Exploration

Downtime

While determining actions taken during downtime, you must also calculate the cost of living for each day.

Working

You can make exercise most professions to generate revenue or to craft an item. When generating income, the higher your quality of work, the greater the revenue. It is assumed that at least 8 hours of work is done. When crafting an item or performing a task that is trivial to you, there is no 1 in 6 chance to get better in that skill.

When crafting an item, its first determined the complexity of the craft. An elementary craft usually will be quick and easy to perform, even able to be done by the unskilled. Most crafts are simple or standard, requiring some knowledge of the craft and the proper tools. A complex craft usually means a deep understanding of the skill is required to successfully make the item.

Secondly, determine the time it takes to craft an item. Most items can be made within a day, but some complex items or products that require several stages to complete can take several days.

Lastly, the materials needed to craft the item must be considered.


Training and Studying

You can pay teachers to study and train for a skill. You can only ever reach a maximum score of 10 in a trained skill and can never gain any skill past that point. In addition, training for a skill will never increase your ability scores. The cost required for each point increase as your skill increases each day.


Overland Travelling

The overland movement speed of the party is the slowest members movement speed in feet per turn divided by 10 which converts it to miles per hour. Difficult terrain (Forest, Desert, or Costal areas) slow speed by half, and hazardous terrain (Mountains and Arctic) slow speed to a quarter. A party can decide to travel quickly, increasing overland speed calculation by 5ft, or carefully by decreasing the speed by 5ft.

A normal day of travelling is 8 hours, 10 hours if travelling carefully, and 4 hours if travelling quickly. Each hour beyond this requires an endurance check against DC 10 or gain 1 level of exhaustion.


Extreme Temperatures

While faced with extreme temperatures you must make an endurance check to fight off its effects. The DC of the check and the frequency depends on the conditions faced.


Foraging and Hunting

While travelling carefully you can look for food and water along the way. Otherwise, to hunt for food and water it takes 1d6 hours. At the end of a hunt, you make a blind Nature check against the biome DC to determine if you find food and water. If you fail the check, it might mean that you find poisonous food or water.


Rest and Recovery

Eating and Drinking

Most humanoids need at least 1 pint of water and 1 lb of food each day. If you do not meet your required food or water for the day you start to feel hungry or dehydrated. While hungry or dehydrated you cannot recover from exhaustion or any lost hp. You can survive 3 weeks without food, and 3 days without water.

Rest

You can rest in 1 hour increments. At the end of the hour, you reduce any mana burn you received by 1 + your CHA modifier. If you are injured, you recover 1 hp each hour.

Resting can include activities such as eating and drinking, sleeping, tending to wounds, and reading. Most creatures require at least 6 hours of sleep each night. For every 48 hours that you go without sleep, you gain 1 level of exhaustion.

Treatment

During a rest you can treat yourself or others, assuming you have medical supplies and the medical skill to do so.

Bleeding. If a creature is bleeding, you can apply cloth (gauze or bandage) to stop it as an action. No check is required.

Disease. If you have the appropriate curatives, you can treat a disease. The target receives an increase chance to 4 in 6 to become immune to the disease. This takes an hour and requires a DC 6 medicine check.

Injury. You can treat an injury with the appropriate medical supplies. Over an hour of treatment, application of bandage, ointment, or gauze, you increase the natural recovery of hp equal to 1 + your Wisdom modifier (minimum 1). You can use a medicine check against DC 9 to increase the amount healed to 1d6 + your Wisdom modifier.

Mana Burn. You may treat mana burn by bloodletting. Over an hour of treatment, using a blade, and a successful medicine check against a DC 9, you increase the natural recovery of mana burn equal to 1+ your Wisdom modifier.


Stealth

To move through an area unnoticed, or hide from a creature, you make a blind stealth skill check against the creature’s notice DC. If you fail, the creature has detected you and sees you if you are within line of sight or if the detecting creature has some other method of noticing you (smell, echolocation, etc.).

If you have cover because of dim light, you can hide as a swift action. While hiding in this way, a blind stealth roll is made when an enemy is searching for you. Some creature’s senses allow them to automatically detect your location if they are within a certain distance from you.

If you have broken line of sight to enemies because of taking cover behind an obstacle, then you have total cover against enemies until they have clear line of sight to you.

Searching

An action is used to search an area for a hidden or object creature. Actively searching and finding a creature that is hidden requires a successful blind investigation skill check contested against the target’s blind stealth skill check. A hidden object has an investigation check DC to find. The time taken depends on the area being searched.


Afflictions

Curses

Curses are magical afflictions. There is a constant effect with each curse that can only be cured by a Remove Curse spell. Basic curses cause disadvantage on all attacks and checks.

Lycanthrope. A supernatural contagion that is passed on by bite and sometimes inflicted as punishment when a sacred temple is desecrated. During the night of a full moon, you are transformed into a werewolf, losing control of yourself while the moon is in the sky.

Vampirism. The vampire’s curse is inflicted by a vampire as a ritual, which is different for each vampire. Once the ritual is complete the inflicted has an insatiable lust for blood. If they consume blood by the end of the first full moon, then they die and rise again as a vampire.

Diseases

Diseases are afflictions that can last a long time, ranging from debilitating to deadly. Once you are inflicted with a disease you suffer the penalties associated with the disease. After a night of rest and sleep, you have a 1 in 6 chance removing the disease naturally. Basic diseases cause 1 level of exhaustion each day. If you reach exhaustion level 6 while diseased, the disease kills you.

Tainted Blood. An infection of the blood. This is a very dangerous disease that is inflicted when an injury isn’t treated and gets infected. Tainted blood acts like a basic disease but the interval is every minute instead of day, requiring immediate attention.

Miasma. An airborne disease that spreads in squalid conditions. Miasma acts as a basic disease but has a 3 in 6 chance to spread to another creature in a 5ft area unless their face is fully covered each round.

Poisons

Poisons are venoms or chemical toxins that can be deadly over a short time and prevent healing. Basic poisons deal damage at the beginning of each turn for the afflicted character and prevent the subject from recovering health when inflicted. The amount of damage done is based on the toxicity of the poison: Weak (3 damage), Standard (5 damage), or Strong (10 damage). After poison damage is inflicted, there is a 1 in 6 chance of resistance and the poison effect ends, or 3 in 6 if you are a dwarf. Poison effects stack and each poison are resisted separately.