1d10|2d8|
\columnbreak
### 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.
\pagebreak
# 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% | ~~5~~ | **N.A.** | **N.A.** | **N.A.** | **N.A.** |
| 9\*25% | ~~5~~ | **N.A.** | **N.A.** | **N.A.** | **N.A.** |
| 10\*25% | **N.A.** | **N.A.** | **N.A.** | **N.A.** | **N.A.** |
Movement speed is not applicable when the players would move too little during a day to be actually getting anywhere, the way around this is by Forced Marching. This way you can either remove one 50% penalty, or still move with 8 or 9 25% penalties.
### Encounters
During each travel players roll a D12 to see what odd characters are encountered on the road.
\columnbreak
### 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
### Navigation
There are several ways to navigate the world, the simplest is to just pick a direction and go, in that case the leader of the party (the one walking ahead of the party) must make a logic roll based on the following table:
##### Navigation check
| Terrain | Trail | Trackless | Critical |
|:---:|:---:|:---:|:---:|
| Mountains | 16 | 18 | 4 |
| Plains | 12 | 14 | 3 |
| Swamp | 15 | 17 | 4 |
| Tundra| 12|14 |3 |
|Sparse Forrest | 14|16 |4 |
|Medium Forest |16 |18 |4 |
|Dense forest | 18|20 |5 |
|Hills |14 |16 |4 |
|Jungle |18 |20 |5 |
|Desert |12 |14 |3 |
There are other means of navigation, the most common being listed below:
* Compass: When using a compass its nearly imposible to end up off track, and the players will always be traveling in the right direction.
* By Landmark: Unless the landmarks are so big they can be seen over the horizon landmarks only function as a check to see if you are traveling in the right direction.
* By Map: Somewhat similar to traveling by landmark, but with a good enough map, and a skilled reader, players might be able to figure out where they are, if they are not by the landmark.