In order to find treasure and experience, your group of characters will need to brave a variety of dangerous indoor and outdoor adventure locations. From here on out, indoor adventure locations will be referred to as "dungeons" and outdoor adventure locations will be referred to as "wilderness." Exploration inside of Dungeons is segmented into ten-minute Rounds, while exploration in the Wilderness is segmented into one-hour Turns.
Each Round represents ten minutes. Anything a group of characters can conceivably try in ten minutes may be accomplished within a Round. After exploring for 6 Rounds, groups of characters must Rest for 2 Rounds. The referee can ask any character to roll a Check to determine whether or not the action is successfully accomplished by the end of the Round or not. For example:
Each Turn represents one hour. Anything a group of characters can conceivably try in one hour may be accomplished within a Turn. After exploring for 4 Turns, groups of characters must Rest for 2 Turns. The referee can ask any character to roll a Check to determine whether or not the action is successfully accomplished by the end of the Round or not. For example:
Adventurers need to keep themselves well-fed and watered in order to survive. Rations and waterskins must be used every day in order to prevent starvation and thirst. For each day a character goes without either, suffer -1 to all rolls and to Health. When a character reaches 0 Health in this way, that character dies.
Use your character sheet as well as any notebook, sheets of graph paper, or other writing implements to keep records of the places your character goes and the people they meet.
After delving the dungeon for six Rounds, characters must rest to recover their strength for two extra Rounds. If the group pushes on instead of resting, they suffer -1 to all rolls and to Health until they do. For each Round they go without resting, the penalty increases. After the group has Rested for the sixth time inside of the dungeon, any future Resting will not restore them to full strength and they will suffer penalties to rolls and damage.
Assume that the residents of a dungeon do not need light in order to move around the environment - most places will be dark unless another character brings in a light source. At the beginning of a Round, the referee will describe everything the light touches. Dungeon dwellers will notice lights on a roll of 3-in-6. For Candles this roll is 1-in-6, and if a Lantern is shuttered there is no chance of detection.
Searching is always successful if enough Rounds are spent searching and there is enough light in the environment to conduct an investigation. Secret doors and other hidden treasures may require cleverness to find - out of place objects or other clues may lead to new discoveries that mere searching cannot reveal.
This group of characters is at the fore of the party while delving. If a character loses sight of the Torchbearers or if the light of the Torchbearers is snuffed out, characters can become lost in the Dungeon. When an encounter begins, these characters are closest to the other Side and begin Combat in the Melee Zone.
This group of characters is at the side of the party while delving. Scout characters are the first to be warned about traps and hazards that the group can come across. When an encounter begins, these characters are near the other Side and begin Combat in the Near Zone.
This group of characters is at the rear of the party while delving. When an encounter begins, these characters are furthest from the other Side and begin Combat in the Distant Zone.
After journeying into the wilderness for four Turns, characters must rest to recover their strength for two extra Turns. If the group pushes on instead of resting, they suffer -1 to all rolls and to Health until they do. For every two Rounds they go on without resting, the penalty increases by 1. When the party Rests, they set up Camp, consuming one Camp item per person. This camp remains a safe place to rest, like a tavern or inn, for three days after it is set up. For every day after the first three days, there is a 1-in-6 chance of a weather event, monster attack, or other catastrophe to occur. Groups can set up as many Camps as they like, as long as they have enough camping gear.
Any character can follow a trail left by the presence of a beast, a group, or an individual. If the trail is many days old, the referee can ask for a Check to see if it can be picked back up again.
Searching is always successful if enough Turns are spent searching and there is enough light in the environment to conduct an investigation. Hidden entrances and other lost places may require cleverness to find - out of place landmarks or other clues may lead to new discoveries that mere searching cannot reveal.
This group of characters is at the fore of the party. If a character loses sight of the Vanguard or if the Vanguard loses the trail, characters can become lost in the Wilderness. When an encounter begins, these characters are closest to the other Side and begin Combat> in the Melee Zone.
This group of characters is at the side of the party. Navigating characters are the first to be warned about pitfalls and hazards that the group can come across. When an encounter begins, these characters are near the other Side and begin Combat in the Near Zone.
This group of characters is at the rear of the party. When an encounter begins, these characters are furthest from the other Side and begin Combat in the Distant Zone.