Travel & Exploration

Travel Mechanics
When you want to travel to a destination the as part of the journy you make travel rolls.

You move up to 2 hours worth of distance for each roll made, and the meaning behind that roll is determined by the location your moving through.

When rolling for travel like most other times a D20 is rolled, and the value on the die dictates what occours.

1-5 Attack from banditry or monsters.

6-13 All goes smoothly.

14-16 Traveling Merchants.

17-19 All goes smoothly

20 - spot point of intrest if one exists

In most instances if you are Traveling, the only thing that will be provided in Roll detail will be obsticles and occasionaly senery or points of intrest to be revisited later.

If you wish to stop and spell the flowers or want to search of explorer an error an explore roll is rolled instead.

Exploration Mechanics
Much like with a Travel roll you can explore an area this does not progress your distance but allows you to have more interactions within the area.

before rolling you can state what your trying to achive with your explorations, these are.


 * Looking for trouble - Trying to find a Monster to battle against.
 * Forrage - Look for a type of Materal Item found in the Area
 * Charter - Looking for Any Cave, Dungon or Point of perticular note.

When choosing any of these the rolls between 15 - 20 are considered to be

Rolls are generaly considered the following


 * 1-3 = Combat encounter with Creature as Agressor
 * 4-6 = Mereral Encounter
 * 7-9 = Monster encounter with player with the choice to engage.
 * 10-13 = NPC encounter
 * 14 = Cave,Dungon,POI discovery
 * 15 - 20 = Explorers choice

once the value has been rolled for the spesifics are rolled for depending on the area by your Game Master.