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% |
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 |
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.
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.
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.
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.
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.
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.
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.
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.
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.