Basics
- D8 represents the party and ticks down by one each hour
- Each hex is about a mile long and takes an hour to get across
- Travel day is 8 hours, for each hour beyond 8 that you travel, risk exhaustion
- Each day of travel uses 1 ration per player
Actions
- Navigate (Perception/Survival)
- DC 13 check to move in the declared direction
- Once per hex
- Failure means the party moves in a random direction instead and is now lost
- Random direction determined by a D6 roll and recorded by the DM
- Lookout (Perception/stealth)
- DC 15, target an adjacent hex, be aware of anything dangerous in that hex
- +3 bonus to one group action taken in that hex
- Track (Survival/Nature)
- DC 15 find a sign of your quarry
- Forage (Survival/Nature)
- DC 17 find 1d4 rations worth of forage
Lost
- Player marker is removed from the map
- All action DCs go up by two
- You can find your way by
- Getting out of the forest entirely
- Succeeding at a party skill challenge:
- Requires 4 successes
- Each failure is another hour your party spends lost