Travel overland will use a hexcrawl with some simplified rules.
A travel turn is about 4 hours (6 per day).
In each day:
Each hex is 3 miles across.
Travel speed is base movement divided by 5 (standard OSE) with modifiers:
(based on Sequence of Play Per Day)
PCs propose to move to connected hex(es) based on their movement and path.
DM makes a Losing Direction check before moving:
The probability depends on the terrain being traversed:
- Clear, grasslands: 1-in-6.
- Barren lands, hills, mountains, woods: 2-in-6.
- Desert, jungle, swamp: 3-in-6.
If lost, the Travel Turn is wasted. The PCs were moving around the area before re-orienting and getting back to where they started from.
During narration, if any points of interest are discovered the PCs can decide to stop the turn and investigate. Any remaining movement is forfeited unless it's a quick stop.
PCs explore the location they are at to find any relevant points of interest.
All hidden features will be revealed. Clues to secret features may be found.
PCs may make a forage attempt at x-in-6. On success, they find enough food for 1d6 people.
An encounter or location can be zoomed into which shifts the time-scale into dungeon or combat turns.
The number of Travel Turns used will be based on how long the party is zoomed in (4 hours per travel turn).
The party will spend time to find a suitable campsite.
A full set of rations (food, water) will be consumed for each character or animal.
Party will sleep for the turn with the assumption there will be a watch setup.