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- Getting Lost (see r205): each time you try to leave a hex, you may get lost.
- See r205 for details. If you get lost,you are unable to get out of the hex
- by the chosen route, and are stuck for the rest of the day in the hex where
- you started. You cannot select an alternate action.
- Each time you attempt to leave a hex (travel to a new hex) there is a danger of becoming
- lost. Consult the Travel Table (r207) and find the terrain type you are leaving.
- Read across to the "Lost" column entry. Roll two dice. If the dice total equals or
- exceeds the number there, your party is lost.
- If you get lost, you cannot further that day. You are stuck in the hex you tried to leave.
- You must check for a travel event (see r205b) in the hex you tried to enter, as if
- you actually entered it.
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