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Exploration

Exploration

Rules for exploration are provided below, including overland, underground, water voyages and flight. Portable light sources are covered on p.53.

For a well provisioned party on a short trip, the GM might periodically check for random encounters, and call for an Int (Wilderness Lore) check. If failed, the explorers become temporarily lost, losing a day backtracking.

For longer, more substantial expeditions however, the following process is provided. Apply each day, 1d3 days, or other GM determined interval:

  1. Roll on the Weather table to determine starting or changing weather, which may impact on choice of objective, random encounters, ease of navigation, etc,
  2. PCs choose a specific site or area at large that they wish to reach or investigate,
  3. PCs pick a route, often requiring choices between terrain (which will affect random encounters), travel speed, distances, and likely dangers.

  4. Roll 1d20 for a Travel Event on the Overland, Underground, Voyage or Flight table. If an event occurs and the particular time is important, randomise day or night, then roll 1d12 for the hour.

Whilst travelling, the PCs might get up to a number of things including scouting, navigating, sneaking, foraging, talking to NPCs, and so on. At the GM's discretion, the party's travel speed (slow & careful, normal, fast & reckless, etc) might impose modifiers on such activities.

Travel Speed

Simplified travel distances for an 8 hour trek are provided below (assuming daytime travel on foot and carrying a moderate to heavy load, ie weapons, armour, supplies and loot). Explorers can push themselves to travel twice as far by using every hour of daylight, but this leaves no time for foraging, is noisy, and may draw attention. A Con check is required at the end of a 16 hour forced march to maintain such a pace the next day.

Riders on horses or other beasts generally travel twice as quickly. Carrying extreme loads, bad weather, travelling at night, by stealth, and so on may reduce travel speed at the GM's discretion.

TRAVEL SPEED
ENVIRONMENT 8 HOURS TRAVEL
Roads & Trails 10 miles
Plains & Light Woods 8 miles
Forests, Hills, Subterranean 7 miles
Mountains, Jungles, Swamps, Deserts & Artic Ranges 5 miles
Ocean (large sea vessel at about 5 knots) 40 miles
River or Lake (rowboat, canoe, barge, small sailing vessel at about 3 knots) 24 miles

Weather

For starting weather, roll 1d8 with a -1/-2 modifier in especially hot climates, or a +1/+2 modifier in very cold climate. GMs might also consider a 1 point modifier to reflect the season.

STARTING WEATHER
1d8 Weather
-1 Extreme Heat/Wildfire
0 Severe Heat/Humid
1 Hot and Sunny
2 Clear and Sunny
3 Warm, partly cloudy
4 Warm and Cloudy
5 Cool and Cloudy
6 Cold, Cloudy and Windy
7 Rain (and/or Fog 50%)
8 Thunderstorm
9 Snow
10 Heavy Snow/Blizzard

Shifting Weather

After determining starting weather, roll 1d12 on the following table at the end of each day or other interval to determine if/how the weather shifts.

SHIFTING WEATHER
1d12 Weather Change
1 Much Hotter
2 Warmer
3 Similar but Drier
4 Similar but More Humid
5 Similar but Less Windy
6 Similar
7 Similar or reroll on Starting Weather Table (50%)
8 Similar but Windier
9 Similar but Less Humid
10 Similar but Wetter
11 Cooler
12 Much Colder

Overland Events

Roll 1d20 to determine overland events whilst travelling. What follows are merely examples, GMs are encouraged to add/substitute their own custom entries.

(1) Freak Weather

A freak weather change suddenly occurs. Roll for Shifting Weather (reroll 6 or 7), and exaggerate the effect (eg “less windy” might mean the air turns completely still and stale, making spoor hunting difficult, or “wetter” a sudden downpour washing away tracks). If the PCs press on through difficult weather, a Con (Athletics) check is required to avoid 1 Str loss due to exhaustion.

(2) Off Course

The party has strayed from their intended course (if possible, otherwise ignore or reroll this result). A Party Challenge is required to regain bearings (focusing on Int, Perc, Wilderness Lore, Gather Information, General Lore).

