Boiling Water (~210°F/100°C): 40 Fire Damage per round