Optional Rule: You can choose to bias a starting position. Starting in a Hex: If a character starts movement within a hex, it requires 6 miles of progress in order to exit any face of the hex. In order to determine if a party has left a hex, you must keep track of their progress within the hex. Movement on the wilderness hex grid is abstracted. (You could actually adapt a similar rule to dungeon exploration in order to make accurate mapping of the dungeon environment more difficult, although the resolution time involved might be prohibitive.) Take 10 is an option, so experienced explorers will never have any problem accurately gauging how far they’ve traveled. Note: The purpose of this rule is to make accurate mapping more difficult. On a failure, they assume the average value of the distance traveled. The actual distance traveled is 50% to 150% (2d6+3 times 10%) of that distance.Ĭharacters can ascertain the actual distance traveled with a successful Survival check made at the Navigation DC of the terrain. The distance cited on the tables is the average distance traveled. Poor visibility also increases the DC of navigation checks by +4 and forage checks by +2.
A character who takes any nonlethal damage from hustling becomes fatigued. Hustling for a second hour between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. Hustle: A character can hustle for 1 hour. A watch is equal to 4 hours.ĭetermine Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).Ĭonsult the table for movement per hour, per watch (4 hours), or per day (8 hours).
1 Hex = 12 miles (center to center/side to side) = 7 mile sides = 124 square milesĪ watch is the basic unit for tracking time.