Travel, Resting, & Climate Rules

Three Methods of Travel

  1. Sea travel. This is when the party is taking a seafaring vessel somewhere. Seafaring is much less dangerous than going over land, and is much quicker. Each hex displayed on the overseas map is 6 miles.
  2. Expeditions. This is a linear travel method that focuses on map-to-map action. Expeditions are typically used in small adventures and large dungeons. Each hex displayed on regional maps is 2 miles, and the party can only travel for 8 hours overland without gaining a level of exhaustion
  3. Exploration. This is free, open-world travel on land. Points of interests are included, but the party can only travel from hex to hex. The regional map is obscured up until the party goes there for the first time. Quest NPCs won't tell the party the exact name of where they want you to go because the New World is uncharted, therefore the party will have to use actual landmarks to find the place they need to go.

Long Rests

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity - at least 1 hour of walking, fighting, casting spells, or similar adventuring activity - the characters must begin the rest again to gain any benefit from it.   At the end of a long rest, a character regains all lost hit points. The character also regains spent Hit Dice, up to a number of dice equal to half of the character's total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest.

Food Consumption

For the effects of a long rest to apply, the party must consume a Meal before choosing to rest. There are 100 types of Meals, 99 of which require complex Ingredients and provide temporary status effects. The most basic type of Meal, Stew, can use any type edible of Ingredient but provides no status effect.   Characters can gather food and water within a hex's exploration map. A foraging character makes a Wisdom (Survival) check, with the DC determined by the abundance of food and water in the hex. Only one character can forage per exploration map.   A character can go without food for a number of days equal to 1 + their Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.   Food is unneeded while travelling by sea as long as there is an active cook onboard the ship. Many of the foods found in Alterra are cursed, blighted, or poisoned. Detect Magic, Detect Disease, and Detect Poison can easily identify what is or isn't safe to consume. Alternatively, a skilled herbalist could make a Wisdom (Survival) check to discern if something is poisoned or blighted. A skilled sage could make an Intelligence (Arcana) check to find out if its cursed.  

Temperature Effects

When the temperature is at or below 0 degrees Fahrenheit, a creature is exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatureswith resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.   When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion (two for creatures that are naturally susceptible to heat). The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted

Weather Effects

A large roadblock for travellers in Alterra is the dangerous and savage weather patterns. Some regions have incredibly high windspeed, some have magical storms, and some have constant precipitation. Some regions in the New World give no warning to incoming weather, but others can be predicted with the right amount of skill and knowledge. Below is a table displaying Alterra's regional weather effects:  
WeatherRegion(s) PresentEffect
Clear Sky A1, A2, A3, B2, B3, C1, C2, C3, D1, D3, E1, E2, E3 None
Light Clouds A1, A2, A3, B2, B3, C1, C2, C3, D1, D3, E3 None
Strong Wind B2, B3, C1, C2, C3, D1, D3 A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.
Light Rain A1, A2, A3, B2, B3, C2, E1, E2, E3 None
Rain A1, A2, A3, B1, B2, B3, C2, E3 Those who attempt to make a long rest without cover must make a DC 12 Constitution saving throw to gain the benefits of said rest. Rain also extinguishes open flames.
Heavy Rain A1, A2, B1, B2, B3, C2 Those who attempt to make a long rest without cover must make a DC 16 Constitution saving throw to gain the benefits. Everything within an area of heavy rain is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Hail A1, A2, A3, C1, C2, C3, D1, D3 Those who attempt to make a long rest without cover must make a DC 20 Constituion saving throw to gain the benefits. At the start of every creature's combat turn, they must succeed on a DC 14 Dexterity saving throw. Upon failure, the creature takes 4 bludgeoning damage.
Thunderstorm A1, A2, A3, B1, B2, B3, C2, C3, E3 Thunderstorms have the same effects as Heavy Rain, but with an added condition. At the start of every metal-wearing creature's combat turn, they must succeed on a DC 14 Dexterity saving throw. Upon failure, the creature takes 1d12 lightning damage.
Light Snow A1, A3, B3, C1, C2, C3, D1, D3 None
Heavy Snow A1, A3, B1, C1, C2, C3, D1, D3 Heavy snow halves the travel of all creatures not accustomed to snowy environments. If heavy snow occurs for two days in a row, all terrain is difficult terrain and wagon travel is impossible until one day without heavy snow passes.
Blizzard A1, A3, B1, C1, C2, C3, D1, D3 Everything within a blizzard is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Blizzards also impose disadvantage on Wisdom (Perception) checks that rely on hearing. All terrain is considered difficult terrain, and all creatures not accustomed to snowy environments have their travel speed halved.
Sandstorm E1, E2, E3 Everything within a sandstorm is lightly obscured, and creatures in the area have disadvantage on all Wisdom (Perception) checks. Sandstorms extinguish open flames and prevent creatures from long resting without cover.
Light Fog A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3 None
Heavy Fog A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3 Everything within heavy fog is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight.
Spectral Tear C1, C2, C3, D1, D2, D3, E1, E2, E3 The sky rips open, leaving only a massive tear. When a creature casts a spell or cantrip, they must succeed on a DC 13 Wisdom saving throw. Upon failure, their spell fizzles out without any effect.
Oldwind A1, A2, A3, B1, B2, B3, C1, C2, C3, D1, D2, D3, E1, E2, E3 The wind brings back sounds from the past. Sometimes it could be from seconds ago, sometimes from centuries ago. Creatures automatically fail Wisdom (Perception) checks that rely on hearing.
Pixie Rain A1, A2, A3, B2, B3, C2, E1, E2, E3 None. Water droplets emerge from the ground and rise into the clouds.
Petal Rain A1, A2, A3, B2, B3, C2 Flower petals rain down from the clouds as a warning. The next day is guaranteed to be a pollen storm.
Pollen Storm A1, A2, A3, B2, B3, C2 Pollen fills the air as it descends from the clouds. Creatures in the area have disadvantage on all Wisdom (Perception) checks. Creatures exposed to the pollen storm must succeed on a Constitution saving throw at the end of each hour or gain the poisoned condition. Creatures with the poisoned condition must still succeed on a Constitution saving throw at the end of each hour or they will take 2d6 poison damage. The DC is 8 for the first hour and increases by 1 for each additional hour.
Fey Winds A1, A2, A3, B1, B2, B3, C1, C2, C3, D3 The wind is infused with life itself, healing creatures exposed to it for 10 hitpoints each hour. Beasts and plants heal for 20 hitpoints instead, and gain an immunity to all negative conditions. Creatures in the area must succeed on a DC 10 Wisdom saving throw each hour. Upon failure, they must roll a d20 for the Wild Magic Table.

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