Falchion

THE OVERWORLD

The Overworld represents long-distance travel across the Goan.
It is used when characters move between settlements, landmarks, and adventure sites.

Overworld play focuses on:

THE OVERWOLRD MAP

The Overworld of Goan is represented using a hex map.

OVERWORLD TURNS

Overworld play is tracked in turns.

Each Overworld Turn follows the same sequence.

OVERWORLD TURN SEQUENCE

Each turn is resolved in four steps.

STEP 1 - DETERMINE ACTIONS

Each drifter may choose one action per Overworld Turn.

Actions are declared before any checks are made.

Some actions may require additional checks later in the turn, at the GM’s discretion.

STEP 2 - CHECK FOR RANDOM ENCOUNTERS

After actions are declared, the GM checks for random encounters.

Encounter chance depends on the terrain of the hex entered:

If an encounter occurs:

While traveling, encounter checks are made every Overworld Turn.
If camping all day, encounter checks are made once per day.

STEP 3 - RESOLVE ACTIONS

Declared actions are resolved.

STEP 4 - END OF TURN

At the end of the turn:

OVERWORLD ACTIONS

The following actions may be taken during an Overworld Turn.

FISH — [TECH + FOC]

Catch fish from a body of water.

FORAGE — [MND + FOC]

Search for food or drinking water.

Before rolling, the drifter must declare whether they are foraging for:

If drinking water is found, containers may be completely filled.

If the hex contains a river or lake, no roll is required.

GUIDE — [MND + FOC]

Guide the party when traveling off roads or paths.

If no drifter is guiding:

HUNT — [MND + FOC]

Search for wild game to hunt.

LOOKOUT — [MND + FOC]

Watch for danger while traveling.

This action must be declared before the GM checks for random encounters.

If an encounter occurs:

MAKE CAMP — [MND + FOC]

Find a suitable place to camp and light a fire.

REST

Recover 1d4 HP.

If interrupted, no HP is recovered.

SLEEP

Recover 1d6 HP.

TRAVEL

Move from one hex to another.

A party may travel up to 4 hexes (24 miles) on foot within 24 hours without penalty.

*FORCED MARCH — [MGT + STA]

Travel beyond safe limits.

Terrain & Seasonal Modifiers

The following tables modify Foraging, Hunting, and Camping checks.

Do not add modifiers together. Instead, only use the most severe result.

FORAGING, HUNTING, & CAMPING DR BY TERRAIN
Terrain Open/Difficult Foraging Hunting Camping
Badlands Difficult Hard (-4) Hard (-4) Hard (-4)
Bayou Requires a boat or raft Easy (+4) Hard (-4) Hard (-4)
Deep Woods Difficult Hard (-4) Normal Hard (-4)
Desert Open Extreme (-8) Extreme (-8) Extreme (-8)
Hills Open Normal Normal Normal
Lake Requires boat or raft - Normal Easy (+4)
Mountains Difficult Extreme (-8) Hard (-4) Hard (-4)
Plains Open Normal Easy (+4) Easy (+4)
River Requires boat or raft Easy (+4) Normal Normal
Sea Requires boat, raft, or ship - - -
Woods Open Easy (-4) Easy (-4) Normal
FORAGING & HUNTING MODIFIERS BY SEASON
Season Foraging Hunting
Spring Hard (-4) Easy (+4)
Summer Normal Hard (-4)
Fall Easy (+4) Normal
Winter Extreme (-8) Extreme (-8)

TERRAIN TYPES

The following terrain types are used on the Overworld map:

Terrain affects:

USING THE OVERWOLRD

The Overworld exists to:

If travel is trivial, skip it.
If travel is dangerous, use the Overworld.