Overland actions
Each watch, the guild can perform one of the following overland actions. It’s important to note that, using these optional rules, step 1 of the Camp Phase is separated from steps 2–5.
Camp Action
Each adventurer can choose any of the Camp Actions listed on pages 137–139 to perform.
Encamp
The guild beds down for the night. Run through steps 2–5 of the Camp Phase.
Explore
Look for interesting things within a hex. The GM informs the guild of any notable features, lairs, terrain, or spoor that are discoverable within the area they’re in.
Interact
Interact with a special feature or location (e.g., exploring a dungeon or visiting a hamlet).
Travel
The guild travels from their current hex into an adjacent one. If there are clear roads, they can move +1 hex. If everyone in the guild is riding, they can move another +1 hex.
Under the eye of the sun, questions of exhaustion and hunger come into play more than under the standard rules. Characters who fail to Encamp once per day become Exhausted—all tests and all Challenge Actions are made with disfavor until they Encamp again.