Exploration
Dungeon Exploration Procedure
exploration is somewhat free-form, but still procedural. time passes in Turns which add up to Exploration Rounds. this structure allows gameplay to flow smoothly without becoming chaotic and disorganized. the procedures are explained below:
Turns and Rounds
there are 10 Turns in an Exploration Round. in a dungeon, each Turn represents 6 seconds, which means a Round is 1 minute of exploration. the time scale may be different during long-distance travel (see Travel Procedure below). when characters take actions, those actions cost 1 or more Turns to complete. the Referee may use an index card with 10 little boxes on it to track Turns and 10 little boxes on it to track Rounds during exploration. when the characters take actions, check the boxes to count Turns. when all 10 boxes are checked, the Referee checks off a Round, then resets the Turn count. when all 10 Rounds have been checked, the whole card is reset and the Referee checks for random encounters.
Random Encounters
random encounters during exploration may represent wandering monsters, random events, unexpected phenomena, or sudden situations. to check for Random Encounters in a dungeon, roll 2d12. on a 7 or less, there is a random encounter. the Referee then rolls a d% and consults a Random Encounter table prepared for the dungeon.
Exploration Actions
different actions that players can take during exploration cost different numbers of turns to complete. an non-exhaustive list of actions players can take during exploration is listed below with their Turn costs:
- light a torch or lantern with Flint & Steel: 3 turns.
- light a torch or lantern with a matchstick: 1 turn.
- listen at a door or the ground: 4 turns.
- push or shove a stuck or locked door: 1 turn with a Strength check.
- mark a wall or other surface with chalk: 1 turn.
- read a line of writing by torchlight: 1 turn.
- search a room thoroughly: 10 turns.
- pick a lock: 5 turns with an Open Locks check.
- search a chest for traps or other threats: 10 turns.
- search the contents of a chest or other large container: 6 turns.
- jam or disable a trap: 3 turns (may require a check, at Referee's discretion).
Items Durations
some items are consumed slowly over time, and once activated will eventually be used up. light sources are a common example of this. some common items and their durations are described below:
- Torch: burns out after 10 rounds (100 turns).
- Lantern: burns out after 10 hours (600 rounds, or 6,000 turns).
- Flashlight: battery drains after 6 hours (360 rounds, or 3,600 turns).
- candle: burns out after 1 hour (60 rounds, or 600 turns).
- matchstick: burns out after 1 turn.
- monster repellent sprays: wears off after 1 hour (60 rounds, or 600 turns).
- monster bait: wears off after 15 rounds (150 turns).
- status-resistance droughts: wear off after 1 hour (60 rounds, or 600 turns).
- status-immunity potions: wear off after 1 hour (60 rounds, or 600 turns).
Travel Procedure
travel procedure proceeds almost identically to dungeon exploration procedure, but on a different scale. instead of track 6-second turns and 1-minute rounds, travel tracks 1-hour turns, 8-hour rounds, and 3-round days. the procedural steps are described below:
The Rounds
the Morning round takes place from 4am to 12pm.
the Afternoon round takes place from 12pm to 8pm.
the Night round takes place from 8pm to 4am.
Check for Random Encounter
each round, roll 2d6. on a 3 or less there is a Hostile or Neutral Random Encounter. on an 11 or 12 there is a Friendly Random Encounter. if there is a Random Encounter, roll 1d8 to determine which hour of the round the Encounter takes place, and then roll a d% on a Random Encounter table for the round.
Travel Actions
during each round, the players declare their actions and spend turns (interrupted as needed to resolve Random Encounters). once 8 Turns have been tracked, the round ends. a non-exhaustive list of Travel Actions is listed below:
- Short Rest: 8 turns.
- Long Rest: 24 turns (3 rounds).
- equipment maintenance: 1 turn.
- cooking: 2 turns.
- eating: 1 turn.
- set up camp: 1 turn.
- fortify camp: 4 turns.
- search area: 3 turns.
- break down camp: 1 turn.
- cover tracks: 1 turn.
Rest and Healing
when characters rest they can recover some of their health and mana. magical healing also exists that can restore characters health and mana. characters that push themselves too hard without resting can drain themselves, incurring fatigue and possible injury. the rules for resting and healing, especially during exploration and travel, are described below:
Partial Rest, Short Rest, and Full Rest
characters in the midst of exploration may stumble upon a relatively safe and secure area, or they may simply need to stop and set up a camp. these moments are when the party has an opportunity to relax and take a break from their travels or plundering in order to recover some of their strength and energy. there are three (3) types of rest: Partial, Short, and Full Rest. they are described below.
