Falchion

Exploration

During the exploration phase of the game, drifters explore and map out a new point of interest like ruins, dungeons, ancient buildings, crumbling temples, cursed woods, dusty tombs, etc.

Exploration Procedure - 1 turn = 10 minutes

  1. Set Marching Order
  2. Check for Random Encounters
  3. Determine Actions
  4. Drifters' Actions Are Resolved
  5. End of Turn

Step 1 - Set Marching Order

Drifters determine what order and formation They will take as they explore.

Step 2 - Random Encounter Check

The Fateweaver checks for a random encounter.

Step 3 - Determine Actions

Drifters declare what actions they will take during this exploration turn.

Step 4 - Resolve Actions

Drifters make checks as requested by the Fateweaver to determine the success/failure of the actions declared in Step 3.

Step 5 - End of Turn

End of turn checklist:

Exploration Actions

In Alphabetical Order

Climb [MGT]/[AGI]: Climb at 1/2 exploration movement, repeating each turn until destination is reached, else fail to find a good grip.

Decipher Language: Determine if encountered language was previously known.

Force Open [MGT]: Force open door/container, making noise, else the door/container remains shut, but the attempt was still noisy.

Lockpick [AGI]: Unlock a locked door/container, else the door/container remains locked.

Move: Move up to a drifter's max exploration movement.

Move Silently [AGI]: Hide or move without making a noise, else unable to hide successfully and make noise while moving.

Repair Teka [MGT]: Teka is usable again but may require a power source; else 1:6 chance the teka is now more broken than before.

Salvage [MGT]: Increase spare parts ud by 1 level, or an additional level for every 4 over the DR.

Search: Search a 10'x10' area for something specific, such as a trap, a specific mechanism, a hidden door, etc.

Swim: Swim through a body of water.