Each hex may represent a site. When you enter a hex the first time, determine the size of the site by rolling 1d4+2.
Conditions
Consider the following additional Conditions when traveling in the wilderness.
Weather
Weather
World - Dynamic
Level Name Effect 0 Nice No Effect. 1 Fair No Effect. 2 Unpleasant At the beginning of the day gain Fatigue. 3 Inclement Gain Fatigue for each action. 4 Extreme All actions become Reckless. Gain Fatigue for each action. 5 Catastrophic No Travel possible. At the beginning of each day, roll a number of d6 according to the level. If you rolled more 1s than 6s, gain Weather. If you rolled more 6s than 1s, loose Weather.
Lost
Lost
Character - Static
You can no longer travel or take any wilderness actions (except Forage). You can spend a watch to reorient yourself (by rolling an appropriate skill or attribute). If you succeed loose Lost.
When loosing this condition, your characters are displaced onto a random adjacent hex.
Watches
A day is divided into three day-time watches Morning, Midday and Afternoon and one night-time watch, called Night. Each of the daytime watches are of equal length in time.
For a day that would start at 08:00 (8 AM), this would separate that day into the following watches.
| Watch | Time |
|---|---|
| Morning | 08:00 - 12:00 (8 AM - 12 PM) |
| Midday | 12:00 - 16:00 (12 PM - 4 PM) |
| Afternoon | 16:00 - 20:00 (4 PM - 8 PM) |
| Night | 20:00 - 08:00 (8 PM - 8 AM) |
Each character must eat and drink something (such as a ration) and take a rest that is at least 8 hours long once per day or otherwise gain Deprived.
Travel
Travel time from one hex to another always takes exactly one day. This means, that you always arrive at the same watch as when you started. When using Sites to represent a hex, you can only move from one entrance to another entrance.
Travel is considered to be a Time-Consuming Action.
Wilderness Actions
Characters may take actions to explore a hex further. Each action takes a watch to complete (and is therefore Time-Consuming). However actions can be taken in parallel for each character. It is for example possible to explore and forage in the same watch if there are two characters.
Actions taken at Night are also Reckless, except for Rest.
Explore
Move to a new location within the hex. Whenever you are asked to roll for a location, roll 2d6 and check the following table for the type of the location and details.
| 1d6 | Type | Description |
|---|---|---|
| 1-2 | Feature | 1-4 ⚅ Structure 5-6 ⚅ Geologic |
| 3-4 | Danger | 1-2 ⚅ Hazard 3-5 ⚅ Lair 6 ⚅ Magic |
| 5-6 | Opportunity | 1-3 ⚅ Dungeon 4-5 ⚅ Sacred 6 ⚅ Derelict |
Search
If you have evidence or a strong suspicion that a specific location must be in a hex, you can take this action to search for it. You can only discover one secret location per Hex, but you can find one, even if you explored all other locations already.
This discovery however is not guaranteed and will need an associated roll to find. The difficulty of this roll is dependent on how good your evidence is.
Track
If you need to track a person or beast in the wilderness, you can take this action to determine if they went through this hex or ended up in it. You will also discover, in case the went through this hex, in which direction they went.
This action does not uncover any locations and may require a roll (at the discretion of the GM).
Forage
You can spend some time foraging and hunting in the wilderness to gather new rations. Each character that takes this actions rolls a 1d6. For every point above 3, they get a fresh ration. So for example a roll of 5 gives two fresh rations.
The roll can be modified. Positive modifiers can be bountiful terrain (such as plains and forests, or coasts) or special abilities of characters (such as rangers). Negative modifiers might be barren terrain. Each modifier either adds or subtracts one from the roll.
Fresh rations will spoil after one day if not immediately consumed. They can be cooked and prepared to normal rations and can be kept indefinitely. You can cook at Night (this does not incur any penalties) or in a separate watch.
Roll a 1d6 for every fresh ration you want to cook. For every 3+ you get a ration. All other fresh rations are lost and become inedible. Skills, abilities or backgrounds will add one to the roll (and thus only need a 2+ to successfully prepare a fresh ration).
Rest
One watch is normally reserved for adventurers to make camp, eat and sleep, typically Night. It is assumed that there will be a watch organized in shifts, so that all adventurers will gain the effect of a full rest. A rest takes at least 8 hours to complete, so if this action is taken not at Night more than one watch might be needed.
If the adventurers are taking a rest in an unsecure location, bad weather or other circumstances, this watch will become Reckless.
Wilderness Complications
When rolling a Complication as part of an action or travel in the wilderness, consider the following table to determine its effect.
| d12 | Complication | Effect |
|---|---|---|
| 1 | Exhaustion | Gain Fatigue |
| 2-3 | Environment | Roll 1d6 1 Gain Lost 2-5 Gain Weather 6 An obstacle bars your way |
| 4-6 | Expiration | Loose Weather |
| 7-9 | Setback | Random Encounter |
| 10-11 | Sign | Spoor or clue regarding next encounter or location |
| 12 | Advantage | Nothing happens |