If successful, the adventurers retrace their steps but lose a day’s travel. If unsuccessful, they become properly lost (GM secretly randomises their location on the map, and/or requires additional bearing checks).

(3) Random Encounter

A Random Encounter occurs.

(4) Vagaries of Adventure

The party experiences an unexpected turn of weal or woe (even chance). If good (the stars align, blessed from afar, lucky charm/shibboleth, dumb luck, etc) 1d4 PCs may reroll a single roll during the adventure at a time of their choosing (separate to their Reroll Pool).

If bad (wrong place wrong time, supernatural curse, ill fated prophesy, blind misfortune, lost mascot, etc) roll 1d6:

    1. 1d4 PCs are exposed to a random disease.
    1. 1d4 hirelings, henchmen or pets are exposed to a random disease.
    1. 1d4 PCs lose, damage (not usable until repaired), or use up a random item or batch of related items.
    1. The PCs have secretly been (or will be) betrayed by a hireling or other NPC, to be revealed at an opportune moment. If irrelevant to the adventure at hand, ignore this result.
    1. One PC misplaces, loses or has (secretly) stolen from them a valuable of some kind (coin pouch, gemstone, piece of jewellery, etc). A Luck (Perc) check resists.
    1. A Random Encounter occurs.

(5) Ancient Ruins

Forgotten ruins beckon, tempting the adventurers with the possibility of treasure. Exploring the ancient site requires a Party Challenge (focusing on Int, Perc, Detection, Wilderness Lore, General Lore). If successful, each PC finds some loot (roll 1d6, 1-3: 1 x Carry Loot, 4-5: 1 x Trinkets & Curios, 6: 1 x Valuables). If unsuccessful, the party awakens the ruin’s guardian instead (Boss Monster; roll on an appropriate random encounter table).

(6) Overwhelming Forces

Overwhelming numbers of enemies or other rivals block the party’s present course (xenophobic barbarians guard a bridge, enemy scouts fill the valley, a man eating skorn tribe is camped along the riverbank, etc). A Party Challenge focusing on Dex, Int, Perc, Stealth and Wilderness Lore is required to slip past. If unsuccessful, run a Chase to determine whether the adventurers escape.

(7) Random Encounter

A Random Encounter occurs.

(8) World Building

The explorers’ travel is relatively uneventful, providing ample time for study and contemplation. One player may propose a new piece of world building (place, history, NPC,

legend, etc). If most of the table is entertained, and GM agrees, the proposed material becomes part of the setting.

(9) Natural Wonder

The party stumble upon a natural wonder, fey sacred site, or other place of special majesty or tranquillity. If the party spends a day here, one PC suffering madness may make a Will check to reduce the severity by one level.

(10) Other Travellers

The party encounters other travellers, roll 1d8: (1) 1d3 scouts, (2-3) 2d6+10 borderguard, (4) merchant caravan, (5) 1d4+2 rival adventurers, (6) noble with entourage, (7) 4d6+10 religious pilgrims, (8) GM special.

Roll 2d6 to determine the travellers' initial reaction: (2-3) hostile, (4-5) suspicious, (6-8) neutral, (9-10) cautiously curious, (11-12) friendly. The travellers might have useful gear or information to trade, provide safety in numbers, draw unwanted attention, rob the PCs, threaten them as rivals, etc.

(11) Random Encounter

A Random Encounter occurs.

(12) Party Bonds

The explorers' travel is relatively uneventful, providing ample time to strengthen party bonds. One player may choose to reveal a secret or other special detail about their PC's history (a deed, place, NPC, event, party bond, prior adventure, etc - GM veto applies). If most of the table is entertained, one PC may transfer one point of Luck or a Reroll die to another PC (up to their normal maximum). Once per PC only.

(13) Short Cut

The opportunity to take a short cut arises if the party can find it (unmarked river to sail, tunnels beneath the mountains, treetop rope bridges, game path through a bramble field, etc). Resolve as a Party Challenge focusing on Perc, Int,

Detection, Wilderness Lore and Gather Information. If successful, the party doubles its travel speed for one day.