Partial Rest represents a short break. it is the most common type of rest that an adventuring party may engage in while exploring a dungeon. to take a Partial Rest, the party must be in a relatively secure area, such as a room that monsters won't or can't enter, or a camp with someone on watch. during a Partial Rest, characters must spend at least 10 minutes of non-strenuous activity (cooking, reading, meditating, sitting, laying down, napping, or otherwise relaxing). at the end of 10 minutes, each character restores 1 point of Stress and 1 point of Attribute damage to each damaged Attribute. characters continue to heal Stress and Attribute damage at the rate of 1 point per 10 minutes, and (if a Heal check with a TN of 10 plus the highest damage value among wounds that character has is made) 1 Wound Point per wound per hour.
Short Rest represents one day's typical rest, and requires at least 8 hours of uninterrupted non-strenuous activity. it is the most common type of rest taken during Travel. to take a Short Rest, the party must have a relatively safe area to camp, and enough food and water to eat a meal (1/4 of a day's supply). if there is inclement weather or harsh conditions, some form of shelter is also necessary (such as a tent, cave, or lean-to). each hour of a Short Rest heals the characters of 1 point per HD of Stress and Attribute damage to each Attribute, as well as 1 Wound Point per injury. if the Heal skill is used on a character during the Short Rest (TN 10 plus the highest damage value among wounds that character has) the character heals an additional 1d4 Wound Points on each wound at the end of the full 8 hours. additionally, a character taking a Short Rest restores 1 Mana per HD per hour.
Full Rest represents 24 hours of complete bedrest with no activity at all. this requires the resting character to have safe shelter, and access to enough food and water to last a whole day. it is the most common type of rest taken during downtime. any number of individual characters can take a Full Rest while the remainder of the party take a Short Rest instead, if a party so chooses. a character taking a Full Rest heals at the rate of a Short Rest, but in addition they restore all their Stress and Mana, as well as 3d4 Wound Points on each wound, at the end of the 24 hour period.
Resting and Pushing On
at the end of a round of travel (8 turns of 1 hour traveling) the party must decide whether or not to camp and rest. a traveling party must take a round of rest after every 2 rounds of travel in order to prevent fatigue and possible injury. if the party Pushes On (continues traveling without stopping to rest) each character takes 1 point per HD of Stress and 1 Strength damage. then each character rolls 3d4. on a result of 5 or less, that character takes 1d4 wound points and must roll on the injury table (see below).
Pushing On allows the party to cover more distance travelling, and thus potentially travel faster. but it comes with serious risk, and should not be done lightly. a party could choose to delay travel to rest longer than 1 round if they choose, though this is typically not worthwhile unless the conditions for a Full Rest are met (an uncommon occurrence in the wilderness) or a character has suffered a serious injury and cannot safely travel. a travelling party must weigh their options carefully.
Injuries
during travel, exploration, or combat characters may incur injuries. some interactions will simply say when a character would incur an injury and/or what injury they incur (such as failing a check, or triggering a trap). however, there are also instances when a character must roll on the Injuries table. that table is shown below:
| d% | Injury | Details |
|---|---|---|
| 1-12 | sprained ankle | 1d4 Agility damage, and move at half speed. |
| 13-18 | broken foot | 2d4 Agility damage, and move at 1/3 speed. |
| 19-30 | sprained wrist | 1d4 Dexterity and Strength damage. |
| 31-36 | broken arm (off-hand) | 2d4 Dexterity and Strength damage, cannot use off-hand. |
| 37-42 | broken arm (main hand) | 2d4 Dexterity and Strength damage, cannot use main hand. |
| 43-53 | blinded in one eye | 3d4 Perception and Dexterity damage. |
| 54-58 | blinded in both eyes | 5d4 Perception and Dexterity damage, blind. |
| 59-69 | concussion | 1d4 Wound Points, Dazed for 1d8 hours. |
| 70-74 | cracked skull | 3d4 Wound Points, Unconscious for 1d12 minutes, then Dazed for 2d12 hours. |
| 75-87 | pulled muscle | 1d12 Stress and 1d4 Agility and Strength damage. |
| 88-90 | dislocated shoulder (off-hand) | as Pulled Muscle plus 1d4 Wound Points. can't use off-hand until reset (Heal TN 12, causes 1d4 Stress). |
| 91-93 | dislocated shoulder (main hand) | as off-hand but applies to main hand instead. |
| 94-96 | dislocated hip | as Pulled Muscle plus 1d4 Wound Points and move at half speed until reset (Heal TN 12, causes 1d4 Stress). |
| 97 | broken spine | 2d4 Wound Points, 1d4 Stress per 10 minutes until treated (Heal check TN 15), and move at half speed. |
| 98 | paralyzed | 3d4 Wound Points and Stress, Paralyzed. |
| 99 | roll again plus wound is Infected | infection deals 1d4 Strength damage per failed Physical Save. |
| 100 | roll again twice |

Comments