In the wilds the party explores from hex to hex, each of which is approx 6 miles wide. Each 24 hrs is broken into **two shifts** of **three watches** each.
| Day Shift | Time | Night Shift | Time |
| --------------- | ---------- | ---------------- | ---------- |
| **1 Morning** | 6am - 10am | **4 Evening** | 6pm - 10pm |
| **2 Midday** | 10am - 2pm | **5 Late Night** | 10pm - 2am |
| **3 Afternoon** | 2pm - 6pm | **6 Pre Dawn** | 2am - 6am |
**Day shift** is usually spent **travelling**, and **night shift** setting up camp and **sleeping**. Entering or exploring a hex costs one or more watches:
| Watches | Action |
| ------------- | ------------------------------------------------------------------------------------------------------------------- |
| **1 Watch** | **Explore** a hex, or **Move** into a hex with roads, plains, grasslands, fields or other easily traversed terrain. |
| **2 Watches** | **Move** into a hex containing hills, forest, moors, badlands, or desert. |
| **3 Watches** | **Move** into a hex with mountains, swamp, jungle, or other very difficult terrain. |
If a hex is of **mixed terrain**, apply either (a) the majority terrain type or (b) the terrain of the hex face through which the party entered. If used in suitable country, **Mounts** grant **two** bonus watches worth of movement, or **Wagons one** bonus watch. **River boats** travel **12 Hexes** per 24 hr period (3 knots, 3 sp per day) and **ocean ships 20 Hexes** (at 5 knots, 20 sp per day).
### Injured or Encumbered
If any members of the party have a **mobility injury** or are ***[[Encumbered]]*,** moving into another hex costs **one extra watch.** This penalty may be removed by another party member performing the Support role (see opposite).
> [!faq|no-i] # Travel Procedure
>
> The daily travel procedure is as follows:
> 1. **New Day.** PCs that ate the prior day, and slept for six hours, generally **heal 1 hp** (p.89).
> 2. **Weather.** Roll **1d12** for weather (p.136), which may affect travel speed, encounter distance, ration use, foraging, overnight healing, etc as the GM determines.
> 3. **Travel Roles.** PCs decide their roles for the day (see opposite). If multiple PCs choose the **same role,** apply the **best result,** or determine as the GM sees fit.
> 4. **Day Shift.** PCs spend their watches to enter or explore hexes.
> - On **Entering** a hex (a Guide roll may be required, see opposite), the GM reveals any obvious Hex Details or Hex Events.
> - If **Exploring** a hex, the referee also reveals one or more further points of interest (if nothing keyed, see p.136).
> - Any **Checks** (inc **Travel Role** checks) are determined by the GM as required.
> 5. **Travel Event.** *[[Consult the Bones]]* (p.212) to see if a **Travel Event** occurs (if there has already been an event today, skip this step). If yes, roll **1d20** on the relevant table (p.136). For possible **Fortune** or **Misfortune** results see opposite. If an encounter, roll for *Reaction & Activity* (p.66). If more details are required, *Read the Signs* (p.213).
> 6. **Night Shift.**
> - PCs **camp** and deduct **rations**.
> - *Consult the Bones* to determine if there is a **Night Encounter** (if there has already been an event today, GM’s call). If yes, randomly determine which PC is on sentry duty (see opposite).
> 7. **End of Day.** Return to **Step 1.**
## Travel Roles
Each PC performs **one role** during the **day shift** (which covers the morning, midday, and afternoon watches):
- **Look Out.** This is the **default role** unless a PC chooses otherwise. You **keep watch** for monsters, traps, and similar dangers from within the main party. You automatically spot most creatures at **Very Far** range (dense terrain, weather, ambush, etc may change this, GM’s call). For a trap or ambush, you make a **Perc (Det)** test on behalf of the main group (if an ambush, vs your foe’s Dex (Stealth) check).
- **Guide.** If there are no roads, landmarks, rivers, etc one PC **must** be the Guide to lead the party through the wilderness. An **Int (Wilderness Lore)** success means you enter your intended hex or hexes. On a **Great Success** you make excellent time and may spend the equivalent of one bonus watch this day (max once/day). On a **Failure** you become lost. *Consult the Bones* to find out if you wander into a random hex (roll 1d6 for direction). If not, you spend this watch regaining your bearings in your current hex. **Tracking a quarry** is also covered by this role, in which case a Perc (Wilderness Lore\*) check is usually required, opposed by Int (Stealth\* or Wilderness Lore\*) if the quarry is concealing their tracks.
