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One Person MAY Roll: Navigation (Defaults: IQ-5, Cartography-4, or Seamanship-5.

)
(at -5 with just the shadows of the trees, -1 with a sundial, or no modifier
with a compass)

One Person MAY Roll: Weather Sense (Default: IQ-5.)

Everyone MAY Roll: Hiking (Default: HT-5.) or Riding (Defaults: DX-5 or Animal
Handling (same)-3.)
Take worst result.

If they choose not to roll: 2 Hexes for the day.


If they fail all rolls: 1 Hex for the day.
If they succeed all rolls: 3 Hexes for the day.
If they they mixed results: 2 Hexes for the day.

Anyone can Roll: Fishing, Naturalist, or Survival – no defaults.


Critical Success: 0 rations for the day.
Success: 1 Ration for the day.
Failure: 2 Rations for the day.
Critical Failure: 3 Rations for the day.

If they eat less, they’ll be missing 1 FP per skipped meal (and 1 HP per FP below
0!) on arrival. A few hours of rest won’t restore these FP. This FP penalty will
persist until the group rests with food for one day per 3 FP lost – easy in town,
risky at the dungeon doors.

Encumbrance: None Light Medium Heavy Extra-Heavy


Fatigue Cost: 1 FP 2 FP 3 FP 4 FP 5 FP

Hiking is tiring. Whenever adventurers on foot are engaged by bandits, wilderness


monsters, etc., they start the fight missing the FP under Fighting a Battle
(above). For instance, a delver at Medium encumbrance starts 3 FP short. The cost
for fighting the battle also applies afterward. Delvers traveling by wagon have it
easier: 1 FP on a road, 2 FP off-road. Mounted ones have it easiest of all: Make a
HT-based Riding roll; any success costs 0 FP while any failure costs 1 FP.

Sleeping without a tent incurs 1 FP penalty. Sleeping without a bedroll incurs 1 FP


penalty. Cumulative.
SLEEPING IN ARMOR HAS NO PENALTY, PLAYERS CAN SLEEP IN ARMOR IF THEY WANT.

Post Watches: Randomly determine whose watch an encounter happens on.


Secretly Roll: Perception or Observation. OR Quick Contest vs Stealth.
If the watch-keeper succeeds (wins, in a Contest), the party isn’t surprised –
although those who were asleep start combat lying down. Otherwise, everyone is
asleep or stunned; each delver must make one IQ roll per turn, at +1 per turn after
the first and +6 for Combat Reflexes, and can react only on the turn after
succeeding. So post watches – it’s free.

Wilderness Camps: If a nighttime encounter involves monsters that hunt by sight,


the GM will roll a Quick Contest: the monsters’ Vision vs. the party’s highest
Camouflage skill, at a penalty equal to the number of party members who have no
points in that skill. Victory means the enemy spends enough time sniffing around
that any watch-keeper gets a second chance to detect the monsters, as above.

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