Wilderness Adventuring (OSE SRD)
Overview
This is OSE's overland procedure loop: choose direction, test navigation, test encounter pressure, and resolve logistical drift over days rather than turns.
Daily Sequence
- Choose route.
- Check for losing direction.
- Check wandering monsters.
- Resolve travel observations.
- End-of-day upkeep.
Core Movement Rules
- Overland miles/day: base movement divided by 5.
- Terrain modifies speed.
- Forced march increases distance but requires compensating rest.
Terrain Pressure Table
| Terrain Class | Lost Chance | Wandering Chance |
|---|---|---|
| Clear / grasslands / settled | 1-in-6 | 1-in-6 |
| Barren / forest / hills / desert | 2-in-6 | 2-in-6 |
| Jungle / mountains / swamp | 3-in-6 | 3-in-6 |
Procedure Notes
- Base overland miles/day uses movement rate divided by 5.
- Forced march adds 50% distance and creates a full-day rest debt.
- Foraging and hunting are separate procedures with different time costs.
Coverage
- Fully covered from source: daily wilderness sequence, yard-based range conversion, and overland mileage formula.
- Fully covered from source: terrain-based lost chances, terrain-based wandering encounter rates, and encounter distance logic.
- Fully covered from source: foraging/hunting procedures, forced march and rest debt rules, and visibility baseline.
See Also
- Travel Pace as Risk Dial - Cross-system framing for speed, forced march, and risk tradeoffs
- Waterborne Adventuring (OSE SRD)
- Encounter Sequence (OSE SRD)