Travel (The East Marches)

## 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 against the worst effects of 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.*

Though they are your close companion, your mount will not join you in battle. This is designed to speed up the game and keep combat more balanced and straightforward.

##### Taming

You can try to tame a **beast** or **monstrosity** to serve as your mount or pet with a CR level equal to 1⁄4 of your character level (rounded down). The creature must have an Intelligence of 6 or less.

In order to find and understand where a potential mount may be found, its mannerisms, and temperament, you must use the *Research* Downtime action. Once you have accumulated three pieces of lore regarding your quarry, turn them in by asking *@Dungeon Masters* in **#requests** to use the type of creature you’re hunting in an encounter soon.

*\*You can trade Research!* It may not happen immediately, but within a few weeks a DM will place the creature in their game and then... the hunt is on!

Once you have found the creature you wish to tame and announce your intention to tame it, a **skill challenge** begins.

You and your party members can use an action to tame the mount either in or out of combat. The DC for the creature is equal to the **DC of the region they’re found in + the creature’s CR**. Attacking the mount, its master (if it has one), or its allies of the same creature type make your taming checks have disadvantage.

You may choose from the options below for each check, depending upon the creature and situation at hand. Your DM may allow or disallow different skills depending upon the circumstances. You must succeed on a number of skill checks equal the creature’s **CR x 2 (minimum of 2)** before failing 3 times to successfully tame your potential mount.

###### Optional Taming Skills

 **Arcana** | Recall lore for a magical creature, usually a monstrosity
 **History** | Recall lore about incidents with the creature
 **Insight** | Determine intentions or body language

As a result of the rigorous research you have done in preparation, any checks related to the taming of your potential mount can be made with advantage.

Feel free to keep any extra creatures in reserve in case your current mount dies, retires, or if you want to lend or sell them to other players!

### Discovery

As you explore the world, you will discover locations that you can mark on your overworld map. In addition, the adventurers before who have visited these locations have marked them on your map for you.

*\*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.