1. Notes

Getting Lost

WEATHER, COLD, AND GETTING LOST IN REISA


DAILY WEATHER

At the start of each travel day, roll 1d12 on the appropriate seasonal ~Random Weather.

  • Weather applies for the full day unless overridden.

  • Day and night temperature levels apply automatically.


Weather affects:

  • temperature and hypothermia

  • visibility

  • missile fire

  • navigation


TEMPERATURE & HYPOTHERMIA

Temperature determines how often characters must make saves against hypothermia.

Temperature Levels

LevelTemperatureHypothermia Save Frequency
1MildNone
2ColdOnce per day
3Very ColdOnce per hour
4Severe ColdOnce per turn
5Extreme ColdOnce per minute

Modifiers to Effective Temperature

  • Proper shelter, fire, shrine warmth, or magical protection: –1 level

  • Being wet: +1 level until dried


HYPOTHERMIA SAVES

When a hypothermia save is required:

  • Roll Saving Throw vs. Paralysis

Save Modifiers

  • –2 if wet, poorly clothed, exhausted, starving, or badly wounded

  • +2 if fully sheltered, with fire, or under magical protection


COLD FATIGUE

Each failed hypothermia save inflicts 1 level of cold fatigue.
Cold fatigue stacks.

Cold Fatigue Track

LevelEffects
1–1 to attack rolls, ability checks, and saving throws
2–2 to rolls; movement reduced by 25%
3–3 to rolls; movement reduced by 50%; spellcasting requires concentration or fails
4Cannot run, charge, or cast spells; save vs. Paralysis each turn or collapse
5Collapse; cannot act; continued exposure risks death

Removing Cold Fatigue

MethodEffect
Full night’s rest in shelter with fireRemove 1 level
Shrine or prepared templeRemove all levels
Magical healing or protectionAs spell description
Emergency warmthPrevents further fatigue only

AIR CONDITIONS

AirWind SpeedEffects
Calm0–3 mphNone
Breeze4–12 mphMissiles –1
Wind13–31 mphMissiles –2
Gale32+ mphMissiles –3; no long range

WEATHER CONDITIONS

ConditionVisibilityEffects
Clear / CloudsNormalNone
FogEncounter distanceMissiles –1; +1 to get lost
RainEncounter distanceTravelers get wet
SnowEncounter distanceNone
StormHalf encounter distanceWet; +1 to get lost
BlizzardHalf or less+2 to get lost; exposed camps unsafe

GETTING LOST

A party risks becoming lost when traveling through wilderness or off established roads.

Step 1: Base Chance by Terrain (1d6)

TerrainChance
Open plains, steppe, tundra1 in 6
Hills, broken uplands1 in 6
Forest / taiga2 in 6
Mountains2 in 6
Swamp, fen, marsh3 in 6
Glacier, ice field3 in 6

Step 2: Apply Modifiers

Add +1 for each that applies:

  • Overworked land (settlement, heavy travel, war, harvesting)

  • Magical suppression (within 2 hexes of ley markers, standing stones, mandalas, major shrines)

  • Fog or storm

  • Blizzard: +2 


Step 3: Apply Reductions

  • Ranger guiding the party: –1

  • Established road: –1


Caps

  • Minimum chance: 1 in 6

  • Maximum chance: 3 in 6


Resolution

Roll 1d6.
If the roll falls within the final chance, the party becomes lost.


EFFECTS OF BEING LOST

  • The party travels into an unintended hex direction for the day.

  • Progress still occurs.

  • Being lost may not be immediately obvious.


REGAINING ORIENTATION

A lost party regains orientation when:

  • reaching a shrine or prepared temple

  • encountering a major landmark

  • stopping to reorient for half a day

  • weather and visibility significantly improve

Shrines restore orientation on arrival.

Prepared temples negate lost checks entirely within their hex.

RANGERS AND GETTING LOST

Rangers are skilled at reading land, weather, and subtle signs of misdirection. When a Ranger actively guides the party, they reduce the risk of becoming lost, but never eliminate it.

Ranger Advantage

If a Ranger is guiding the party:

  • Reduce the chance to become lost by –1 step on 1d6

  • This reduction is applied after terrain and weather modifiers

  • The chance to become lost can never be reduced below 1 in 6

Limits

  • The Ranger must be conscious, mobile, and actively traveling with the party

  • This benefit does not apply in settlements or on fully mapped roads

  • Magical suppression, blizzards, and corrupted land still apply normally

Rangers do not command the land.
They notice when it is about to mislead them.