Advertisement
Guest User

Untitled

a guest
Jul 21st, 2017
56
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 0.78 KB | None | 0 0
  1. Getting Lost (see r205): each time you try to leave a hex, you may get lost.
  2. See r205 for details. If you get lost,you are unable to get out of the hex
  3. by the chosen route, and are stuck for the rest of the day in the hex where
  4. you started. You cannot select an alternate action.
  5.  
  6. Each time you attempt to leave a hex (travel to a new hex) there is a danger of becoming
  7. lost. Consult the Travel Table (r207) and find the terrain type you are leaving.
  8. Read across to the "Lost" column entry. Roll two dice. If the dice total equals or
  9. exceeds the number there, your party is lost.
  10.  
  11. If you get lost, you cannot further that day. You are stuck in the hex you tried to leave.
  12. You must check for a travel event (see r205b) in the hex you tried to enter, as if
  13. you actually entered it.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement