

Travelling
Whilst travelling, the party has a maximum of ❹AP which can be spent on any of the below travel actions. For all sakes and purposes, ❶AP usually equals two hours. When all the party’s AP is spent, they may either:
Choose to enter a forced march, which allows them to take an action without spending AP. Each party member must make a complex Body check, matching one symbol for each ❶AP that would normally be spent on that movement (+1 die for each forced march thereafter). Party members suffer -1 Health per unmatched symbol. Party members that match all symbols may use their excess symbols on other party member rolls.
Use 1 Party Supply, and take a long rest (see Long Rest).
Move (-❶AP)
The party moves to a new tile, causing any encounters that may trigger. 1 hex = ~5 miles.
Scout (-❶AP)
The party finds a high spot. The surrounding two tiles are revealed, and the party makes a group perception check to find any unsuspecting parties or interesting information. If the party is on mountains, the GM may rule that they may find places of interest from much further away.
Explore (-❶AP)
The party more thoroughly explores a tile, with the potential of triggering a new encounter. Encounters triggered in this way are more likely to be positive.
Short Rest (-❶AP)
Your health refills back to your Maximum Health (usually your Body).
Your Magic refills back to your Maximum Explode Pool (usually your Spirit).
Your Explode Pool refills back to your Maximum Explode Pool (usually your Spirit).
An encounter may trigger.
Long Rest (+❹AP)
Up to four encounters may trigger during a long rest. Each character may take one watch, to make mid-rest perceptions. The first hour of a long rest grants you the benefits of a short rest.
At the end of a long rest:
Party AP is restored
-1 to all injuries if long resting in a settlement. -1 to Rot unless the resting creature is corrupt.
Health and Magic are refilled.
Discarded cards are put back into their respective decks, spell decks are shuffled.
Burned cards are refreshed.
Travel Dice are rolled if using the Travel Dice rule.
Alternate Rule: Travel Dice
At the start of the day, the GM rolls 2 Armellian dice. Any one player (determined each day) may burn cards before rolling to influence die rolls as normal. These dice can be used in the following ways:
Save from Perils
If a Travel Peril forces the party to roll to save from a Peril, burned Travel Dice are added to everyone's rolls as extra dice.
Use Travel Abilities
When travelling, players can spend Travel Dice to activate one of the Travel Abilities associated with the rolled symbols. Travel Abilities never cost AP.
Sword
Gain the initiative in the next combat.
Take an aggressive route, gaining +1 Sword in Battle until the second turn in your next combat.
Shield
Take a defendable route, gaining +1 Shield in Battle until the second turn in your next combat.
The next Peril the party faces has -1 difficulty rating.
Sun
Take some high ground. Party gains Scout for the next 2AP spent.
Follow good weather. Without drastically changing route, weather reduces in severity.
Moon
Lay low. Party gains Stealth for the next 2AP spent.
Party gains +4 temporary Magic at Dusk.
Wyld
Move as if by spending AP.
Everyone draws a card. The drawn card can be used as a ritual without a casting time, or kept readily in-hand for combat.
Rot
Play a Peril of your choice.
Ignore Rot day damage for the rest of the day.