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:
- Time
- Resources
- Risk
- Navigation
THE OVERWOLRD MAP
The Overworld of Goan is represented using a hex map.
- Each hex is 6 miles across
- Terrain and features within a hex determine risk and difficulty
OVERWORLD TURNS
Overworld play is tracked in turns.
- 1 Overworld Turn = 2 hours of in-game time
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:
- 1:6: Desert, Plains
- 2:6: Hills, Lake, River, Woods
- 3:6: Badlands, Bayou, Deep Woods, Mountains
If an encounter occurs:
- It may happen at any point during that turn
- Proceed to the Battle section
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.
- Stat checks are rolled as needed
- Outcomes are described by the GM
STEP 4 - END OF TURN
At the end of the turn:
- Time advances by 2 hours
- Drifters update their resources:
- Light sources
- Food and water
- Ammunition and consumables
OVERWORLD ACTIONS
The following actions may be taken during an Overworld Turn.
FISH — [TECH + FOC]
Catch fish from a body of water.
- Catch 1 fish
- Gain +1 additional fish for every 4 under the TN
- Extreme (−8) if no fishing gear is used
FORAGE — [MND + FOC]
Search for food or drinking water.
- Find 1 day’s worth of food or water
- Gain +1 additional unit for every 4 under the TN
- Modified by terrain and season
Before rolling, the drifter must declare whether they are foraging for:
- Food
- Drinking water
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.
- Modified by terrain
- Hard (−4) in darkness with a light source
- Extreme (−8) in darkness without a light source
If no drifter is guiding:
- There is a 1-in-6 chance the party becomes lost
HUNT — [MND + FOC]
Search for wild game to hunt.
- Modified by terrain and season
- Results and consequences are determined by the GM
LOOKOUT — [MND + FOC]
Watch for danger while traveling.
This action must be declared before the GM checks for random encounters.
If an encounter occurs:
- On a success, it is noticed at 4d6 × 30’
- On a failure, it is noticed at 1d4 × 30’
MAKE CAMP — [MND + FOC]
Find a suitable place to camp and light a fire.
- Modified by terrain
- Requires appropriate resources
REST
Recover 1d4 HP.
If interrupted, no HP is recovered.
SLEEP
Recover 1d6 HP.
- Requires at least 6 hours of sleep per 18 hours awake
- If interrupted, no HP is recovered
- Sleeping without a fire causes the Cold condition
TRAVEL
Move from one hex to another.
- Open Terrain: Up to 2 hexes per turn
- Difficult Terrain: Up to 1 hex per turn
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.
- Travel 1 additional hex
- On a failure, gain 1 Exhaustion
Terrain & Seasonal Modifiers
The following tables modify Foraging, Hunting, and Camping checks.
Do not add modifiers together. Instead, only use the most severe result.
| 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 |
| 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:
- Badlands: Cracked earth, jagged stone, and sparse cover. Where the threats of exposure and thirst are constant.
- Bayou: Slow, shallow water, thick with vegetation and unseen danger.
- City: Dense, crowded streets running between buildings where danger tends to come more from people and politics than fearsome creatures.
- Deep Woods: Overgrown, often human woodlands where light struggles to filter down the the forest floor.
- Desert: Vast, empty stretches of dry heat and little water where survival depends on preparation.
- Hills: Rolling, uneven ground that tends to cut off sightlines but offers vantage points.
- Lake: A still or slow moving body of water that can be deceptively calm at its surface.
- Mountains: Thin air, sheer cliffs, and sudden changes in weather mean slow travel, little shelter, and fatal mistakes.
- Ocean: Vast stretches of salt water ruled by weather and currents.
- Plains: Wide open vistas offering steady travel at the cost of little concealment.
- River: Flowing bodies of water that offer travel, divide land, and provides drinking water.
- Sea: Coastal waters and trade routes between land and open ocean.
- Settled: Land worked by roads, farms, and settlements that are typically safter than the wilds of the frontier.
- Woods: Dense trees with undergrowth that limits visibility and came navigation a chore.
Terrain affects:
- Encounter chances
- Action difficulty
- Travel speed
- Survival
USING THE OVERWOLRD
The Overworld exists to:
- Apply pressure through time and resources
- Create meaningful risk between safe locations
- Let player choices shape danger
If travel is trivial, skip it.
If travel is dangerous, use the Overworld.