MAPPING AND LOCATION RULES
MAPPING AND NAVIGATION RULES
1. Mapping While Traveling
When moving through unknown terrain, the party may choose a mapper.
Each hour of travel, the mapper rolls 1d6.
On a 1–3 the map is partial or flawed.
On a 4–6 the map is clear and accurate.
If no mapper is chosen, the party risks automatic penalties to navigation rolls later.
Special Rule: Purchased Maps
Any town may sell maps of local areas (roads, cities, coastlines).
Purchased maps can be written on and updated as the party explores.
Accurate updates prevent “lost” results in areas already explored.
2. Searching While Traveling
A player may choose to search for something while the party moves.
Roll 1d20 during travel:
| Roll | Result |
|---|---|
| 1 | You become lost or find something entirely different than intended |
| 2–5 | You find something faintly related, but not useful |
| 6–10 | You find traces or clues of the target (tracks, ruins, rumors) |
| 11–15 | You find something connected (nearby resource, hidden path) |
| 16–19 | You find the target after extended effort |
| 20 | You find exactly what you were searching for, quickly and clearly |
These rolls may be affected by landmarks, maps, or weather.
3. Getting Lost (Good Outcomes)
Unlike traps or combat, “lost” results can still be useful.
| d12 | What Happens When Lost |
|---|---|
| 1–2 | Wrong path, stumble into hidden ruins |
| 3–4 | Side path leads to resource node (ore, herbs, water) |
| 5–6 | Chance encounter with NPCs (travelers, merchants, scouts) |
| 7–8 | Hidden monster den, optional fight or loot |
| 9–10 | Strange landmark with magical properties |
| 11 | Shorter route than expected (skip 1d4 hours of travel) |
| 12 | Gain unexpected treasure or clue about larger world events |
4. Landmarks and Clues
Natural landmarks (mountains, rivers, forests) = permanent markers.
Manmade landmarks (statues, roads, towers) = may decay or be destroyed.
Clues (scratched runes, old notes, tracks) = lead to encounters or aid mapping.
Rule: Recording landmarks on a map reduces chance of being lost in that area by half.
5. Seasonal and Weather Effects on Mapping
Seasons and weather change both the accuracy of maps and the difficulty of navigation.
| Modifier | Condition |
|---|---|
| +1 Die | Heavy snow, fog, strong rain, or sandstorm |
| +2 Dice | Seasonal extremes (blizzard, monsoon, desert heat mirage) |
| Spoiled Map | If unprotected, paper maps are ruined by water, snow, or sand |
6. Navigation Rules
Navigation covers land, sea, and river travel.
Land Navigation
Uses mapping rolls (d6) and searching rolls (d20).
Movement speed is based on terrain (plains fastest, mountains slowest).
If lost, consult the Lost Chart.
River Navigation
Boats follow the flow of the river.
Roll 1d6 per hour:
On a 1, the current pushes the craft into hazards (rocks, whirlpools).
On a 6, the boat drifts faster than expected (double distance).
Sea Navigation
Requires wind direction checks.
Roll 1d8 for wind direction each half-day.
Roll 1d6 for wind strength:
1 = Dead calm (no travel).
2–3 = Weak winds (half speed).
4–5 = Favorable winds (full speed).
6 = Storm-force winds (hazard chart).
Hazard Chart for Sea Travel (Storms, etc.)
| d12 | Hazard |
|---|---|
| 1–2 | Strong winds push ship off course (lost chart roll) |
| 3–4 | Mast damage, lose half speed until repaired |
| 5–6 | Large waves damage supplies |
| 7–8 | Crew injured, 1d4 HP loss each |
| 9–10 | Sea monster encounter |
| 11 | Washed ashore at unknown location |
| 12 | Shipwreck, survival roll required |
7. Wind & Weather Effects on Travel
Wind Direction: Determines speed for sailing. Favorable winds = faster travel, unfavorable winds = slower.
Weather Conditions: Rain, fog, and snow increase mapping difficulty.
Extreme Weather: May destroy maps, push parties off course, or create survival checks.
8. Rewards of Accurate Mapping
A well-maintained map grants:
50% reduced travel time (finding shortcuts).
Re-access to hidden areas (secret doors, ruins, caves).
Treasure clues marked on maps by NPCs or events.
Resale value: Detailed maps can be sold to towns, adventurers, or guilds.

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