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Journey Best Practices

Journey Best Practices

This page provides tips for running journeys.

  1. 24-mile hexes. If you choose to use hexes on your maps, 24 miles is how far a group travels at normal speed in a day. Using 24-mile hexes makes counting travel time easy--one hex per day.
  2. One activity. It is strongly recommended that you limit journey activities to one per Region, unless the Region is unusually large. The added granularity of resolving daily activities generally doesn’t add to the gameplay. Journey activities are designed as little background things, resolved quickly.
  3. One encounter. Keep encounters to one per Region unless the Region is unusually large.
  4. Experience points. Remember that full XP from an exploration challenge is only gained from a critical success.
  5. Narrator's discretion. Don’t forget that exploration challenge rewards and penalties are entirely up to the Narrator. The core rules play it safe, but you may prefer much more severe consequences for failure. The reward should match the risk.
  6. Modes of play. Running the journey is a different 'mode of play' to the real-time mode of the actual encounters. Normal actions are not available as part of the longer-scale journey mode outside of special encounters.
  7. Single rolls. Try not to reduce an exploration challenge to a single die roll. Spend time describing the situation, encourage interesting solutions, and allow yourself to spend time in the challenge. If the challenge does end up being a single die roll and not much else, the XP reward should be minimal if anything.
  8. Vignettes. Think of an exploration challenge as an evocative encounter. Remember that the PCs will be getting experience points for this, so it should be a noteworthy event. Embellish it and take your time. If you're simply asking for a skill check, it's probably not worth XP.
  9. It's not days! Journeys are not run one day at a time. That way lies tedium! Narrate the crossing of a region organically, puncutated by encounters, not time units. It's OK to say 'you travel for a week, and on the third day..."

Suggested Penalties

The outcome of an exploration challenge is decided by the Narrator. On failure of an exploration challenge, there are suggested outcomes in the challenge stat block, but also consider the following penalties.

Penalties can be instantaneous, permanent, until the next long rest, or until the next haven .


Exploration Challenge Damage

If a challenge inflicts damage as a penalty, the following values are suggested. Damage is doubled on a critical failure.

Tier Obstacle Trap
Tier 0 3 (1d6) 7 (2d6)
Tier 1 5 (1d10) 11 (2d10)
Tier 2 11 (2d10) 22 (4d10)
Tier 3 22 (4d10) 55 (18d10)
Tier 4 55 (10d10) 99 (24d10)

 

A trap is designed to inflict damage directly. An obstacle inflicts less damage but may also incur Supply loss or other effects.

Note that damage is recovered during a long rest, so unless a combat encounter is anticipated before the next long rest, damage has less practical effect as a challenge penalty.


Unusual Penalties

  • Aging +/- 1d6 years (permanent)
  • A stink or odor which inflicts disadvantage on Charisma checks until you reach a haven
  • Other conditions , such as rattled or poisoned until the next long rest
  • Inability to consume or benefit from Supply until you reach a haven
  • A magical mutation of some kind
  • Nightmares which prevent benefiting from a long rest until you reach a haven
  • Loss of voice (which can affect spellcasting)

Clockworks

Clockworks

Clockworks are constructs of steel and bronze that perform complex routines. Clockworks are neither living nor magical, but their clever engineering can make them appear to be both.

Nonmagical Guards. In a world where magic prevails, mundane engineering is rarely appreciated. But clockwork constructs have one advantage that sets them apart from magical inventions—their very lack of magic. Dungeon architects pay princely sums for complex nonmagical sentries, knowing all too well that thieves have many tools to detect and bypass magic.

Authorization Required. Clockworks perceive the world using delicate sensors capable of picking up the slightest vibrations. They sense shape but not color, and are not fooled by visual illusions. Nevertheless, they are able to identify individual creatures by their shape, size, and behavior. They can be programmed to allow authorized creatures to enter an area, while attacking or monitoring intruders.

Creations of Routine. Clockworks follow instructions built into them by their creators. While these instructions can be very complex, clockworks don’t think and don’t learn. If you trick a clockwork once, you can do so again the next time you meet it.

Clockwork Nature. A clockwork doesn’t require air, nourishment, or rest, and is immune to disease

Immutable Form. The clockwork is immune to any effect that would alter its form.

Applied Astronomist

Applied Astronomist

The myriad motes shining in the night sky influence the world through subtle magic, and with the proper study that magic can be grasped and harnessed. Skyseers, familiar with sensing the patterns of the stars, can learn to wield this magic in battle, enhancing themselves, conjuring otherworldly destructive forces, or shifting the environment to be more like those of these wandering planes.

