Exploration Procedure
The exploration procedure is similar regardless of the location and Pace, but there are some differences. In all cases, the players will describe what action they’re taking, and then the GM will determine the result. If there is a potential for a encounter, the GM will also determine if that occurs.
Dungeon Exploration
When exploring a dungeon or other dangerous area, the Pace should normally be in Turns. Characters will be moving through unfamiliar areas that are known to be dangerous. While exploring, characters choose one of the followings modes.
Cautious
- Characters can traverse and interact with 1 zone per Turn.
- They remain quiet enough to not be heard by characters in other zones, but may be seen, especially if they are using a light in the dark.
Normal
- Characters can traverse and interact with up to 3 Zones per Turn.
- They can be heard by characters in adjacent Zones.
Reckless
- Characters can traverse up to 20 zones, but can’t make interactions more complicated than opening an unlocked door, grabbing an item off a table, or pulling a lever.
- They automatically trigger any traps or hazards they’re unaware of.
- They can be heard from several zones away.
- This should typically only be done through areas that are known to be safe, or in an attempt to escape dire circumstances.
Overland Exploration
The GM will track the party’s location on a 5km hex grid.
Traversing a hex takes 1 hour, plus an additional hour for each of the following that is true:
- The terrain is difficult. (Snow, uneven rocks, muck, dense foliage)
- There’s no path.
- There’s a change in elevation.
- There’s a difficult obstacle to overcome. (Like a river, or a canyon)
- The weather is poor.
- Vision is obscured (Fog, dense foliage, night)
- You are Overloaded.
The party moves at one of the following speeds.
Cautious
The time to traverse the hex is doubled. The GM will roll 1 less die for the encounter roll.
Normal
No special effect.
Reckless
The time to traverse the hex is reduced by 2 hours (min 1), and the group gains 1 exhaustion per member. The GM will roll an additional die for the encounter roll,