Overland Travel
It is recommended you use a blank hex map to record your journeys in Kal-Arath. “Hex” is just a term — you can use squares, circles, dodecahedrons…whatever you like, as long as you understand that each one of these shapes represents roughly the same area of land.
Hexes represent one day’s travel by foot (about 20 miles, give or take). A horse can double this.
Roll for weather, POI, encounters, etc. based on day’s travel not by hex. In other words, multiple days spent traveling slowly through a hex are more likely to net POI or encounters than cruising smoothly through them.
When it rains, it pours, and traveling unprepared overland can be very dangerous.
I. Roll for Weather — Weather is determined by season, using the following tables, with low rolls being milder weather, and high rolls representing more extreme variants for that time of year. These can have an impact on travel times, foraging rolls and potentially other aspects of play.
II. Getting Lost — Roll after the weather, prior to foraging to see whether or not you are lost. 1–2 on a D6 means you are lost and do not leave the current hex for this day, and must make full travel through it tomorrow — characters can still forage with regular weather adjustments to success.
Characters traveling a roadway or following a river or another specific landmark cannot “get lost,” and continue to travel in the direction they are going.
Once lost, rolls to Get Lost are made at a disadvantage unless a skill mitigates this, and results of 1–2 imply the character is still lost and makes no progress.
Lost characters or parties still roll for POI and Encounters.
Summer Weather
| 1 | Clear Skies — Sun blazes. +1 Getting Lost, +1 Foraging |
| 2 | Partly Cloudy — Occasional clouds offer respite. +1 Getting Lost |
| 3 | Light Rain — A welcome relief from the summer heat. |
| 4 | Thunderstorm — Heavy rain and lightning. −1 Foraging, −1 Getting Lost |
| 5 | Heatwave — Intense heat. ½ travel speed, −2 Foraging, expend extra ration at day’s end |
| 6 | Wind Storm/Tornado — No travel today, Foraging impossible, −2 Getting Lost |
Autumn Weather
| 1 | Clear Skies — Crisp, clear day. +1 Getting Lost, +1 Foraging |
| 2 | Partly Cloudy — Cooler temps, light breeze. +1 Getting Lost |
| 3 | Light Rain — Cold rain begins to fall. |
| 4 | Heavy Rain — Mud in low areas. ½ Travel Speed, −2 Foraging, −1 Getting Lost |
| 5 | Storm — Strong autumn storm. ½ travel speed, Foraging impossible, −1 Getting Lost |
| 6 | First Snow — Early snowfall and major cold snap. Expend extra ration at day’s end |
Winter Weather
| 1 | Light Snow — Gentle snow falls. +1 Foraging |
| 2 | Clear Skies — Rare clear day, bitterly cold. −1 Foraging |
| 3 | Heavy Snow — Snowstorm. ½ travel speed, −2 Foraging, −2 Getting Lost |
| 4 | Freezing Fog — Thick fog. No effect on travel speed, −2 Foraging, −2 Getting Lost |
| 5 | Ice Storm — Freezing rain and hail. −½ travel speed, Foraging impossible, −2 Getting Lost |
| 6 | Blizzard — No travel, Foraging impossible, −3 Getting Lost |
III. Forage — If the party chooses or needs to forage for food and water, or other resources, make a roll to determine the success of their efforts. Weather can affect this.
Foraging reduces the day’s movement to 50% of whatever it would be normally (after considering weather).
Foraging Results
| 1 | Scarcity — The land is barren today, you find nothing edible. |
| 2 | Hard Luck — Your search yields very little. |
| 3 | Adequate Forage — You find enough for a basic meal. Gain 1 ration. |
| 4 | Good Harvest — A successful forage. Gain 3 rations. |
| 5 | Bountiful Forage — The land is generous today. Gain 5 rations. |
| 6 | Rare Bounty — Ample food plus a rare herb. Gain 5 rations + d6 doses of an herb from the herb table. |
Herbs
| 1 | Zhar’um — Crushed and applied to wounds, accelerates natural healing. Restores d6 HP. (20s) |
| 2 | Gruul — Brewed into a tea, sharpens senses and reflexes. +1 to AGI for 1 day. (15s) |
| 3 | Tarnak Berry — Ground and drunk, provides a burst of energy and removes the need to consume a ration that day. (5s) |
| 4 | Valkash — Rare plant valued for its dark staining juices used as dye and ink. (20s) |
| 5 | Mor Blossom — Petals crushed and inhaled. +2 bonus to INT checks for 1 hour. (50s) |
| 6 | Thun Spore — Delicate mushroom; inhaled spores allow the user to commune with ancient spirits of Kal-Arath. Regain a spent Fate Point. (80s) |