Unturned Hovel

Troika! Wilderness Crawling Rules

Traveling

Travel speed dictates how many hexes, grids, points, etc can be traveled along during one day's travel. The size of these hexes doesn't matter and these rules can serve as a useful scaffold for those who desire to zoom in more granular detail.

Speed

On Foot - 2 Spaces 3 Provisions
Marching - 4 Spaces Disaster Check
Vehicle - 4 Spaces Only 1 Provision per rider
Riding Animal - 6 Spaces
Riding Animal pushed to near death - 8 Spaces Test Luck to see if animal dies.

Modifiers

Open Terrain +1 Space
Good Weather + 1 Space
A road + 4 Spaces
Trail + 2 Spaces
Bad Weather - 1 Space
Deep forest/Jungle/Mountains/Swamp - 2 Spaces
Starving - Reduced to 1 Space for On Foot and Marching, Starving animals reduce Riding Animals and Vehicles to 2 Spaces
Guide - +1 Spaces in areas they know

Marching and Hunger

Whether pushing a beast or forcing a long march on foot everyone needs to eat double their daily provision count. On foot that is 3 provisions, so 6 when marching. Riding animals and vehicles pulled by animals require 1 provision per rider, but the animals will need to eat at least 2 Provisions worth of food for normal riding, 4 when marching. Missing one day of food reduces movement to one space, it is not easy to march on an empty stomach.

The wear and tear of marching inflicts Damage as Unarmed. Days spent traveling when hungry inflict Damage as Sword for hunger pains.

Getting Lost

When navigating without the aid of a map, detailed instructions, or a guide the Leader must test a relevant skill. On a fail the party goes the wrong way until either they run out of spaces or encounter a location/NPC that would give their sense of direction back.

Leaders can also choose to Test Their Luck when lost. Doing so will reveal a hidden hex feature along the way without having to spend time searching.

Encounters

One encounter is rolled per day of traveling. The expedition leader is asked at the start of the trip if they would like to Test Their Luck or allow an encounter. If they choose to allow an encounter they are given +1 to their Travel Spaces. If the Luck check is failed an encounter happens. On a success no encounters happen for that day.

These rules are written towards an expectation of stressing Luck, Provisions, and Stamina: core parts of Troika! that lend themselves well to the attrition based play of wilderness rules.