MIDDLE OF THE DAY: TRAVELLING



The overland map is divided into 5-mile squares. Each day, the party has movement points equal to the speed of the slowest member. Entering a square costs one or more movement points (see Speed Multipliers). On entering a square, the party makes a Wilderness Encounter check (see Wilderness Encounters).

Speed Multipliers:
Normal terrain (plains, roads): Every square costs 1 movement point.
Difficult terrain (most wilderness): The first two squares of difficult terrain each day costs 2 movement points; the rest cost 1.
Very difficult terrain (mountains, deep marshes): Every square costs 2 movement points.
Blocking terrain (peaks): Trying to move into a square requires skill checks and ends movement for the day.

Forced march: You can sacrifice a healing surge (or 1/4 max HP) to gain one movement point, up to double your movement points. You do not regain these surges from tonight's extended rest.

Wilderness Encounters:
Roll 1d20. (If the area is fully explored, do not roll.)
1:Lair Encounter. The PCs have discovered a home (usually a lair in wild areas and an inn, house, or settlement in civilized areas). If they defeat this encounter, or if the inhabitants are friendly, the square is fully explored.
2:Wandering Encounter. In wild areas, wandering creatures will usually be hostile; in civilized areas, nonviolent (though there are exceptions). The party may run from hostile encounters with a group check: Athletics+speed vs Athletics+speed or Stealth vs Perception. After a wandering encounter, the square is still wild.
3-9:Uneventful Journey. The party doesn't find anything this time. The square is still wild.
10-19:Wilds Mapped. The square is now fully explored.
20:Natural Challenge. If the party succeeds at a group Nature check (DC 15 + 1/2 level), they get a benefit; fail and they suffer a penalty. The square is now fully explored.

END OF THE DAY: CAMPING



In camp, there are 2 guard shifts of 3 hours each. If player stands a watch, they start the next day minus one healing surge unless they are trained in Endurance. A character who watches both shifts does not get the benefit of the extended rest.

Camp Encounters:
During each shift, roll 1d20. On a 1, the party has a Wandering Encounter from which they cannot run. If no guard was set for that shift, the party is surprised.

BEGINNING OF THE DAY: WEATHER



Rest Check:
Sleeping in the wilderness is not as restful as sleeping in beds. At the end of each extended rest in the wild, roll 1d20 for the weather. (Season, area and prevailing weather can impose bonuses or penalties of +5 to -5 to the die roll.)
1:Hazardous weather. Players untrained in Nature start the day with no Action Point. Pass DC 25 Endurance or Nature checks or lose 1d4 healing surges.
2:Severe weather. Players untrained in Nature start the day with no Action Point. Pass DC 20 Endurance or Nature checks or lose 1 healing surge.
3-9:Poor weather. Players untrained in Nature start the day with no Action Point.
10-19:Fine weather. No special weather effects.
20:Favorable weather. The party's speed is increased by 1 today.

Fatigue checklist:
-Forced march yesterday? see Travelling
-Stood watch last night? see Camping
-Bad weather this morning? see Weather