Khamsin Akh

**Welcome to Khamsin Akh**

Blue Hoods,

 Venture forth and explore the Continent of Khamsin Akh on behalf of the Blue Hoods, seek out and Establish relationships through Contracts and Favors with the Powerful Political Figures and Factions bidding for control of her lands.

 Rely on your magic and skills to eat, survive and transverse the harsh lands of the desert, search for discoveries, and acquire the wealth of her lands to help maintain a foothold for Blue Hoods within the region. Though be careful of who you trust, and to whom you give your allegiances to, for the deserts are treacherous indeed.

- Lorafyire Cemrur, Guild Master

**Houserules of Khamsin Akh:**

Passive arcana, nature, and religion are used to identify spells being cast at you by enemies as long as you are within 60ft of the caster.

Short Rests are 8 hours. There are no Long Rests for outsiders in this cursed place. Prepared spellcasters may switch out their spells during a short rest.

**Surviving The Desert:**

**Rely on your Magic to Transverse the Desert**

Goodberry + Purify Food & Water  = One Leg of Travel

Create Food & Water [1 Third Level Slot] = One Leg of Travel

**Hunting: Gain One Leg of Travel On a Successful Check**

Rangers Get Advantage on the Survival Check

Outlander Background Automatically Succeeds Once Per Mission.

**Bartering:** Use the Blue Hoods Signet Ring with Settlement Leaders to attempt to Barter for One Leg of Travel.

**Outposts:** Offer One Free Leg of Travel Once Per Mission

**Traveling without Resources:**
If at the start of Phase One of Travel players are without any resources. Each player incurs Exhaustion (Permanent, Long Rest required or Greater Restoration) Roll 1d3 at the start of each leg of travel for each player until food is acquired or death.

**Blue Hoods Signet Ring:**

Through the guild's contacts in the Desert, Lady Cemrur has procured signet rings that can used to purchase miscellaneous necessities while traveling throughout Khamsin Akh. Please be appear any guild member using the signet ring outside of Lodging will have to pay for the rough equivalent gold cost back to the guild.

Please Be Aware in Order for the Guild to continue Expeditions within the Desert, we must ask all guild members to handover all 'wealth' acquired from the Desert for it to be used to fund our continued operations.

[Signet Rings Can Not Be Used to Purchase Travel Leg Resources]

## *[Effects will last until complete Legs of Travel is reached, Lesser Restoration is Cast or 5pts of Lay on Hand]*

01–10     The character feels compelled to repeat a specific activity over and over, such as washing hands, touching things, praying, or counting coins.

11–20     The character experiences vivid hallucinations and has disadvantage on Ability Checks.

21–30     The character suffers extreme paranoia. The character has disadvantage on Wisdom and Charisma Checks.

31–40     The character regards something (usually the source of madness) with intense revulsion, as if affected by the antipathy effect of the Antipathy/Sympathy spell.

41–45     The character experiences a powerful delusion. Choose a potion. The character imagines that he or she is under its Effects.

46–55     The character becomes attached to a “lucky charm,” such as a person or an object, and has disadvantage on Attack rolls, Ability Checks, and Saving Throws while more than 30 feet from it.

56–65     The character is Blinded (25%) or Deafened (75%). [Roll 1d4]

66–75     The character experiences uncontrollable tremors or tics, which impose disadvantage on Attack rolls, Ability Checks, and Saving Throws that involve Strength or Dexterity.

76–85     The character suffers from partial amnesia. The character knows who he or she is and retains Racial Traits and Class Features, but doesn’t recognize other people or remember anything that happened before the madness took effect.

86–90     Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the Confusion spell. The Confusion effect lasts for 1 minute.

91–95     Whenever the character takes damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the slow spell. The Slow effect lasts for 1 minute.

96–100    The character begins babbling and is incapable of normal Speech or Spellcasting.

**Token Color Legend**

**Khamsin Akh Job journals:**

https://docs.google.com/document/d/11o5pSfRhckZ1P91Z0bYJA3FRIHoUr\_Q2Mi7qUwU5jdA/edit