The Great Eclipse increased public interest in the heavens and in skyseers, and researchers at several new telescope observatories seek to measure the effects of the planets and stars, gaining deeper insights than traditional skyseers can glean with their more intuitive techniques.

The airship docks at Flint are currently constructing an experimental levitating scientific vessel, to be commanded by one Captain Phineas Mount-Redoubt, an academic skyseer who hopes to observe the night sky from above the clouds themselves. Mount-Redoubt hopes that this escapade will attract the attention and the patronage of one or both of Lanjyr’s space exploration agencies: Pemberton Industries’ interplanar exploration division, and the Drakran Planarnaya Razvedyvatel’naya Kompaniya.

Prerequisite:  Skyseer Vision feat, proficient in Arcana and Nature, character level 7th, must be able to name and identify all the planets detailed in Chapter Five


FeaturesZEITGEIST

Hit Dice: 1d6 per applied astronomist level.

Hit Points: 1d6 (or 4) + your Constitution modifier per applied astronomist level.

 


Spellcasting1st Level

Add the following spells to all of your classes’ spell lists: augury , clairvoyance , contact other plane , divination , guidance , guiding bolt . Whenever you gain a level in this class, it grants or advances your choice of bard, cleric, druid, sorcerer, or wizard spellcasting, or warlock Pact Magic and Mystic Arcanum. This advancement includes spell slots, spells prepared, and spells known.


Stargazer1st Level

You gain darkvision with a range of 60 feet, or if you already have darkvision, its range is extended by 60 feet. The range increases to one mile under starlight or moonlight. You cannot be blinded .


Touching the Wheel of Heaven1st Level

Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena. 

After a long rest , if you were able to spend an hour watching the night sky in the past day, roll two times on the following table to determine which planes you are able to connect to. Reroll duplicates. This connection determines the effects of some of your powers. The connection lasts until you finish a long rest, but no more than 24 hours.

Table: Planar Connections

1d8: Roll two times each day. 

1 – Jiese, plane of fire.

2 – Caeloon, plane of air.

3 – Av, plane of dreams.

4 – Ostea, plane of water.

5 – Urim, plane of earth.

6 – Mavisha, plane of journeys.

7 – Ascetia, plane of time.

8 – Amrou, plane of wards.


Heavenly Flare1st Level

As an action, you can choose one plane you are attuned to and one creature you can see within 60 feet. You manifest a flare of starlight which deals 2d6 radiant damage to that creature and inflicts an additional effect based on the plane you chose. The damage increases to 3d6 if your character level is 11 or higher, and 4d6 at level 17 or higher. A saving throw against your spell DC negates the damage and extra effect. The type of saving throw depends on which plane you choose.

Plane

Additional Effect on Target

Jiese, plane of fire

(DEX save) The target catches aflame, taking 1d10 ongoing fire damage until an action is used to extinguish the flames. The ongoing fire damage increases to 2d20 when you reach 17th level.

Caeloon, plane of air

(Dex save) Erratic winds impose disadvantage on the target’s attack rolls until the end of your next turn.

Av, plane of dreams

(Wis save) The target is charmed until the end of your next turn.

Ostea, plane of water

(Con save) If the target has blood, choose a creature within 60 feet of you to heal an amount equal to the damage you dealt.

Urim, plane of earth

(Str save) The target is knocked prone and cannot teleport until the end of your next turn.

Mavisha, plane of journeys

(Str save) A surge of water pushes the target 20 feet in any direction.

Ascetia, plane of time

(Cha save) The target is stunned until the end of your next turn. While stunned, the target is immune to damage, forced movement, and status effects. No creature can be affected by this two rounds in a row.

Amrou, plane of wards

(Wis save) Until the end of your next turn, the target’s speed is reduced to 0, and it cannot benefit from increases to speed.


Follow Yonder StarLevel 2

You can let the stars guide your movement and protect you. At the start of your turn you can call upon the stars. This does not require an action. Until the end of your next turn opportunity attacks that target you or your allies automatically miss. You cannot use this feature again until you finish a long rest .


Space TravelLevel 2

Each day you gain movement options or bonuses from the two planes you are connected to.

Plane

Movement Option

Jiese, plane of fire

You can Dash as a bonus action.

Caeloon, plane of air

You gain a fly speed equal to your base land speed, and you can hover.

Av, plane of dreams

You can walk on walls and ceilings, and if you fall you safely land on the nearest surface as if it were down.

Ostea, plane of water

You gain a swim speed equal to your base land speed.

Urim, plane of earth

You ignore the first 5 ft. of forced movement whenever you’d be moved. You may automatically resist being teleported or knocked prone .

