WEATHER, COLD, AND GETTING LOST IN REISA
DAILY WEATHER
At the start of each travel day, roll 1d12 on the appropriate seasonal ~Random Weather.
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Weather applies for the full day unless overridden.
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Day and night temperature levels apply automatically.
Weather affects:
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temperature and hypothermia
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visibility
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missile fire
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navigation
TEMPERATURE & HYPOTHERMIA
Temperature determines how often characters must make saves against hypothermia.
Temperature Levels
| Level | Temperature | Hypothermia Save Frequency |
|---|---|---|
| 1 | Mild | None |
| 2 | Cold | Once per day |
| 3 | Very Cold | Once per hour |
| 4 | Severe Cold | Once per turn |
| 5 | Extreme Cold | Once per minute |
Modifiers to Effective Temperature
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Proper shelter, fire, shrine warmth, or magical protection: –1 level
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Being wet: +1 level until dried
HYPOTHERMIA SAVES
When a hypothermia save is required:
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Roll Saving Throw vs. Paralysis
Save Modifiers
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–2 if wet, poorly clothed, exhausted, starving, or badly wounded
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+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
| Level | Effects |
|---|---|
| 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 |
| 4 | Cannot run, charge, or cast spells; save vs. Paralysis each turn or collapse |
| 5 | Collapse; cannot act; continued exposure risks death |
Removing Cold Fatigue
| Method | Effect |
|---|---|
| Full night’s rest in shelter with fire | Remove 1 level |
| Shrine or prepared temple | Remove all levels |
| Magical healing or protection | As spell description |
| Emergency warmth | Prevents further fatigue only |
AIR CONDITIONS
| Air | Wind Speed | Effects |
|---|---|---|
| Calm | 0–3 mph | None |
| Breeze | 4–12 mph | Missiles –1 |
| Wind | 13–31 mph | Missiles –2 |
| Gale | 32+ mph | Missiles –3; no long range |
WEATHER CONDITIONS
| Condition | Visibility | Effects |
|---|---|---|
| Clear / Clouds | Normal | None |
| Fog | Encounter distance | Missiles –1; +1 to get lost |
| Rain | Encounter distance | Travelers get wet |
| Snow | Encounter distance | None |
| Storm | Half encounter distance | Wet; +1 to get lost |
| Blizzard | Half 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)
| Terrain | Chance |
|---|---|
| Open plains, steppe, tundra | 1 in 6 |
| Hills, broken uplands | 1 in 6 |
| Forest / taiga | 2 in 6 |
| Mountains | 2 in 6 |
| Swamp, fen, marsh | 3 in 6 |
| Glacier, ice field | 3 in 6 |
Step 2: Apply Modifiers
Add +1 for each that applies:
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Overworked land (settlement, heavy travel, war, harvesting)
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Magical suppression (within 2 hexes of ley markers, standing stones, mandalas, major shrines)
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Fog or storm
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Blizzard: +2
Step 3: Apply Reductions
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Ranger guiding the party: –1
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Established road: –1
Caps
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Minimum chance: 1 in 6
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Maximum chance: 3 in 6
Resolution
Roll 1d6.
If the roll falls within the final chance, the party becomes lost.
EFFECTS OF BEING LOST
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The party travels into an unintended hex direction for the day.
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Progress still occurs.
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Being lost may not be immediately obvious.
REGAINING ORIENTATION
A lost party regains orientation when:
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reaching a shrine or prepared temple
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encountering a major landmark
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stopping to reorient for half a day
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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:
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Reduce the chance to become lost by –1 step on 1d6
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This reduction is applied after terrain and weather modifiers
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The chance to become lost can never be reduced below 1 in 6
Limits
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The Ranger must be conscious, mobile, and actively traveling with the party
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This benefit does not apply in settlements or on fully mapped roads
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Magical suppression, blizzards, and corrupted land still apply normally
Rangers do not command the land.
They notice when it is about to mislead them.