Optional Rules: Overland Travel
Each day is divided into three watches. Each watch takes about eight hours.
Using these optional rules, timekeeping becomes important. After three watches, a new day dawns. The GM should step through the calendar as they pass day by day.
For each watch, follow this procedure:
1. Choose action
The guild chooses a single overland action to take.
2. Meatgrinder
The GM draws on their Meatgrinder table for a random event or encounter.
3. Set the scene
The GM describes the random encounter in the context of the hex the guild is traveling in. The players and the GM play out the scene, and when it’s over, the GM calls for a new overland action to be chosen.