Wilderness Exploration Cycle
- 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.
# | Wilderness Events | |
---|---|---|
1 | Encounter | Roll on an encounter table for that terrain type or location. Don’t forget to roll for NPC reactions if applicable. |
2 | Sign | The party discovers a clue, spoor, or indication of a nearby encounter, locality, hidden feature, or information about a nearby area. |
3 | Environment | A shift in weather or terrain. |
4 | Loss | The party is faced with a choice that costs them a resource (rations, tools, etc), time, or effort. |
5 | Exhaustion | The party encounters a barrier, forcing effort, care or delays. This might mean spending extra time (and an additional Wilderness Action) or adding Fatigue to the PC’s inventory to represent their difficulties. |
6 | Discovery | The party finds food, treasure, or other useful resources. The Warden can instead choose to reveal the primary feature of the area. |
Wilderness Actions
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.
- Remember to compare the results of getting lost to the relevant Path Difficulty.
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.
Make 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 unmolested. 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.