Wilderness Exploration
- The Warden describes the current point or region on the map and how the path, weather, terrain, or party status might affect travel speed. The party plots or adjusts a given course towards their destination.
- Each character chooses a single Wilderness Action (pg. 79). The Warden narrates the results and then rolls on the Wilderness Events table. The party responds to the results.
- The players and the Warden record any loss of resources and new conditions (i.e. torch use, deprivation, etc.), and the cycle repeats.
| d6 | Wilderness Event |
|---|---|
| 1 | Encounter Roll on an encounter table for terrain or location. |
| 2 | Sign The party discovers a clue, spoor, or indication of nearby encounter, locality, hidden feature, or information. |
| 3 | Environment A shift in weather or terrain |
| 4 | Loss The party is faced with a choice that costs them a resource, time, or effort. |
| 5 | Exhaustion The party encounters a barrier, forcing effort, care, or delays. This might mean spending extra time/actions, or adding fatigue. |
| 6 | Discovery The party finds food, treasure, or other useful resources. (May instead choose to reveal primary feature of area). |
Travel
- Travel begins. Obvious locations, features, and terrain of nearby areas are revealed according to their distance. This action is typically taken by the entire party as one.
- The party rolls 1d6 to see if they get lost along the way. This risk can increase or decrease, depending on Path Difficulty (pg. 75), maps, party skills, and guides.
- If lost, the party may need to spend a Wilderness Action to recover their way. Otherwise, the party reaches the next point along their route.
| Path | Penalty | Odds of getting lost |
|---|---|---|
| Roads | None | None |
| Trails | +1 watch | 2/6 |
| Wilderness | +2 watch | 3/6 |
| Distance | Penalty | Difficulty | Terrain | Penalty | Factors | |
|---|---|---|---|---|---|---|
| Short | +1 | Easy | Plain, plateau, valley | +0 | ||
| Medium | +2 | Tough | Forest, desert, hill | +1 | ||
| Long | +3 | Perilous | Mountain, swamp, jungle | +2 |
Explore
- One or more party members search a large area, searching for hidden features, scouting ahead, or treading carefully.
- A Location (shelter, village, cave, etc.) or Feature (geyser, underground river, beached ship, etc.) is discovered.
- The Travel action is still required to leave the current area, even if it has been completely explored.
Supply
- One or more party members may hunt, fish, or forage for food, collecting 1d4 Rations (3 uses each). The chance of a greater bounty increases with each additional participant (e.g. 1d4 becomes 1d6, up to a maximum of 1d12).
- Relevant experience or equipment may also increase the bounty.
- The party may encounter homes and small villages, spending gold and a full Watch (pg. 74) to resupply.
Making camp
- The party stops to set up camp in the wilds. Each party member (and their mounts) consumes a Ration.
- A lookout rotation is set so that the party can sleep unbothered. A smaller party may need to risk sleeping unguarded or switch off sleeping over multiple days.
- Party members that were able to rest remove all Fatigue from their inventory.
Camp Actions
{I found these in the Restful Actions Zine and just think they’re cute!}
Players: Take turns answering questions from the following list. When there are no more questions, the Action is complete.
- How is the region you are camping in today different than your most recent campsite?
- What are the other PCs doing?
- What two-person task are you undertaking together?
- What is something unusual that you need in the camp today?
- What is an unexpected resource you find near your campsite?
- What are you lacking after your most recent encounter?
- How are you feeling after your most recent encounter?
- What do you appreciate or respect about each other?