(14) Low Supplies

The party must make a Group Luck check or their rations (50%), water supply (30%) or both (20%) run out (tainted by parasites, spoiled by disease, stolen by animals, overeaten after too many ales, dropped in a chase, etc). Hunting for food and/or water requires a Party Challenge (focusing on Int, Perc, Wilderness Lore and Animal Lore).

A success gathers sufficient supplies for the remainder of the trip. A failure means the PCs go without (or subsist on quarter rations), causing 1 Con loss. Alternatively, the PCs may consume tainted food/water, avoiding Con loss, but requiring a Con check to avoid contracting a random disease.

(15) Random Encounter

A Random Encounter occurs.

(16) Inspiring Tale

The explorers' travel is relatively uneventful, providing ample time for stirring songs and grand tales. One player may choose to regale the group with a tune or story (historical, political, mythical, fable lesson, etc).

If most of the table is entertained, and the PC makes a Cha check, one random adventurer gains an immediate Session Advance. Once per PC only.

(17) Unfortunate Injury

A random NPC (hireling, henchmen, other NPC) or animal (horse, mule, dog etc) falls ill, lame, or is otherwise injured (not including ranger pets). A Party Challenge focusing on Int, Cha, Will Apothecary and/or Animal Lore allows the injury to be managed before any lasting harm occurs. If unsuccessful, the NPC or animal is unable to continue under their own power.

(18) Taxing Terrain

Difficult and unexpected terrain impedes the explorers' path (river crossing, forest fire, steep valley, landslide, ruined bridge, etc). Progress is slow and taxing, requiring a Party Challenge focusing on Str, Con, Will, Cha, Athletics, Leadership, Wilderness Lore. If failed, all PCs lose 1 point of Str, and a random PC uses up or loses a piece of relevant gear (rope, climbing gear, rations, torches, etc).

(19) Random Encounter

A Random Encounter occurs.

(20) Perfect Campsite

The party has a chance to locate the perfect campsite, providing comfort and safety in equal measure. A Perc (Wilderness Lore) check is required. On a success, all PCs restore 1 lost attribute point, 1 Reroll die, or 1 point of Luck (once per adventure only).

Underground Events

(1) Dangerous Terrain

Some manner of dangerous terrain must be passed through to stay the course, or to avoid lengthy backtracking (unstable tunnel, pockets of psychoactive gas, scalding steam pools, poisonous slime colony, searing magma flows, etc).

A Party Challenge focusing on Int, Dex, Perc, Wilderness Lore, Acrobatics and Athletics is required to avoid injury (if unsuccessful, PCs suffer 2d6 + level damage).

(2) Off Course

As Overland Event.

(3) Random Encounter

A Random Encounter occurs.

(4) Vagaries of Adventure

As Overland Event.

(5) Ancient Ruins

As Overland Event.

(6) Overwhelming Forces

Overwhelming numbers of enemies or other rivals block the party's present course (dwarf clan guards a chasm bridge, dark elf scouts are scouring the fungi cavern, hanging stalactite city of skorn, etc). A Party Challenge focusing on Dex, Int, Perc, Stealth and Wilderness Lore is required to slip by. If unsuccessful, run a Chase to determine whether the adventurers escape.

(7) Random Encounter

A Random Encounter occurs.

(8) World Building

As Overland Event.

(9) Natural Wonder

As Overland Event.

(10) Other Travellers

The party encounters other travellers, roll 1d8: (1) 2d4 dark elf scouts, (2-3) 3d6+8 dwarves on guard patrol, (4) metal ore caravan heading for the surface, (5) 1d4+2 rival adventurers, (6) 3d6 prospectors on an expedition, (7) 2d6+5 cultists performing a ceremony at a sacred site, (8) GM special.

