Wilderness Adventuring Dae Empire CRD

Travel

Travel overland will use a hexcrawl with some simplified rules.

Travel turns

A travel turn is about 4 hours (6 per day).

In each day:

  • 2 turns may be used to travel (8 hours).
  • 2 turns needed for sleep (Action: Sleep)
  • 1 turn needed for making camp, eating, rest (Action: Make camp)
  • 1 turn or more when zooming into an encounter (Action: Enter location or encounter)
    • (e.g. dungeon, wilderness encounter, settlement)

Travel speed

Each hex is 3 miles across.

Travel speed is base movement divided by 5 (standard OSE) with modifiers:

  • Half speed in any challenging terrain (e.g. jungle, mountains, swamp)
  • Double speed on maintained roads.

Hexcrawl procedure, per turn

(based on Sequence of Play Per Day)

  1. Decide action.
  2. Hazard check: Dangerous areas might have disadvantage or double disadvantage on Hazard dice.
  3. Narration and resolution of action
  4. End of turn.

Action: move to hex

PCs propose to move to connected hex(es) based on their movement and path.

Check for lost direction

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.

Stopping along the way

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.

Action: explore the current hex

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.

Action: Forage

PCs may make a forage attempt at x-in-6. On success, they find enough food for 1d6 people.

Action: Enter location or encounter

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).

Action: Make camp

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.

Action: Sleep

Party will sleep for the turn with the assumption there will be a watch setup.