Adventurers travelling through dangerous of unknown terrain face all manner of perils. During these periods time is tracked day by day as events unfold.
Each day is generally divided into 6 watches, based on the cycles of the Red Moon. These define three periods during which the moon is visible, since it rises thrice each day, and three during which the moon is not in the sky.
A typical day consists of two watches of hiking, two watches for sleep, one for keeping camp, and another for any additional activities - detailed below. Each day use the travel procedure to determine what events unfold.
Watch Activities
Travel
During the day adventurers choose their direction of travel, selecting which hex to enter next. Upon entering a hex they learn the general terrain, encounter any obvious features of the hex, and have a distant overview of the terrain of surrounding hexes.
| Terrain | Travel |
|---|---|
| Road | 2 / watch |
| Plains | 2 / watch |
| Forest | 1 / watch |
| Swamp | 0.5 / watch |
| Mountain | 0.5* / watch |
| Poor Weather | +1 difficulty |
Travel in good terrain
Make Camp
One watch per day is spent making camp, eating meals, keeping watch, and performing upkeep. It is during this period that alchemists maintain their preservations, and other travel roles convey the benefits of their expertise.
If for some reason travelers are prevented from making camp then attempts to rest are automatically difficult. Alchemical substances will degrade, the following day travelers will not benefit from their specialized roles, and appropriate watches are not set. At least two travelers must make camp, otherwise any nighttime encounters automatically catch them by surprise.
Rest
Travelers must rest for at least two watches per day. Doing so requires a place which is warm, dry, sheltered from the elements, and, ideally, safe. Each element of this which is missing causes sleep to be more difficult.