Arc 6

Mountain Travel
There are 3 levels to the mountains, Low Pass, High Pass/Low Peaks, and High Peaks.

High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors.

Acclimated Characters
Creatures accustomed to high altitude generally fare better than lowlanders. Any creature with an Environment entry that includes mountains is considered native to the area, and acclimated to the high altitude. Characters can also acclimate themselves by living at high altitude for a month. Characters who spend more than two months away from the mountains must reacclimate themselves when they return. Undead, constructs, and other creatures that do not breathe are immune to altitude effects.

Altitude Zones
In general, mountains present three possible altitude bands: low pass, low peak/high pass, and high peak.

Low Pass (lower than 5,000 feet)
Most travel in low mountains takes place in low passes, a zone consisting largely of alpine meadows and forests. Travelers may find the going difficult (which is reflected in the movement modifiers for traveling through mountains), but the altitude itself has no game effect.

Low Peak or High Pass (5,000 to 10,000 feet)
Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. All nonacclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Constitution save each hour (DC 15, +1 per previous check) or gain a level of exhaustion. Acclimated characters do not have to attempt the Constitution save.

High Peak (more than 10,000 feet)
The highest mountains exceed 20,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they’re acclimated to high altitudes. Altitude sickness represents long-term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.

9/15/2021
The journey up the Rhylrys Mountains will take 3 days, weather permitting.

Day 1

Mind
Maze and Coins

A coin each you must find

From whatever they hide behind

Toss one in the fountain for reprieve

But careful not to be decieved

For not all things are what they seem

Although they might, glitter and gleam

As Khaliya lands the rest of the party apears standing around her

If one of the fake coins is tossed in the tosser must make a DC 20 WIS save, or become trapped in a harmless demiplane. on a sucsessful save they take 55 (10d6 +10) psychic damage

Body
Skill Challenge

Must reach 3 succsessed before reaching 3 failures


 * Primary Objective: catch up to Aeli
 * leg 1:
 * leg 2:
 * leg 3:
 * leg 4:
 * leg 5: