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The Ocean of Israa

Coverin the northern hemisphere of Mors-Rel and surrounding the city of Zaharra is the desert known as the Ocean of Israa.  In years past, the large majority of it had infact been a salty ocean.  Icy even and cold.   The air and the sand are salty.     Prone to Sandstorms that could last for days. Within areas unprotected from the storm all ranged weapon attacks are at disadvantage; gas and vapors are immediately dispersed; candles, torches, and similar unprotect flames are extinguished; and protected flames, such as those of lanterns, will dance wildly and have a 50% chance per minute of being blown out.   Speed is halved.   At the start of each new travel day, the DM makes a Wisdom (Survival) check on behalf of the navigator. The result of the check determines whether or not the party becomes lost over the course of the day. The DC of the check is based on the day’s most common terrain: DC 10 for coasts and lakes, or DC 15 for jungles, mountains, rivers, swamps, and wastelands. Apply a +5 bonus to the check if the group sets a slow pace for the day, or a –5 penalty if the group is moving at a fast pace. It’s possible to get lost on a river by following a tributary instead of the main branch.   Dehydration Characters who explore Mors-Rel need plenty of water to stay hydrated.   At the end of each day, any character who hasn’t drunk at least 2 gallons of fresh water must succeed on a DC 15 Constitution saving throw or suffer 1 level of exhaustion. The saving throw is made with disadvantage if the character is wearing medium armor, heavy armor, or heavy clothing.  Characters traveling at a fast pace, instead of a normal or slow pace, take a –5 penalty on their saving throws against dehydration.   Characters traveling with beasts of burden and other animals must keep them fed and hydrated as well. See “Food and Water” in chapter 5 of the Dungeon Master’s Guide for basic requirements based on creature size. Dinosaurs and other creatures native to Chult can forage for food and drink as long as they are in their native habitat.   Green Mist Fever A magical mist creeps across the Great Desert. Contact with this thin, green, odorless mist can infect giants and humanoids with green mist fever. A dispel magic spell destroys the mist in a 20-foot square starting at a point chosen by the caster within the spell’s range. An encounter with this mist typically covers 1d6 such areas (400–2,400 square feet).   A giant or humanoid that comes into contact with the mist must succeed on a DC 13 Constitution saving throw or become infected with green mist fever. An infected creature begins seeing vivid hallucinations of green monkeys 1d6 hours after failing the save, and the hallucinations last until the disease ends on the creature. A creature can repeat the saving throw every 24 hours, ending the effect on itself on a success.

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