Roll 2d6 to determine the travellers' initial reaction: (2-4) hostile, (5) suspicious, (6-8) neutral, (9-10) cautiously curious, (11-12) friendly. The travellers might have useful gear or information to trade, provide safety in numbers, draw unwanted attention, rob the PCs, threaten them as rivals, etc.

(11) Random Encounter

A Random Encounter occurs.

(12) Party Bonds

As Overland Event.

(13) Short Cut

The opportunity to take a short cut arises if the party can navigate it (underground river, recently opened horizontal fissure that is more direct than the winding tunnels, a narrow, slippery rock chute cut by a water stream or giant worms, etc). Resolve as a Party Challenge focusing on Perc, Int, Dex, Wilderness Lore and Athletics. If successful, the party doubles its travel speed for one day.

(14) Low Supplies

As Overland Event.

(15) Random Encounter

A Random Encounter occurs.

(16) Inspiring Tale

As Overland Event.

(17) Unfortunate Injury

As Overland Event.

(18) Taxing Terrain

Difficult and unexpected terrain impedes the explorers' path (collapsed tunnel, deep chasm, thick fungi forest, viscous mud pits, etc). Progress is slow and taxing, requiring a Party Challenge (focusing on Str, Con, Will, Cha, Athletics, Leadership, Wilderness Lore).

If failed, all PCs lose 1 point of Str, and a random PC uses up or loses a piece of relevant gear (rope, climbing gear, rations, torches, etc).

(19) Random Encounter

A Random Encounter occurs.

(20) Perfect Campsite

As Overland Event.

Voyage Events

(1) Weather Change

A substantial weather change occurs. Roll 1d6:

  1. Perfect weather: Favourable winds, currents, clear passage and visibility; double the ship's travel speed for one day
  2. Ordinary Storm: Moderate to heavy rain and high winds reduces visibility by a factor of 10. Ship travel speed is increased or decreased by 50% (even chance).
  3. Rolling Fog: Visibility is reduced to 1d3 x 100 ft.
  4. Gale Force Winds: Powerful winds double the ship's travel speed for one day, or break one of the masts, reducing speed by 50% until repaired at port (a Luck check determines which).
  5. Severe Storm: Powerful winds, high waves and lashing rain reduce visibility to 1d4 x 100 ft, ship travel speed is halved, and there is a 50% chance the ship is wrecked on a reef, island, or is otherwise severely damaged (a group Luck check resists). At the GM's discretion, cargo might be damaged or crew lost overboard (Luck checks resist).
  6. Becalmed: the ship covers no ground if its only means of propulsion is wind. A ship with oars travels at approximately 3 knots. A group Luck check is made at the end of each day to determine if the winds return.

(2) Off Course

The ship has strayed from its intended course (if possible, otherwise ignore or reroll this result). A Party Challenge is required to regain bearings (focusing on Int, Perc, Sailing, Wilderness Lore, General Lore).

If successful, the ship steers back on course but loses one day's travel. If unsuccessful, the crew become properly lost (GM secretly randomises their location on the map, and/or requires additional bearing checks).

(3) Random Encounter

A Random Encounter occurs.

(4) Vagaries of Adventure

As Overland Event.

(5) Lost Ruins

Forgotten ruins beckon (half submerged during low tide, on an uncharted island, visible in the shallows of a river, etc), tempting the adventurers with the possibility of treasure. Exploring the ancient site requires a Party Challenge (focusing on Int, Perc, Str, Detection, Wilderness Lore, Athletics, Sailing). If successful, each PC finds some loot (roll 1d6, 1-3: 1 x Carry Loot, 4-5: 1 x Trinkets & Curios, 6: 1 x Valuables). If unsuccessful, the party awakens the ruin's guardian instead (Boss Monster, roll on an appropriate random encounter table).

(6) Chance Salvage

Drifting cargo, a grounded vessel, shipwreck, or other potential for free booty presents itself, if the PCs are willing to investigate. A Group Luck save garners some treasure (roll 1d6: 1-3: 1 x Valuables, 4-6: 1 x 3 HD Lair Treasure). There is a 50% chance a random number of PCs are exposed to disease.

