Exploration mechanics focus on traveling, resting, and dungeon delving.
A full day of traveling includes:
Weather Roll at the start of the day
Encounter Roll during travel and again during rest at night
Behavioral Roll for each encounter
Disease Roll at the end of the day if difficult weather or terrain applies
Travel moves characters through hexes on a map.
World Hexes: for large maps
Region Hexes: for smaller areas
Travel time considers distance, terrain, and cautious pace.
Standard Travel
Balanced movement and rest
Uses Effective Hours
Disease Rolls made during Camping
Forced Travel
Doubles distance
Causes Fatigue next day, removing Effective Hours
Repeating leads to Exhaustion
Disease Rolls made during Traveling
Resting triggers an additional Encounter Roll
Activities like fires or noise increase encounter chances
Allows use of Effective Hours
Common activities: Food Gathering, Crafting, Healing, Training
Minimum Rest: 6 hours/day to avoid Fatigue
Rations: 1 daily protects against Starvation
Sleeping in heavy armor costs 1 Effective Hour the next day
Environment | Target | Terrain | Roll 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 |
Provides general Experience Points and attracts monsters
Studying/Practicing: grants XP for specific Skills
Studying requires a Book
Each character gains 3 Effective Hours daily
Use Effective Hours in settlements for Tutors or Libraries
Provides Insulation benefits by setting up tents or fires
Takes 1 Effective Hour
Camouflaging and Guarding reduce Encounter chances
Daily Weather Roll determines type
Weather imposes Cold/Heat Factors, may trigger Disease Rolls
Clothes and equipment protect against adverse effects
Nature Skill: predicts next day’s weather
Flu, Heatstroke, Mire Spike, Night Blight occur in challenging conditions
Item | IL | Weather | CF | Terrain | CF |
|---|---|---|---|---|---|
Leather | 1 | Windy | 1 | Hill | +1 |
Blanket | 1 | Drizzle | 2 | Mountain | +2 |
Bedroll | 1 | Rain | 3 | Forest | -1 |
Cloak | 1 | Storm | 4 | Plain | +1 |
Clothes | 1 | Snow | 5 | Desert | +1 |
Fire | 1 | Blizzard | 6 | Shelter | -2* |
Tent | 1 | Sunny | 2 | Swamp | +1 |
Vehicle | 1 | Heatwave | 1 | River | +1 |
*Not regarded for warm climates
Darkness dynamically affects Grit Levels
Candles, Torches, Lanterns provide Illumination
Illumination is measured in real-time in dungeons
Grit penalties apply outside illumination radius
Type | Grit Adjustment |
|---|---|
Normal | |
Dim Light | -1 Grit Level |
Darkness | -2 Grit Levels |
Dungeon doors can be locked, trapped, or forced
Unlock with Mechanics Skill
Detect traps with Observation Skill
Max 3 attempts against a locked door; extra efforts cost 1 Grit Point each
Group Effort: +1D10 Bonus Die for Force
Type | Force Open | Lock |
|---|---|---|
Wooden | 10 | 4 |
Iron | 15 | 8 |
Steel | 19 | 12 |
Stone | N/A | 16 |
Uses Tracking Skill
Successful roll reveals potential encounters before being noticed
Roll | Type | Effect |
|---|---|---|
1-5 | Hostile | Immediate Attack |
6-7 | Vigilant | Malleable |
8 | Flexible | Bribe/Intimidation |
9 | Neutral | Easily Distracted |
10 | Friendly | Non-Aggressive |
Use Effective Hours for skill progression, crafting, or research
Options expand as characters gain experience
Resting in Inns → Well Rested Condition
Spending nights in taverns → Spirited Condition
Libraries provide Books for Skills or Spells for a fee
Food Gathering produces Rations based on creature size
Creature | Rations |
|---|---|
Small | 2 |
Medium | 3 |
Large | 4 |
Huge | 5 |
Gigantic | 6 |
Requires Necropsy and Monster Skills
Blood collected instantly; organs require 1 Effective Hour
Details in the Book of Monsters