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Turn_Wilderness (valzi valzi's conflicted copy)

valzi edited this page Dec 5, 2019 · 1 revision

Wilderness

  • Each hex is 6 miles wide.

Visibility

  • Three miles in open terrain.
  • Reduced in some terrain (such as in forest.)
  • Increased in some terrain (such as on top of a mountain.)

Wilderness Turn

Travel Procedure

  1. The party determines where to travel.
  2. The Referee follows the Getting Lost procedure.
  3. The party rolls the Wilderness Encounter Die.
  4. The Referee describes the entered hex.

Resting in the Wilderness

  1. Roll the Wilderness Encounter Die.
  2. Gain the normal benefits of a Rest.
  3. Follow the Getting Lost procedure again. If successful, the party will know whether they are on track or lost.

Travel

Travel or explore 4 hexes per day, walking a total of 12 hours.

  • When a hex is explored, the Referee must reveal a hidden feature, if it exists.
  • Rough terrain (forest, desert, hill) counts as 2 hexes.
  • Rougher terrain (jungle, mountain, swamp) counts as 3 hexes.
If enter
scouting, gain 1d4 rations and gain Surprise. -1 fewer hexes today.
hunting, gain 1d6 rations and -2 fewer hexes today.
hunting where wildlife is sparse, gain 1d6 rations and -4 fewer hexes today.
weather is bad, -1 fewer hexes today.
weather is murderous, -2 fewer hexes today.
a road is used anytime that day, +1 more hex today.
everyone is riding a decent horse, +2 more hexes today.
the party keeps going an extra 3 hours, gain 2 Fatigue per party member, 2 Fatigue per mount, and +1 more hex today.

Each mount has a [Fatigue]-in-6 chance to die each day when carrying more than half of a full load.

Getting Lost

  • To navigate accurately (without getting lost,) roll a 2 or lower on 1D6. The Referee must keep this roll a secret.
  • A clear road counts as a landmark.
Conditions Modifier
Already lost +2
Bad weather +1
No map +1
Terrain obscures horizon +1
Good map -1
Relevant knowledge -1
Been here before -1
Following a path -2
Landmark remains visible -6

When lost, the party randomly moves to a different hex adjacent to the one intended. Roll 1D6 to determine which.

It may take some time for a lost party to realise that it is moving in the wrong direction. Describe what they see. Don't give hints.

1d6 The party wanders
1-2 a little left
3 far left
4-5 a little right
6 far right

Wilderness Encounter Die

The die is rolled once per hex entered and once per long rest.

1 2 3 4 5 6
Omen Forage 1d4 rations (if edible plants are common) Nothing Nothing or Encounter in very dangerous terrain Nothing or Encounter in dangerous terrain Encounter

If the PCs are moving slowly and cautiously when an encounter is rolled, they will observe an Omen just before an Encounter begins. They might have time to douse their lights, hide, observe, or plan an ambush, if they recognize what the omen forewarns.

Omens

  • Each encounter has an Omen. The party sees a mark (like a footprint or a clump of hair), discovers a scent, or hears a sound. If the party decides to investigate, they might find the creature's lair or they might find the creature out and about.
  • The party may follow the Omen to its origin. Success may require a Check. Spend 1D6 Standard Turns.
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