(7) Random Encounter

A Random Encounter occurs.

(8) World Building

As Overland Event.

(9) Natural Wonder

As Overland Event.

(10) Other Sailors

The party encounters other travellers, roll 1d8: (1) a patrolling warship, (2-3) merchant vessel, (4) 2d6 canoes or rafts, (5) a rival adventurers' ship, (6) raiders/pirate ship, (7) 2d6 survivors in a cast off whaleboat, (8) GM special.

Roll 2d6 to determine the sailors' initial reaction: (2-3) hostile, (4-6) suspicious, (7-8) neutral, (9-11) cautiously curious, (12) friendly. The ship might have useful gear or information to trade, provide an escort, blockade the area, draw unwanted attention, board the PCs' vessel, attack, etc.

(11) Random Encounter

A Random Encounter occurs.

(12) Party Bonds

As Overland Travel.

(13) Short Cut

The opportunity to take a short cut arises if the party can find it (favourable seasonal currents, most direct route through a reef/sandbars, hidden inlet through a mountain pass, etc). Resolve as a Party Challenge focusing on Perc, Int, Sailing, Detection and Wilderness Lore. If successful, the ship doubles its travel speed for one day.

(14) Low Supplies

The party must make a Group Luck check or their rations (60%), water supply (20%) or both (20%) run out (tainted by parasites, spoiled by disease or a saboteur, overeaten after too many ales, etc). Fishing and/or collecting water (from nearby land) requires a Party Challenge focusing on Int, Perc, Sailing, Wilderness Lore and Animal Lore.

A success gathers sufficient supplies for the remainder of the trip. A failure means the PCs go without (or subsist on quarter rations), causing 1 Con loss. Alternatively, the PCs may consume tainted food/water, avoiding Con loss, but requiring a Con check to avoid contracting a random disease.

(15) Random Encounter

A Random Encounter occurs.

(16) Inspiring Tale

As Overland Event.

(17) Unfortunate Injury

As Overland Event.

(18) Strange Waters

Difficult and unexpected waters impede the ship's progress (whirlpool, tsunami, once a century currents, faultline tremors release pockets of foul gas, etc). Progress is slow and taxing, requiring a Party Challenge focusing on Str, Con, Will, Cha, Sailing, Athletics, Leadership. If failed, all PCs lose 1 point of Str, and a random PC uses up or loses a piece of relevant gear (rope, climbing gear, rations, torches, etc).

(19) Random Encounter

A Random Encounter occurs.

(20) Safe Harbour

The crew have a chance to locate the perfect harbour, providing comfort and safety in equal measure. A Perc (Sailing) check is required. On a success, all PCs may restore 1d3 lost attribute points, 1 Reroll die, or 1 point of Luck (once per adventure only).

Flight Events

(1) Weather Change

A substantial weather change occurs. Roll 1d6:

  1. Perfect weather: Strong favourable winds, blue skies and clear visibility.Double the party's travel speed for one day.

  2. Ordinary Storm: Moderate to heavy rain and high winds reduce visibility by a factor of 10. Party travel speed is increased or decreased by 50% (even chance).

  3. Thick Cloud: Visibility is reduced to 1d2 x 100 ft.
  4. Gale Force Winds: Powerful winds force the party to land if mounted. If on an airship, double travel speed for one day or the ship is damaged, reducing speed by 50% until repaired on the ground (a Luck check determines which).
  5. Severe Storm: Powerful winds, lightning and lashing rain reduce visibility to 1d4 x 100 ft. Mounts are forced to land. Airship speed is reduced by half, and there is a 50% chance the ship is severely damaged (a group Luck check resists). At the GM's discretion, cargo might be damaged or untethered crew lost overboard (Luck checks resist).
  6. Becalmed: if in a ship propelled by air currents, it covers no real ground today. A group Luck check is made at the end of each day to determine if the winds return.

(2) Off Course

The party has strayed from their intended course (if possible, otherwise ignore or reroll this result). A Party Challenge is required to regain bearings, focusing on Int, Perc, Sailing, Wilderness Lore, General Lore.

