The Wilderness consists of unexplored land, cities and castles, including the area immediately surrounding the entrance of the Underworld.
The referee must have a ground level map of the Underworld, a map of the terrain immediately surrounding this, and a map of the settlement closest to the Underworld.
A settlement ranges from a small village to a large city.
A settlement map should indicate streets and buildings.
Players can have adventures roaming in settlements. Areas of interest in settlements may include the followig:
The terrain beyond the immediate surroundings of the Underworld entrance should be unknown to all but the referee.
Adventures in the wilderness are made on the OUTDOOR SURVIVAL playing board. Catch basins are castles, buildings are towns, and the rest of the terrain is as indicated. Use a modified map as above
The Referee must have a wilderness map unknown to the players. It should cover the territory around the Underworld location.
When players venture into the wilderness they should have a blank hexagon map, and as they move into each hex the referee will tell them what kind of terrain is in that hex.
Move this table to Creature stats?
Travel Mode | Number of Hexes Per Turn |
---|---|
On foot | 3 |
Wagon or Cart | 4 |
Draft Horse | 5 |
Heavy Horse | 6 |
Medium Horse | 8 |
Light Horse | 10 |
Raft | 10 (3) |
Merchant Ship | 12 |
Boat | 15 (5) |
Dragon | 24 |
Efreet | 20 |
Galley | 20 (6) |
Djinn | 30 |
Air Elemental | 30 |
Carpet | 30 |
Griffon | 30 |
Hippogriff | 40 |
Broom | 40 |
Roc | 48 |
Pegasus | 48 |
Numbers in parenthesis are for swamp movement.
Horse movement rates require all members of a party to be mounted.
Larger parties move slower, depending on their size. Each turn is reduced by the number of hexes indicated by Move Penalty on the following table. Is this correct taking into account different terrain types?
Party Size | Move Penalty |
---|---|
Over 100 | 1 hex |
Over 1,000 | 2 hexes |
The following terrain costs more than the normal amount of hexes to move on. To move 1 hex of these terrain types, deduct the indicated move cost from the party’s remaining number of hexes for this turn.
Terrain | Move Cost in hexes |
---|---|
Woods | 2 |
Desert | 2 |
Mountain track | 2 |
Mountains | 3 |
Swamps | 3 |
Rivers | 3 |
Tracks through woods or swamps incur no movement penalty.
Moving to previously unexplored hexes counts as Exploring.
Exploring is slower than moving through known hexes for horses or flight:
Exploration by any horse type is at the speed of draft horse. All need to be mounted.
Exploration by air will be at half normal flying speed.
Exploring by foot is at normal speed. (Determined by weight carried)
All creatures, except Dragons, must rest after six days of movement.
Rest must be at least one full day.
A hex is 5 miles across from corner to corner.
A Turn in the Wilderness is synonymous to a Move and equal to one in game Day.
At the beginning of each turn, roll 1d6 for the terrain type the party is on to see if they get lost.
Terrain | Become Lost if d6 Roll is |
---|---|
City | N/A |
Clear | 1 |
Desert | 1 to 3 |
Mountain | 1 or 2 |
River | 1 |
Swamp | 1 to 3 |
Woods | 1 or 2 |
If the party is lost, they must move in a random direction. They may only deviate from that direction by one 60 degree angle. Roll 1d6 to decide the random direction on the following table:
1d6 Roll | Direction |
---|---|
1 | North |
2 | North East |
3 | South East |
4 | South |
5 | South West |
6 | North West |
These directions correspond to the six possible directions on a hex-grid.
At the end of each day of travel on foot or mounted the referee rolls 1d6 on the following table to check to see if a Creature has been encountered.
This depends on the terrain type.
Terrain | Encounter if d6 Roll is |
---|---|
Clear | 6 |
City | 6 |
Woods | 5 or 6 |
River | 5 or 6 |
Desert | 5 or 6 |
Swamp | 4 to 6 |
Mountain | 4 to 6 |
For travel in water or air:
Roll 1d6 and on a 5 there is an encounter in the middle of the day with waterborne or aerial Creatures as appropriate.
Roll 1d6 and on a 6 there is an encounter at the end of the day back on land, and the table below is used. What table??
Ships which remain continually in water will instead roll 1d6 once a day for encounters, a 6 indicates such an encounter.
If there is an encounter, see the Wilderness Encounter rules.