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Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
# Journeys
When characters are moving from one destination to another they are undertaking a Journey. During Journeys the day is divided into four quarter days used to measure time:
- Morning
- Daytime
- Evening
- Night
At the start of every quarter day, each character must choose one activity to do during that quarter. Characters can only perform one activity at a time, unless otherwise specified. Most activities can be performed by several characters, but for a few activities, a single character must be chosen. The possible activities are detailed below.
## Activities
### Hike
If all characters in the Party decide to Hike they travel at the speed described in the [[03 🔵 Movement|Traveling]] portion of the Movement rules. Short breaks are included in the specified time, but if you stop for mare than a few minutes along the way, you might not be able to travel the entire distance.
#### Forced March
Characters can Hike for two of the Quarter Days of the day without problem. If they decide to Hike more than two Quarter Days they will make an Exhaustion check for each additional Quarter Day that they Hike before taking a rest.
Mounts can also perform a Forced March. Instead of an Exhaustion check make an Animal Handling check (DV 18) and add the mount's Strength to the result of your roll. If you fail the roll the animal goes lame. A lame animal can travel but can not carry any extra weight. To heal the animal make a DV 25 Animal Handling check and determine the recovery time as you would using normal [[04 🟡 Healing|Healing]] rules. If the healing roll fails there are no options other than to put the animal down.
### Lead the Way
Every time you Hike you must appoint one person to Lead the Way. A character can Lead the Way and Hike at the same time, but they cannot also Keep Watch.
Every 12 miles that the party travels the character leading the way needs to make a Survival check to make sure they are travelling in the correct direction. The DV of the check and consequence of failure are both determined by the GM.
#### Darkness
Travel is dangerous in the dark. Getting lost or choosing the wrong path is an ever-present risk. A Survival check made to Lead the Way in the dark has a -5 penalty unless the character making the check has the ability to see in the dark.
Typically Evening and Nighttime quarters are dark but this may change depending on the world or seasons in a given world.
### Keep Watch
It is useful to have a character Keep Watch during every Quarter Day. The character that is Keeping Watch can Hike at the same time but they can not Lead the Way. It is not necessary to have a character Keep Watch, but without one there is no chance to spot threats before they are upon the party.
### Forage
If the party is running low on provisions, they can choose to spend a Quarter Day looking for edible plants and drinkable water. You cannot Hike while foraging. Several characters can Forage at the same time.
You must choose whether you are looking for food or water. Then make a survival roll, certain types of terrain or weather can add modifiers to the roll.
When looking for food, success means that you find enough roots, vegetables, or berries for the party to eat for one day. Any food obtained through foraging spoils after two days if it is not consumed.
When looking for water, success means that you find enough drinkable water for everyone in the party to fill their water skins.
### Hunt
Another way to find food during a journey is to Hunt. You cannot Hike at the same time as you Hunt, but several people can hunt at the same time.
You need some form of ranged weapon or a hunting trap to be able to Hunt. Make a Survival (Tracking) check to find your prey. To kill your prey you must succeed a Marksmanship check, if using a ranged weapon, or a Survival check, if using a trap. The [[Animals]] table specifies the difficulty of the check as well as the loot that the animal would provide including units of [[Raw Meat]].
### Fish
If you are near a river, lake, or ocean you can Fish. If you are on foot, you cannot Hike while Fishing, but you can Fish from a moving boat. Several people can Fish at the same time.
To Fish you need Fishing Gear. Make a Survival check and add any modifiers from your fishing gear.
Success means that you catch enough fish for the party to eat for one day. Any excess fish spoil after one day.
### Make Camp
When the day is over it's time to Make Camp. Finding a good location for a camp, making a fire, and preparing where to Rest takes a whole Quarter Day. Only one person rolls to Make Camp, but others can help them.
Make a Survival check to determine the success of Making Camp. If the check is successful you find a sheltered place to spend the night, where you can Rest. If the check fails you still find a place to setup camp but the GM will determine a consequence that the party can experience anytime while they are in camp.
### Rest
You need to Rest at least one Quarter Day per day to avoid becoming [[06 🔵 Exhaustion|Exhausted]]. The Rest activity uses rules described in the [[05 🔵 Resting|Resting]] section.
#### Bare Ground
It is possible to Sleep in the wilderness without Making Camp. You save the time it takes to Make Camp, but everyone in the group must make a Survival check to find a good spot to Sleep. Failure means the individual doesn't Sleep at all. Since you don't have a fire to keep the cold away, you may also suffer the effects of the [[03 🔵 Statuses|Freezing]] status.
### Explore
When you stop to Explore your journey is interrupted. Exploring can take anything from a Quarter Day to days or even weeks.
# Next Section
[[04 🟡 Dungeons]]
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Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
# Wilderness Survival
Whether moving between settlements, seeking a long-lost dungeon, or hunting monsters. PCs contend with the dangers of the wilderness. Though trekking involves combat and social encounters, exploration encounters are the primary component of wilderness survival. Wild environments are full of hazards and involve rules of the dangers covered in Chapter 9: Other Forms of Harm. More information about wilderness survival is often included in world books since the environmental dangers are best tailored to se the environments that appear in the world.
# Next Section
[[04 🟡 Dungeons]]
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Previous Section: [[02 🟡 Journeys]]
# Dungeons
Crawling through dangerous dungeons is a good way to gain experience, acquire powerful items, and uncover secrets about the game's world. Classic fantasy dungeons are often underground complexes populated with monsters, treasures, traps, and puzzles. However, a dungeon can by any self-contained area with sections to explore like a castle, natural cave system, corporate building, or ancient ruins.
