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 making camp, and another for any additional activities - detailed below. Each day use the travel procedure to determine what events unfold.
At the end of any game session featuring adventure characters may learn from their experiences. Assign 2 training points to any skill which was used or was otherwise relevant to the adventure.
Travel Procedure
Use the following procedure for travel.
- Consult the Omens
- Decide course - roll Navigation
- Roll for encounters - roll d6
- Describe new areas encountered, events unfold when entering new area
- Make camp
- Roll for encounter at night
Navigation roll depends on difficulty of terrain, usually 8. Low rolls typically indicates time spent being lost. Each 2 above difficulty means don’t have to roll again for that many days.
While adventuring time is tracked in days. In general characters may travel 2 hexes in normal terrain, 3 hexes if the land is particularly open, or 4 on a road.
Consult the Omens
Each day draw a card from the Oracle Deck to see what the gods have decreed.
Roll for Encounters
While
Sailing
When going with the winds a typical ship can travel somewhere between two and three times as fast as marching. Poor conditions may reduced this to half normal speed, or even being trapped until conditions improve.
Watch Activities
Survey
A hex may be explored, which grants XP, and reveals information about what is in the area.
Roles
Quartermaster
Tracks shared group supplies, increases slots by Seneschal skill rank.
Scout
May roll Bushcraft to see what is out there, or search for a safe camp
Diviner
Search for omens to see what future holds, usually DC 10
also consider
- rolling Heal for long term treatment of injuries
- stealth to conseal progress
- investigation to search for leads
- mining to search for resources
- artisanry to repair