Wilderness Travel


To navigate accurately (without getting lost,) roll 1d6. A player character with relevant (usually local) knowledge may improve the roll by 1.

Keeping a large landmark in sight ensures accurate navigation.

TerrainChance of Getting Lost
Plain1 in 6
Mountain, Hill, Forest2 in 6
Desert, Jungle, Swamp3 in 6

Getting Lost

When lost, the party randomly moves to a different hex adjacent to the one intended. Roll 1d6 to determine which.

1-3The party wanders left
4-6The party wanders right

Travel Time Per Day

A party cannot partially enter a hex. They must spend the required time to enter a hex or remain in their current hex. They may travel up to 12 hours. They may push it and travel up to 16 hours. If they do, they gain Fatigue and may only travel 6 hours the next day.

Travel Chart

Hours to move 6 miles (the size of a standard hex.)

TerrainHours to EnterMi./day6-mi. Hexes/dayChance of Getting Lost
Plain32441 in 6
Hill41832 in 6
Forest51222 in 6
Desert51223 in 6
Jungle61223 in 6
Swamp61223 in 6
Mountain7612 in 6


Traveling at night is nearly impossible without a road. (You might choose to make an exception for a full moon.) When night travel occurs, increase the probability of a random encounter by one die face at night. Winter - 8 hours of light Spring/Fall - 11 hours of light Summer - 14 hours of light

Overland Sight

Characters can usually see for three miles around them, in open terrain. This range may sometimes be reduced (e.g. in overgrown terrain such as a forest) or increased (e.g. looking out from the top of a mountain.)

Wilderness actions

Choose one of the below: Obvious Not Obvious Hidden Well-hidden
D6 result [No Roll] 1-3 1-2 1

Obvious features are discovered upon moving into a hex. To explore the hex the characters are in, spend the same number of hours it would cost to move into the current hex (consult the Overland Travel Chart.) Then roll 1d6 to determine if unnoticed features of interest are discovered. (Give a bonus to this roll equal to the Wisdom modifier of a party member who has knowledge of this kind of terrain.) A second exploration reveals everything but the most carefully hidden features, without need to make a roll.

Forage for Food

A party may forage when in a wilderness environment. (Doing this requires every party member to search together.) It does not take extra time or slow travel, but it may only be done once per 6 miles per day. Roll under half the Wisdom of one party member to gain the party d3 rations.

Forage for Herbs

A character with expertise in herbs may search for a beneficial herb, if herbs are present. It takes no extra time to randomly discover one (see Herbs) but searching for a specific herb takes 3 hours and is usually only found on a 3 in 6 check, if it's present in the hex.


A party may hunt when in a wilderness environment. It requires three hours of travel time (decreasing the time that may be traveled that day) and causes two encounter checks. Roll under half of a party member's Wisdom and decrease arrows twice. Hunting results in 1d6 rations.


A party may spend half the hours required to enter the hex to search for a defensible or hidden location.


1d4 exploding turns to find the source of tracks.

See Wilderness Travel

Wilderness Encounters

Encounters are checked once when the party is sleeping, once per hex moved through (or once per 6 miles), and whenever the party is loud.

Encounter Tables

The following tables show typical results on a d6. You may wish to use different probabilities for specific locations.

Plains, Roads

NothingNon-combatMonster OmenMonster

Desert, Forest, Hills

NothingNon-combatMonster OmenMonster

Jungle, Mountains, Swamp

NothingNon-combatMonster OmenMonster

Credit: Dungeon of Signs house rules document.

Designer's Note: Knave does not include any rules for overland gaming.