Wilderness Exploration

  1. 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.
  2. 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.
  3. The players and the Warden record any loss of resources and new conditions (i.e. torch use, deprivation, etc.), and the cycle repeats.
d6Wilderness Event
1Encounter Roll on an encounter table for terrain or location.
2Sign The party discovers a clue, spoor, or indication of nearby encounter, locality, hidden feature, or information.
3Environment A shift in weather or terrain
4Loss The party is faced with a choice that costs them a resource, time, or effort.
5Exhaustion The party encounters a barrier, forcing effort, care, or delays. This might mean spending extra time/actions, or adding fatigue.
6Discovery The party finds food, treasure, or other useful resources. (May instead choose to reveal primary feature of area).

Travel

  1. 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.
  2. 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.
  3. 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.
PathPenaltyOdds of getting lost
RoadsNoneNone
Trails+1 watch2/6
Wilderness+2 watch3/6
DistancePenaltyDifficultyTerrainPenaltyFactors
Short+1EasyPlain, plateau, valley+0
Medium+2ToughForest, desert, hill+1
Long+3PerilousMountain, 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

  1. The party stops to set up camp in the wilds. Each party member (and their mounts) consumes a Ration.
  2. 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.
  3. 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?