Wilderness Exploration Cycle

  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.
Highlighted line is the event rolled
# 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

Explore

Supply

Make Camp