Overworld Rules

Players get 3 actions per day – representing 8 hour blocks of time.

Potential uses of these actions include, but are not necessarily limited to:

  • Resting – involves setting up camp and sleeping or otherwise resting to regain HP and daily abilities. Resting without a full campsite’s worth of gear may result in penalties.
  • Move – Move to an adjacent hex. If you are moving on a road, or using some other advantage, you may move two hexes instead of one, though some encounters may interrupt this. If you enter the hex of an enemy team that has passed through, you do NOT get an automatic check to find their tracks. You may make a DC 15 Survival check while moving to hunt for food and, if necessary, to avoid becoming lost in terrain without any
  • Explore – Search a hex for an encounter, if it did not immediately find you. You also get to make a Survival check to look for the tracks of an enemy team.
  • Shop – Explore a settlement and barter with merchants to sell or buy magical items. There are places other than Tymon that you can take this action in!
  • Scout by Air – A character that can maintain a fly speed of at least 40ft for a sufficiently long time can fly over every adjacent hex while his or her companions rest, gather food, or are themselves scouting. The aerial scout is alone and separate from his party during this, but can gather hints as to what each hex contains with good Perception checks.
  • Scout by Land – A character can leave his companions and scout two adjacent hexes for information with a good Survival check. The scout does need to make Survival checks to avoid becoming lost, and should he encounter a hazard, he must escape it on his own (however, we are working under the assumption that a scout is taking every reasonably imaginable precaution to not be detected by the hex’s inhabitants). Land-based Scouts are also entitled

Overworld Rules

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