Sage's Sanctum

Exploration

When exploring the wilderness, or traveling to a faraway location, you’ll move along a hex map. A hex is 6 miles long. In average terrain, you can travel 2 hexes a day. Difficult terrain reduces this to one hex a day, roads increase this to 3 hexes a day.

When traveling at a normal pace you have a 3 in 6 chance to discover a point of interest located inside a hex. You also have a 1 in 6 chance of encountering an event, which may or may not be dangerous.

You can choose to Hustle To move twice as many hexes in a day, but at the end of each day of hustling, you gain a cumulative level of exhaustion for each day you have been hustling.

*For example. A party hustles for three days in a row. At the end, they have 6 levels of exhaustion (1+2+3). *

You can choose to Investigate a hex. This means spending the entire day searching a hex. When you investigate a hex, you are guaranteed to find any non-hidden points of interest in the hex and have a 3 in 6 chance to discover a hidden point of interest if there is one. You are also guaranteed to encounter an event while investigating.

You can choose to halt progress for a day to Forage. When you do so, each forager rolls a mind check. On a success they find 1 ration, and have a 2 in 6 chance to find 2 rations. When you forage you have a 3 in 6 chance of triggering an event.

Even hexes you’ve explored may change or have things you missed the first time, so consider revisiting interesting hexes from time to time.

Dungeoneering

When exploring a dungeon, you’ll need to choose a marching order. This determines who is walking in front of who when you enter a door or trigger a trap. Not all traps will trigger on the first person to walk in, but they tend to be the most in danger. You can change marching order at any time, but establish a default to be used in most situations.

While in a dungeon, the GM starts the calamity timer, a countdown that begins at 20. When the calamity timer hits 0, an event occurs, complicating the adventure.

Every 30 minutes in a dungeon you must roll a usage die on any lit torches, and the gm rolls 1d8 and subtracts that number from the calamity timer. On an 8 they repeat the process.

Moving carefully through a room and giving it a basic observation takes about 10 minutes. You can move through rooms quickly, but you are more likely to miss potentially useful things, or trip traps you might have caught moving slower.

You can fully investigate a room, which usually takes 30 minutes. Fully investigating a room reveals any hidden information, traps, or secret rooms, but not their mechanisms.

Dungeons in revolver are about time management and risk vs reward. Think carefully about how you want to spend your time, and where you can afford to spend extra time searching. Clever thinking can often identify secret doors, hidden information, or traps without spending the time for a full investigation.