Travel Rules

Watches

While traveling, days are divided into six four-hour watches: three for day, three for night. Most major actions (traveling, foraging, searching etc.) take one watch to complete.

Travel speed

PCs can move one six- mile hex per watch, up to three times per day. Each watch they travel after the third deals 1 direct damage to each PC unless they succeed at a CON check. Speed is halved in darkness, difficult terrain, or severe weather and doubled when riding.

Navigation

If the terrain or weather while traveling is disorienting, the GM may require a WIS check of the party’s leader (which the GM rolls in secret) to see if they move to a random adjacent hex.

Exploring

The party can spend a watch exploring the area of a six-mile hex to reveal any areas of interest (such as an overgrown ruin, hidden pool, etc.) that wouldn’t be noticed by passing through.

Secret features

Secret features (such as buried treasure or a hidden door into a mountain) should have corresponding clues revealed by exploring the hex. They can only be found by the PCs interacting with the game world.

Foraging

Finding food takes a watch and requires passing a WIS check, with modifiers for weather, terrain, etc. On a success, a PC collects d6 rations.

The travel hazard die

At the end of each watch, roll the Travel Hazard Die and apply the result.

D6 Travel Hazard Die Results
1 ENCOUNTER: The party has an encounter, usually rolled from a table designed for the region or terrain type. The GM determines the encounter’s reaction, activity, distance from the party, and if they are surprised (p. 19).
2 FATIGUE: Each party member takes 1 damage unless they spend the next watch resting. Damage may be higher in severe weather or difficult terrain. Ignore this result while camping.
3 DEPLETION: Roll a d6 for each perishable item (rations, monster parts, etc.). On a 1 it has gone bad
4 TRAVEL SHIFT: The weather changes (p. 9) or a local event begins.
5 SIGN: Roll a random encounter (p. 19) but rather than meeting it, the party finds a sign that it is nearby (p. 10). The next time an encounter is rolled, the PCs meets that creature. Alternatively, reveal a clue to something hidden.
6 FREE: No effect.

Rolled travel hazard is highlighted in the table