Parameters

World Hex

Region Hex

Distance

60 km

4 km

On Foot

24 Hours

4 hours

Horseback

12 Hours

2 hours

Carriage

12 Hours

2 hours

Ship/Boat

6 Hours

1 hour

Giant Eagle

1 Hour

10 minutes

Difficult Weather

+50%

+50%

Difficult Terrain

+50%

+50%

Road/Trail/Path

Negates Difficult Terrain


Mountain

x2

x2

Night

+50%

+50%

LINE OF SIGHT

Environment

World Hex

Region Hex

Forest

0

0

Hilltop

0

3 Hexes

Mountaintop

1

6 Hexes

Flat Terrain

0

1 Hex

Mist/Rain/Snow

0

-1 Hex

Fog/Storm

0

-2 Hexes

Night

0

-3 Hexes

Night (moonlit)

0

-2 Hexes

Night (full moon)

0

-1 Hex

Desert Mirage

0

-1 Hex

Sunny

0

+1 Hex

Danger

Encounter

Terrain Modifier


Settled Lands

20

Forest

+1

Borderlands

15

Swamp

+1

Wilderness

10

Snow

+1

Hazard Zones

5

Mountain

+1

Hostile Sites

2

Road/Trail

-1

Guarding

+1

Bad Weather

-1

Camouflage

+1

River

-2

Training

-1

Sea

-2

Fire

-1

Night

+1

Swamp Delving

  • Traveling time is increased by 50%.

  • A Mire Spike roll is made at the end of each day.

  • Insects sap 1D10 Grit Points from adventurers while they are in the swamp area.

  • A -1 Mobility Level penalty is imposed during travel.

  • Risk Rolls result in a Knockdown effect.

  • Once inside the swamp, if prone, a Vigor Roll is required. On a failure, leeches latch onto -the skin, draining 1D10 Grit Points, which require Common Healing: 5 to recover.

  • A daily D20 roll is made for rations (Difficulty 5). On a failure, the rations are -contaminated, sapping the adventurer’s health and imposing a -1 Grit Level penalty until Common Healing: 5 is applied or 1D10 days pass.

  • A low Food Gathering Roll (1-4) results in 1 contaminated Ration.

Desert Delving

  • Traveling time is increased by 50%.

  • A Heatstroke roll is made at the end of each day during the summer.

  • A Vigor Roll is made during the hottest part of the day. On a failure, adventurers lose 1D10 Grit Points due to weariness until they receive Rest or Common Healing: 5.

  • Wearing metallic armor imposes a -2 Vigor Level penalty.

  • A +2 Risk penalty is imposed during travel.

  • Ration consumption is doubled due to the increased water intake required daily.

  • Food Gathering and Herbalism Rolls suffer a -1 Grit Level penalty due to scarce resources.

Forest Delving

  • Traveling time is increased by 50%.

  • Players must make Traveling Rolls daily to stay on course. Failure results in becoming lost, requiring additional time to find the correct path.

  • Risk Rolls result in a Knockdown effect due to roots and vines on the floor.

  • A Traveling Roll (5) can help locate a shelter.

Frost Delving

  • Traveling time is increased by 50%.

  • A -1 Mobility Level penalty is imposed during travel.

  • A Pneumonia Roll is made nightly.

  • A Frostbite Roll is made at the end of each day if the adventurers remain in a Frost setting for longer than 3 Days.

  • A +3 Risk penalty is imposed during travel.

  • Food Gathering and Herbalism Rolls suffer a -1 Grit Level penalty due to scarce resources.

  • Risk Rolls result in a Knockdown effect.

  • A Traveling Roll (10) can help locate a shelter.

Mountain Delving

  • Traveling time is increased by 50%.

  • Climbing Rolls might be required to scale cliffs and vertical surfaces.

  • A -1 Vigor Level penalty is imposed during travel due to oxygen deprivation.

  • Rockfalls occur daily, dealing 1D20 damage unless a Reaction roll is made. Damage can be recovered during rest or with Common Healing: 5.

Ocean Delving

  • Swimming checks are required if characters fall into the water. Failure leads to drowning within 1D10 rounds.

  • While underwater, a -2 Grit Level penalty is imposed on any actions unrelated to swimming.

Dungeon Delving

  • Dim Light and Darkness impose a -1 or -2 Grit Level penalty.

  • A Night Blight roll is made at the end of each day while in a dungeon.

  • Noise during exploration or combat might result in attracting nearby monsters.

  • Food Gathering and Herbalism Rolls are disabled while in a dungeon.

  • Observation Rolls reveal Traps and Secrets.

City Delving

  • Crowded streets may subject characters to theft if they fail Perception checks.

  • Reputation affects vendor prices and various other aspects of the game.

  • A -1 Stealth Level penalty may be imposed in crowded areas.

  • Persuasion rolls can influence NPCs and manipulate their actions.

  • Sleeping outside of inns may result in fines of 1D20 gold pieces.

  • Crimes will lead to arrest and trial.

  • Successful Stealing rolls allow characters to extract resources from vendors and individuals.

Jungle Delving

  • Traveling time is increased by 50%.

  • Poisonous Vines sap 1D10 Grit Points from adventurers while they are in the jungle area.

  • Risk Rolls result in a Knockdown effect due to roots and vines on the floor.

  • A Traveling Roll (5) can help locate a shelter.

  • A low Food Gathering roll (1-4) results in hallucinatory mushrooms. Upon consumption, a Vigor roll is made, and failure leads to Oblivion for 1D10 hours.

  • Players must make a Traveling Roll daily to stay on course. Failure results in becoming lost, requiring additional time to find the correct path.