Action Points
AP = Action Points → You all have a pool of Action Points
AP can be used to boost your die rolls. You may use 1 or 2 Action points / round
1 AP = +1 to any d20 Die roll
2 AP = a reroll (must use the new result)
Resting reduces your momentum. Long Rest = lose all AP.
Humans Gain 3 after a Long Rest. Non-Humans Gain 1 after a long rest. This replaces Heroic Inspiration
Travel Turns
Each Travel / Exploration Day is divided into 12 Time Units. Typically, you will spend 8 Moving, 2 resting, 1 watching and 1 additional action.
Movement: Each Unit of movement navigates @1 Mile of Jungle.
You may move 4 units before requireing a short Rest.
If you move more than 5 Units in a row or 8 Units in a day, you roll for Exhaustion (Con Dc 8+5/unit)
Short Rest
Watch (Any) - Particiate in Daily / Nightly watch
Forager (Any) - Make a (WIS) /Survival Roll to find suitable food
Success -Do not delete a ration today.
Failure - take 1d4 damage Roll Exhaustion DC 8 + damage.
Forager (Any) -Make a (WIS) Survival Roll (DC15) to find suitable water (+4 raincatcher)
Success -Automatic on days with light or heavy rain and a watercatcher
Failure - Roll Exhaustion DC 12 .
Cartographer - Make a (INT) DC 15 to Map a hex. Navigating through a mapped hex gains +5 bonus
Success: Map a Hex and gain a +5 bonus on subsequent trips
Failure - No mapped hex
Dungeon Turns
Dungeon Exploration is divided into Dungeon Turns. Each Dungeon Turn takes @ 10 minutes. When not engaged in Combat, you can choose an action to complete during the typical Dungeon Turn.
Explore / Search for Traps: When entering a room or Hallway, you may systematically check the floor, ceiling and walls for hidden compartments, traps and anamolies. You are assumed to be working methodically and cautiously. This must be completed before other players can safely enter.
Rest Begin a short Rest (you will require 6 consecutive rests to complete a short rest)
Ritual Casting Complete a Ritual
Guard You are armed and prepared (Ready) for danger (Must be able to see)
Utilize Most Tools can be utilized in 1 Dungeon Turn. Crafting requires 1 hour minimum.
Search When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. Insight: Creature’s state of mind, Medicine: Creature’s ailment or cause of death, Perception: Concealed creature or object, Survival:Tracks or food . You must be adjacent to search.
Rush* Some Actions may be done quickly* . This may result in Disadvantage / Additional modifications