If successful, the ship steers back on course but loses one day's travel. If unsuccessful, the crew become properly lost (GM secretly randomises their location on the map, and/or requires additional bearing checks).

(3) Random Encounter

A Random Encounter occurs.

(4) Vagaries of Adventure

As Overland Event.

(5) Lost Ruins

Forgotten ruins beckon (cloud fortress or flying earthmote, on a high peak, or just spotted somewhere on the ground below), tempting the adventurers with the possibility of treasure. Exploring the ancient site requires a Party Challenge focusing on Int, Perc, Str, Detection, Wilderness Lore, Athletics, Sailing. If successful, each PC finds some loot (roll 1d6, 1-3: 1 x Carry Loot, 4-5: 1 x Trinkets & Curios, 6: 1 x Valuables). If unsuccessful, the party awakens the ruin's guardian instead (Boss Monster, roll on an appropriate random encounter table).

(6) Un-natural Wonder

The party observe or happen upon an alien construct of primordial antiquity (high tech portal to the moon, low orbit space station, alien craft silently hovering in place, etc). Despite having been abandoned for longer than humans have walked, it still has power, albeit malfunctioning. If explored, what treasures and dangers await are for the GM to determine. Once only, reroll repeats.

(7) Random Encounter

A Random Encounter occurs.

(8) World Building

As Overland Event.

(9) Natural Wonder

As Overland Event.

(10) Other Sky Travellers

The party encounters other travellers, roll 1d8: (1) a patrolling warship, (2-3) merchant vessel, (4) 2d6rangers on flying mounts, (5) a rival adventurers' ship, (6) raiders/pirate airship, (7) a sorceress propelled by magic, (8) GM special.

Roll 2d6 to determine the travellers' initial reaction: (2) hostile, (3-6) suspicious, (7-8) neutral, (9-11) cautiously curious, (12) friendly. The travellers might have useful gear or information to trade, provide an escort, blockade the area, draw unwanted attention, board the PCs' vessel, attack, etc.

(11) Random Encounter

A Random Encounter occurs.

(12) Party Bonds

As Overland Travel.

(13) Short Cut

The opportunity to take a short cut arises if the party can find it (riding favourable air currents, most direct route through a storm, etc). Resolve as a Party Challenge focusing on Perc, Int, Sailing, Detection and Wilderness Lore. If successful, the party double their travel speed for one day.

(14) Low Supplies

The party must make a Group Luck check or their rations (40%), water supply (30%) or both (30%) run out (tainted by parasites, spoiled by disease or a saboteur, overeaten after too many ales, etc). Hunting birds and/or collecting water (from nearby land if no rain) requires a Party Challenge focusing on Int, Perc, Sailing, Wilderness Lore and Animal Lore.

A success gathers sufficient supplies for the remainder of the trip. A failure means the PCs go without (or subsist on quarter rations), causing 1 Con loss. Alternatively, the PCs may consume tainted food/water, avoiding Con loss, but requiring a Con check to avoid contracting a random disease.

(15) Random Encounter

A Random Encounter occurs.

(16) Inspiring Tale

As Overland Travel.

(17) Unfortunate Injury

As Overland Event.

(18) Hurricane Winds

Hurricane strength winds impede the party's progress (moderate tornado, sandstorm, once a century hail storm, etc). Progress is slow and taxing, requiring a Party Challenge focusing on Str, Con, Will, Cha, Sailing, Athletics, Leadership. If failed, all PCs lose 1 point of Str, and a random PC uses up or loses a piece of relevant gear (rope, climbing gear, rations, torches, etc).

(19) Random Encounter

A Random Encounter occurs.

(20) Safe Harbour

The crew have a chance to locate the perfect harbour (quiet mountain peak, abandoned cloud port, etc), providing comfort and safety in equal measure. A Perc (Sailing) check is required. On a success, all PCs may restore 1d3 lost attribute points, 1 Reroll die, or 1 point of Luck (once per adventure only).