Weather
Weather is the worst bloody thing that can happen to you on the road, it has the capacity to straight up ruin your day and your night if you did not waterproof your sleeping bag.
Weather effects
- Rain: Disadvantage on perception and ranged attacks. Unprotected flames are extinguished, protected flames have a 25% chance to extinguish.
- Snow: Disadvantage on perception and ranged attacks. Unprotected flames are extinguished, protected flames have a 50% chance to extinguish. Every foot of snow reduces movement speed by 25%.
- Fog: Fog obscures all sight beyond 5 feet.
- Downpour: Same effect as rain and fog combined. 50% chance to extinguish protected flames.
- Sandstorm: 1d3 points of non-lethal damage each round to anyone caught in the open. They pose drowning risk for those without covered noses/mouths.
- Thunder: When struck by a lightning bolt characters take 1d10 number of d8's lethal damage.
Drowning: Characters can survive double their fortitude turns without breathing. After that characters roll a fortitude roll CR 10, each round this is increased by 1. Once the roll is failed the character drops to 0 hp. Each round spend unconcious will deal 1d4 lethal damage.
Temperature
The effects of temperature are dependent on the clothes you wear. Players are assumed to start off with clothes that handle temperatures of 0°C. Clothes can be taken off until nudity, at which point the comfortable temperature would be 30°C. Every 5 degrees moved outside of this "comfort zone" Forces the players to make a fortitude check each hour, the CR can be found in the table below. If the fortitude check is failed, the players receive the amount of lethal damage listed in the table. Temperature differences of 25 degrees or more warrant a fortitude check each minute. Failing a save will half movement speed until out of the extreme temperatures.
Temp. diff | 5°C | 10°C | 15°C | 20°C | ‖ | 25°C | 30°C | 35°C | 40°C |
---|---|---|---|---|---|---|---|---|---|
CR | 10 | 14 | 18 | 22 | ‖ | 26 | 30 | 34 | 36 |
DMG | 1d4 | 1d6 | 1d8 | 1d10 | ‖ | 1d6 | 1d8 | 1d10 | 2d8 |
Wind
- Light wind: Gentle breeze, hardly any effect.
- Moderate wind: 50% chance to extinguish unprotected flames.
- Strong Wind: Gusts that extinguish unprotected flames. Disadvantage on ranged attacks.
- Severe Wind: Automatically extinguishes unprotected flames, protected flames have a 50% chance to extinguish. 2 disadvantage on ranged attacks and 1 on hearing based perception. CR 18 save. Small: Knocked Down. Medium: Checked. Branches and roof tiles are flying.
- Storm Wind: Automatically extinguishes unprotected flames, protected flames have a 75% chance to extinguish. Ranged attacks suffer 3 disadvantage along with hearing checks. CR 20 save. Small: Blown Away. Medium: Knocked down. Large: Checked. Trees start to topple.
- Hurricane Wind: All flames are extinguished. Ranged attacks and hearing checks suffer 4 disadvantage. CR 25 save. Small, Medium: Blown Away. Large: Knocked down. Trees are dragged away.
- Tornado: All flames are extinguished. Ranged attacks and hearing checks suffer 5 disadvantage. CR 30 save. All creatures: Blown Away. Instead of being blown away, characters are sucked into the tornado, and stay there 1d10 rounds, taking 6d6 points of lethal damage per round, before being thrown out. Trees are torn root and all, buildings fly away.
Checked: Creatures can't move against the wind. Flying creatures are blown back 1d6*5 feet. Knocked Down: Creatures gain the Knocked down bane. Flying creatures are blown back 1d6*10 feet. Blown Away: Creatures are rolled over the ground 1d4*10 feet, taking 1d4 points of lethal damage per 10 feet. Flying creatures are blown back 2d6*10 feet and take 2d6 points of lethal damage.
Traveling
Getting from point A to point B is called travel, in the old age, before magic, this was quite easy. Nowadays it requires skill and persistence to get somewhere that used to be half an hour cruising by car.
Movement
Players move 40 km per day at a normal pace.
It is possible to move faster in a forced march, this will double your movement (to 80 km per day) but will apply one level of the fatigued bane per day this pace is kept up. When riding a mount the mount will suffer the fatigued bane instead of the rider.
Weather and terrain can change the movement speed, reducing it with various increments of 50% and 25%, the leftover movement speed can be found in the table below.
Movement speed table (in km)
Penalty | 0% | 50% | 2*50% | 3*50% | 4*50% |
---|---|---|---|---|---|
0% | 40 | 20 | 10 | 10 | N.A. |
25% | 30 | 20 | 10 | N.A. | N.A. |
2*25% | 20 | 10 | 10 | N.A. | N.A. |
3*25% | 20 | 10 | N.A. | N.A. | N.A. |
4*25% | 10 | 10 | N.A. | N.A. | N.A. |
5*25% | 10 | N.A. | N.A. | N.A. | N.A. |
6*25% | 10 | N.A. | N.A. | N.A. | N.A. |
7*25% | 10 | N.A. | N.A. | N.A. | N.A. |
8*25% | N.A. | N.A. | N.A. | N.A. | |
9*25% | N.A. | N.A. | N.A. | N.A. | |
10*25% | N.A. | N.A. | N.A. | N.A. | N.A. |
Encounters
During each travel players roll a D12 to see what odd characters are encountered on the road.
Time managment
Players have 5 hours of free time each day from activities such as: travel, setting up and breaking down camp and eating. This free time is only applicable when players are not forced marching. This free time can be used for activities such as foraging and exploring.
Time is (on average) spent the following:
- 8 hours sleep
- 8 hours walking (10 km every 2 hours)
- 1 hour eating
- 1 hour setting up and breaking down camp
- 1 hour exploring and investigating whilst traveling