Travel (Aurora)

## The Road to Adventure

### Weather

Each day, a player in your party rolls for *Weather* in the table provided in the *Roll20 game*. The weather lasts for that day and its effect upon Travel is described in the roll.

Your party can choose to not travel if the weather is too poor, but unless your party is in a safe, civilized location, like in town, your characters will still be subject to the effects of inclement weather.

1. Sleeping without a *bedroll* makes you gain 1 level of *Exhaustion*.
2. Using a *tent* while traveling grants you some protection from the weather. You take 1 less *Exhaustion* from inclement weather.

### Overland Travel

As you travel through on the overworld map, each hex is equal to 3 miles. You have **8 Movement Points (MP) per day** and each person **must use 1 ration per day** before you must long rest or risk *Exhaustion*.

*\*A ranger traveling in their Favored Terrain uses half MP.*

#### Travel Pace Table

 Fast

\*You must succeed on a **Constitution saving throw** equal to 10 + 1 for every hex you have traveled past your maximum *travel pace* limit or gain 1 level of *Exhaustion*. This DC increases by 1 with every hex until they long rest at night, getting a full night's sleep.

For each hex type you travel through, pay the total hexes' MP cost, and roll a *Survival* and *Perception* check.

* If a player who is not rolling a check is proficient in *Survival* and *Perception*, they can choose to give the person rolling the applicable skill check advantage.
* Failing a *Survival* check makes them lose 1 MP and not move from the hex they are on.
* Failing a *Perception* check makes them unable to notice if an enemy approaches, making them *Surprised* if combat starts.
* Traveling on a road subtracts -1 MP from the region's MP cost (minimum of 1).
* If the party decides to take a short rest, they use their hex's MP.
* There are four night watches, one for every two hours. Determine who is on what watch and your DM will roll for an encounter per watch.

The DC for all checks, Movement Point cost, and their corresponding regions are listed below:

#### Mounts

You can purchase local *mounts* in town. They can be bought using the prices listed in the PHB. Example mounts, speed, movement points are listed below:

##### Mount Travel Pace Table

 Camel
 Riding horse, warhorse

In order for the party's total MP for the day to increase, all players must be either mounted or have a movement speed equal to the mounts. Then, it defaults to the slowest movement creature's added MP total.

*\*The amount of characters that can ride a mount is determined by its size and carrying capacity.*

### Overwater Travel

#### Ferry Fee

*2 sp per mile, per person*

The sailors of Aurora use longships to travel the long distances and rough seas in between towns. A longship travels 3 miles per hour and has a morning, day, and night crew, meaning that the ship doesn't need to make stops. Divide the total distance traveled by 3 to see how many hours have passed on your journey.

### Discovery

As you explore the world, you will discover locations that you can mark on your overworld map. In addition, some individuals who have visited these locations may be willing to mark them on your map for you. These people usually want to be paid for their services, are hiring you to travel to the location for a specific purpose, or already have a strong relationship with you before divulging this valuable information.

*\*Marked locations will be shown as tokens with vision of their immediate surroundings.*

### Ascendant and Nightmare Encounters

On rare occasions, you or your party will roll an *Ascendant* or *Nightmare* encounter, as an unspeakable and terrifying creature from beyond visits you.

If your character sees the creature from the *Ascendant* or *Nightmare* encounter, they must roll a **DC 18 Wisdom saving throw** or they will be subject to *Short Term Madness* until the **end of the encounter**.

If your character succeeds their saving throw, they can roll on the applicable *Ascendant* or *Nightmare* table in Roll20 for a **title**. You will then acquire whatever title you roll and the powers associated with it. If another character holds a title, you can reroll. If a character that holds a title dies, retires, or decides to give it up, the title goes back into the pool.