While dungeons contain social and combat encounters, they are excellent vehicles for exploration encounters. Dungeons also make use of the dangers discussed in the [[05 🟡 Hazards|Hazards]] and [[06 🔵 Traps|Traps]] sections.
# Next Section
[[05 🟡 Hazards]]
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Previous Section: [[04 🟡 Dungeons]]
# Hazards
Hazards are natural obstacles for the players to interact with. The most pervasive hazards are weather events which can scale from mild to extreme. Interacting with hazards leads to characters receiving statuses and conditions relevant to the hazard. For instance running from a forest fire may cause burning or the falling ash could cause exhaustion. Characters should always be given a chance to roll to avoid these statuses and conditions but the difficulty of the roll will vary based on the hazard. Trying to walk to the mouth of a volcano expelling ash will require high difficulty exhaustion checks where as walking through a small snow storm would require a pretty easy check to avoid freezing.
## Extreme Cold
Exposure to temperature below 0 degrees Fahrenheit threatens creatures not adapted to the cold. The hazard is generally continual.
### Trigger
This hazard begins when a creature is exposed to extreme cold for at least 1 hour. A creature avoids exposure if it is resistant or immune to cold damage, if it has natural adaptations to cold climates, or it is wearing clothing that provides resistance to cold climates.
### Effects
After the first hour, an exposed creature must make an [[06 🔵 Exhaustion|Exhaustion]] check. The creature must repeat this check at the end of each hour of continued exposure. Creatures vulnerable to cold damage, wearing clothing not suited for winter conditions, wearing armor with cold vulnerability properties, or are wet.
### Resolution
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
## Extreme Heat
Exposure to temperatures above 100 degrees Fahrenheit threatens creatures not adapted to the heat. The hazard is generally continuous.
### Trigger
This hazard begins when a creature is exposed to extreme heat for at least 1 hour. A creature avoids exposure if it is resistant or immune to fire damage, if it has natural adaptation to hot climates, or if it has access to twice its daily amount of required drinking water.
### Effects
After the first hour, an exposed creature must make an Exhaustion check. The creature must repeat this check at the end of each hour of continued exposure. Creatures have disadvantage on these checks if they are vulnerable to fire damage, wearing metal armor, or wearing clothing not designed for hot environments.
### Resolution
This hazard ends once a creature leaves the affected area, environmental conditions significantly change, or they avoid exposure for one hour.
## Gale Winds
Heavy gusting winds can appear with little warning, battering the weak and impairing many activities. Gale winds disperse fog, extinguish open flames, and make movement difficult for small and flying creatures. As a weather hazard, it usually only lasts a few minutes, though in canyons or mountain regions, it can be continual.
### Trigger
This hazard begins when a creature enters an area affected by gale winds.
### Effects
Gale winds impose disadvantage on ranged attacks and checks that rely on hearing. Small and Tiny creatures must succeed on a DV 12 Strength save or fall prone at the start of each of their turns while in the area. A flying creature must land at the end of each turn spent in the area or make a DV 12 Strength save. On a failure, the creature falls to the ground instantly and takes falling damage.
### Resolution
An affected creature must find shelter or leave the area.
## Torrential Precipitation
Precipitation such as heavy rain or snowfall causes a variety of problems. It can last from minutes to days.
### Trigger
This hazard begins when a creature enters an area affected by torrential precipitation.
### Effects
Everything within the area is considered lightly obscured. A creature that starts its turn within torrential precipitation has disadvantage on Perception checks. All ranged attacks are made with disadvantage. If the torrential precipitation is heavy rain, it extinguishes open flame. If it is heavy snowfall, the ground is difficult terrain.
### Resolution
An affected creature must find shelter or leave the area.
# Next Section
[[06 🔵 Traps]]
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Previous Section: [[05 🟡 Hazards]]
# Traps
Traps can be almost anywhere. One wrong stop in an ancient tomb might trigger a series of scything blades. The seemingly innocuous vines that hang over a cave entrance might choke anyone who pushes through them. A net hidden among trees might drop on unwary travelers. Detecting and disarming traps are your best defense against these troubles.
## Trap Types
A trap can be either mechanical or magical. This book leaves discussion of magical traps to specific world books but will cover generalities.
### Mechanical Traps
Mechanical traps include things that depend on a mechanism to operate, such as pits, arrow traps, falling blocks, water filled rooms, and whirling blades.
### Magic Traps
Magic traps consist of magical devices that activate effects.
### Complex Traps
Complex traps continue to execute on rounds after activation instead of triggering once and being done. Complex traps can start initiative and act independently in initiative order. Until triggered a complex trap can be detected and disabled like a standard trap.
## Detecting Traps
Every trap has a specific way it can be detected, but a trap usually requires a character to make an Intuition + Perception or Logic + Investigation check against the trap's DV. Some basic traps can be automatically spotted with a high enough passive Perception score, but the deadliest traps often are hidden too wall for passive detection. The party's travel pace can also reduce your ability to spot passively hidden dangers.
## Disarm Traps
If a character detects a trap before triggering it, they might be able to disarm it. Every trap has a specific way it can be disarmed, or avoided, but typically disarming a trap requires a character to succeed on an Agility + Thievery check, though sometimes Technology or Engineering can be used, against the trap's DV. Complex traps might first require a successful Logic + Investigation check to deduce how the trap operates.
# Next Section
[[1 🔵 Downtime]]