1. Notes

Ranges & Exploration

Rules

The Rangers, under the watchful eye and guidance of the Warden and the Council, manage portions of Imland, large tracts of land known as “ranges.” It is their duty as Rangers to travel throughout the ranges and right wrongs, help the citizens of various settlements, and fight the various monsters that seek to crush humanity.

Making Camp

When night falls and you've spent a day in the wilds, you can attempt to make camp. This goes in 3 steps:

  • Attempt a Camp
  • Total Successes
  • Suffer exhaustion, or use supplies and gear

As characters make camp and prepare for rest, roll a Wisdom Test for each of the three cardinal needs of survival: food, water, and shelter. The difficulty depends on the terrain.

Success represents the characters managing to satisfy one of the three needs by foraging, hunting, making camp, and finding fresh water. Proficiency in a relevant skill might give an advantage on a roll.

Total number of successes and results

  • 3: CONTENT- No one said it was easy, but you manage. – No gains or losses.
  • 2: SCRAPING BY- You’ll survive, but someone has to take the brunt of it. – One member gains one level of exhaustion.
  • 1: BAD TIMES- No one said it was going to be this difficult. – One level of exhaustion to all.
  • 0: SUFFERING- You have nothing. – Two levels of exhaustion to all.

Suffer exhaustion or use supplies and gear

Depending on the amount of failed rolls, the party may suffer levels of exhaustion. However, a character can cancel out the effects of a failed roll by using gear or supplies. Gear can be converted into camping supplies, rations, or water. Simply roll the Usage Die after use.

Exhaustion

While up to the GM’s discretion, here are a few typical reasons to ascribe a level of exhaustion:

  • Failure to get a night’s sleep.
  • Going a day without food or water.
  • Suffering an illness or disease.
  • Receiving a debilitating injury.
  • Revival after going unconscious.

Each time a character gains a level of exhaustion they gain a new exhaustion effect, stacking as they go.

d8 Possible Exhaustion effects

  1. Sluggish - Speed Halved.
  2. Unsteady - Disadvantage on dexterity and strength skills.
  3. Surly – Cannot be friendly.
  4. Nihilistic - Disadvantage against magic and breath weapon.
  5. Weakened – Disadvantage on attack rolls.
  6. Nauseous – Disadvantage against poisons and diseases.
  7. Bleary-eyed - Vision reduced by half.
  8. Feeble – Hit point maximum halved. 

A CHARACTER CAN ONLY HAVE SO MANY LEVELS OF EXHAUSTION BEFORE THEIR BODY FINALLY GIVES OUT.

A character will die once it gains 5 levels of exhaustion or levels of exhaustion equal to their level (whichever is higher).

CURING OR REMOVING EXHAUSTION

Removing exhaustion should not be easy within the Wilds, requiring a return to civilization or healing outside of the norm. For each night spent under a permanent edifice or within the walls of a settlement, a character may remove 1 level of exhaustion.

Various Rules & Activities

Cleaning Bodies
When you've slain a beast or a monster, you can clean the body to gain supplies and perhaps earn some coin by selling the spoils.

  • Cleaning ~75kg of meat takes 1 hour to clean.
  • You can clean a body crudely (challenging), efficiently (hard) or surgically (very hard).
  • Make a check for every ~75kg. On a success, you gain:
    • Crudely: 1d4 common goods.
    • Efficiently: 2d4 common goods, 1d4 uncommon.
    • Surgical: 4d4 common, 2d4 uncommon, 1d2 rare.
  • Common goods are fats and meat. A common good can be used to restock rations, where 2 common goods count as one level of Usage Die. Weighs 1 each.
  • Uncommon goods are organs, pelts, and bones. They can be sold for 2d6 (c) each. Weighs 1 each.
  • Rare goods are strange, extraordinary, or magical parts. They can be sold for 6d10 (c) each.