strokesRPG: The War of the Burning Sky
|Route Start (City)||Gate Pass|
|Route End (City)||Northern Foothills of Dassen|
|Towns/Villages Along Route||None – Some outlying farms, considered frontier|
|Common Goods/Caravans Encountered||None|
|Patrolled/Safe?||Varies – A perimeter of about 10 miles is patrolled outside Gate Pass’ walls|
|Geographic/Special Features of/Near Route||Otdar Mountains, Innenotdar Fire Forest|
|Route Used During||Since the phenomenon of the fire forest the Elf Road is all but abandoned as a trade route|
|Tolls (Costs and Locations)||None|
|Average Time (In Days) to Complete Route||Gate Pass to Northern Border of Innenotdar Fire Forest (30 miles of Mountain Road)|
|Innentodar Fire Forest (17 miles of Hilly Road)|
|South of Innenotdar to Northern Foothills of Dassen (50 miles of Hilly Road)|
|Countries Traveled Through||None – the elf road is located in the mountains south of the Free City of Gate Pass. Currently no country has staked a claim on the area|
As a party travels across wilderness areas there is a chance per hour of travel that they may run into a wilderness encounter. The first percentage in each entry on the following table is the chance of an encounter for a single hour of travel in that type of terrain; the second percentage (in parentheses) is the chance of a single encounter in 8 hours of travel in that terrain.
|Terrain||Normal Travel||Open Camping or Cautious Travel||Camping in Secret or Hiding|
|Frontier||10% (57%)||5% (33%)||2% (15%)|
|01-39||Unusual weather/terrain (roll on Table 3)||-|
|80-84||1d4 giant eagles||5|
|90-94||1 white dragon||6|
|Table 3 – Unusual Weather/Terrain|
|01-15||Heatwave: Raise temps by + 10 degrees F.|
|33-47||Cold snap: Lower temps by – 10 degrees F.|
Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.