- **Forager.** You hunt or scavenge for food and water as you travel. On an **Int or Perc (Wilderness Lore\*)** success you do not use up any rations for the day. On a **Great Success** you gather enough for two people. On a **Terrible Failure** you consume something poisonous; make a *Luck* (Con) save or suffer *[[Toxin Trauma]]* (1d8, any effects last until the end of the next day).
- **Scout.** You travel **stealthily ahead** of the party at **Very Far** range. At this distance you might be able to **ambush** any creatures you find, but normally you report any **dangers** back to the main group. The GM decides whether any checks are required. If an encounter occurs, it takes **1d3 rounds** (double moves) for you to reach Far range of the party.
- **Rearguard.** You travel **stealthily behind** the main party, maintaining some distance from them (at least **Far** range). If the company encounters something, you might be able to stay hidden. You also watch for **dangers** from the rear, and possibly conceal the party’s **tracks**. The GM decides whether any checks are required.
- **Quartermaster.** You manage rest breaks, travel logistics, and company morale. When you **make camp** for the night, you may make a **Cha (Leadership)** check. On a **Great Success** the camp is ideal (great spot, good meal, relatively comfortable) and spirits are high. **Choose a benefit** from (i) reduce the chance of a night encounter, or (ii) anyone who eats a meal & sleeps six hours may restore one Reroll (once per journey). On an **18-20** however the party falls into discord, the camp is a magnet for bugs, cold winds, etc; rest is poor and all PCs must make a Con check or be *[[Fatigued]]*.
- **Support.** With a **Str (Athletics)** check, you assist others who are ***[[Encumbered]]*** or have a **mobility injury,** negating the extra watch required to enter hexes that day. Alternatively, you tend to one patient’s injuries; on an **Int (Apoth\*)** **Great Success** they heal two hp instead of one after their next sleep.
## Night Shift
Night shift (6pm to 6am) is usually spent camping and sleeping. Unless the players decide otherwise, the PCs take turns being on watch while their companions slumber. ***Consult the Bones*** (likely or unlikely as the GM decides) to determine if there is a **Random Encounter.** If so, randomly designate which PC was the sentry, and roll **1d12+8** on the encounter table (entries 9-20 are mostly creatures).
## Weather
Initial weather is **mostly fine,** modified each day by **1d12.** Mods (+/– 2, adv/disad) may be appropriate for seasons, set climates, or to break up persistent, highly unlikely weather patterns.
| 1d12 | Weather Shift |
| ---- | ----------------------- |
| 1 | Much Hotter |
| 2 | Hotter, Drier |
| 3 | Warmer, Drier |
| 4 | Clearer, Less Humid |
| 5 | Similar |
| 6 | Cloudier |
| 7 | More Humid |
| 8 | Breezier, Windier |
| 9 | Cloudier, Foggier |
| 10 | Cooler, Slightly Wetter |
| 11 | Colder, Wetter |
| 12 | Much Wetter |
## Rivers
Rivers marked on the map are significant water bodies not easily crossed. If a bridge isn’t shown in the hex, ***Consult the Bones*** to determine whether some means of crossing is possible, modified by recent weather. If a crossing is possible, the **party suggests how** they will do so, which the GM adjudicates, including whether any **checks** are needed, **how many watches** the process takes, etc.
## Exploring a Hex
If the party spends a watch exploring a hex that has no keyed material, ***Consult the Bones*** to determine whether anything special might be found. If so, **roll 1d20** and see below. The GM may require checks to locate some items. For more details, ***Read the Signs*** or consult the Argosa Sandbox tables.
| 1d20 | Feature |
| :----- | :-------------------------------- |
| **1** | Sacred site, Ley Line, etc |
| **2** | Landmark or Natural Wonder |
| **3** | Small Ruin |
| **4** | Rare Herbs, Ore, etc (1d6 x 60sp) |
| **5** | Random Encounter |
| **6** | Camp |
| **7** | Game Trail, Short Cut, Path |
| **8** | Cave Complex |
| **9** | Small Lair |
| **10** | Random Encounter |
| **11** | Outpost, Inn, Tower, etc |
| **12** | Waterfall, Pool, Stream, Creek |
| **13** | Vantage Point |
| **14** | Corpses, Bones, Graves, Cairn |
| **15** | Random Encounter |
| **16** | Hamlet, Village |
| **17** | Large Lair |
| **18** | Large Ruins |
| **19** | Dungeon |
| **20** | Random Encounter |