Mavisha, plane of journeys

You can teleport 30 feet as an action. If you arrive in an area that provides or that no other creature is observing, you can Hide without spending an action.

Ascetia, plane of time

If you did not move on your previous turn, double your speed.

Amrou, plane of wards

Enemies treat the ground within 10 feet of you as difficult terrain .


Cataclysmic ConjunctionLevel 3

As an action you can cause a portion of another plane to temporarily merge with reality. Choose a plane you’re attuned to today. A 15-foot-radius burst within 60 feet of you becomes suffused with the essence of that plane.

When you use this ability, creatures in the burst must make a save against your spell DC. The chosen plane determines the type of save, as with heavenly flare. On a failed save, a creature takes 4d6 force damage and 4d6 radiant damage and suffers the same effect as a heavenly flare of that plane. A creature that succeeds its save takes half as much damage and suffers no extra effect.

For the next five minutes, that area is altered, depending on what plane you chose. You cannot use this power again until you take a long rest .

Plane

Area Effect

Jiese, plane of fire

As a bonus action, you can create an object composed of solid firegem, of any rough shape, up to 15 feet across in any unoccupied space in the area. The object is as durable as wood, but vanishes when the effect ends.

Caeloon, plane of air

Area fills with your choice of fog ( concealment ), or winds up to 30 miles per hour ( disadvantage to ranged weapon attacks at short range, and long range attacks are impossible), or calm air (makes the temperature comfortable and the air breathable).

Av, plane of dreams

Enemies in the area have disadvantage on saves against magical effects. Allies in the area have advantage on those saves.

Ostea, plane of water

Area fills with blood to the depth of your choice, either calm or choppy – which requires a DC 5 or DC 15 Strength (Athletics) check.

Urim, plane of earth

As a bonus action, you can roughly tunnel through up to three 5-ft. cubes of earth or stone in the zone, or extrude an equal amount of stone from a rocky surface.

Mavisha, plane of journeys

When a creature enters the area, you can spend your reaction to have it arrive in any space along the interior perimeter of the area. When a creature leaves the area, you can spend a reaction to have it exit on any exterior space along the perimeter.

Ascetia, plane of time

Enemies in the area are overwhelmed with images from their memories, and treat the area as heavily obscured .

Amrou, plane of wards

Creatures in the area lose resistances to damage, and if they are immune to a damage type instead they have resistance to it.

ZEITGEIST Prestige Classes

ZEITGEIST Prestige Classes

The following ten prestige classes are tied to the character themes in Chapter One. You can multiclass into a prestige class if you meet the listed prerequisites. Each only has three levels. With each level you take in a prestige class your proficiency bonus increases normally (as if you had taken levels in a standard class).

ZEITGEIST Feats

ZEITGEIST Feats

Choose one of the twelve themes in Adventures in ZEITGEIST to provide a quick hook to link your character to the ZEITGEIST campaign setting. Themes don’t have a mechanical benefit, but can help your Narrator plan what sorts of adventures will appeal to you. Each theme offers an associated feat for characters who are especially committed to the ideals of the theme. As you gain levels, you could potentially even take multiple theme feats. These feats may be selected as part of your normal allocation of feats.

ZEITGEIST Backgrounds

ZEITGEIST Backgrounds

Most backgrounds are still suitable to the Zeitgeist setting, though might warrant a few small changes. Guilds have fallen out of favor outside of Crisillyir and Drakr, so “guildmember” could be replaced with “factory worker.” An “entertainer” might actually be a journalist, and the “charlatan” background could represent someone spying on behalf of a politician or industrialist.

Also, modern society and scholarship leads to a few new backgrounds.

Archaeologist Faction Agent | Investigator Riven Mind

ZEITGEIST Heritages

ZEITGEIST Heritages

Most people won’t blink at the sight of a gnome or halfling, though outside of Risur they might not be able to tell the difference at a glance. Dragonborn, gnolls, goblins, kobolds, lizardfolk, and minotaurs all are respected in Ber. Devas have spread from a single battlefield in Crisillyir to every corner of the world. Many other peoples have homelands of their own, unknown to all but the wellread and the adventurous.

Despite their small population, two of the most well-known uncommon heritages are deva and gnolls. We also present brief entries for common Beran races not present in the core rules.


Deva | Gnoll | Goblin | Kobold | Lizardfolk | Minotaur


These heritages can be used in any Level Up game world. The Adventures in ZEITGEIST hardcover contains more setting-specific information, as well as setting information on humans, dwarves, elves, orcs, and tieflings.

Pagination