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Wiki+ page: Exploring the World

Anytime you travel from one location to another, such as leaving a town to go to a castle or explore a dungeon, or even go to another town, you will be traveling on the world map. World Maps are basically maps that cover large areas and is usually measured in miles. Your GM should have prepared for you a world map, either drawn by the GM or downloaded from here.

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1. Movement on the World Map

When moving on the world map, you will refer to your character's world movement rate. The world map is a map of a large area, typically a national map or a continental map. Despite its name, the world map is likely not to consist of the entire game world. A world maps is simply a map which covers a very large area.

Legends of Nor’Ova uses a map drawn over a square grid. Each small square is equal to five miles. This helps to keep the movement across the world map simple, without having to rely on rulers or other measuring devices, so that you can concentrate more on actually playing the game.

When traveling on the world map, you will simply count the squares in the direction you are headed, until you have counted the number of squares equal to your character’s world movement rate. That means if your character has a world movement rate of 2, then your character would move 2 squares or 10 miles in that one game hour.

World Movement, just like Area Movement, is measured in miles per hour. That means that your World Movement rate is how far your character can travel in the world map in miles per hour.

Since you are likely playing in a group with other characters, the world movement rate of your party will be determined by the slowest character, or the character with the slowest world movement rate. This is done so that the group can travel together. It is much easier to imagine having to slow your pace for a slower member of the party than to try and explain how and why a person with a world movement rate of 2 can keep up with a person with a world movement rate of 4.

1.1. Using Movement Abilities in World Movement

Of course you will not always be walking when in world movement. You might decide to run some, or you may have to climb through a mountain range or swim across a raging river. Therefore you may find yourself needing to use a movement ability. Typically, these would be climbing, swimming, and run. Some races may have their own movement abilities, such as short range teleport or flying. Sprint, however, is one movement ability that you cannot use in world movement. Below are the main movement skills that you may need to use, and how they work for world movement. Some movement abilities are abilities that all characters have such as running.

  • Climbing: There are various situations in which you might need to climb, and the Climbing Ability has specializations to cover these. The specializations are: Mountain, Cliff, Tall Tree, and Flat Wall. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing. The EP cost depends on the difficulty of the climbing environment.

    • Simple Climb: 5 EP per block; movement decreased by 1

    • Average Climb: 8 EP per block; movement decreased by half

    • Hard Climb: 12 EP per block; movement decreased to 1

    • Challenging Climb: 15 EP per block; movement decreased to 1 every 2 hours

    • Nearly Impossible Climb: 20 EP per block; movement decreased to 1 every 3 hours

  • Swimming: As long as you are unarmored, you can swim. Everyone in Nor'Ova has basic swimming ability. If you are wearing armor, you will need the Swimming While Armored ability. Swimming does cost EP and can impact your world movement rate, depending upon the swimming environment.

    • Wading: You aren't really swimming as you can reach bottom. Your world movement is decreased by 1.
    • Gentle Waters: A still pond or a creek with barely any current, this water is easy to swim in. 3 EP per block, world movement decreased by 1.
    • Average Currents: a river with a steady current, 5 EP per block. If moving with current world movement increased by 1. If going against the current world movement decreased by half.
    • Rapids: heavy currents, 10 EP per block and Speed Checks may be required to keep swimming and not drown. If moving with current world movement increased by 2. If going against the current world movement decreased to 1.
  • Run: You can run over long distances. Every character can. You simply use 5 EP per block that you run, increasing your world movement rate by 1. If you are running downhill, increase movement rate by an additional 1.

  • Racial Movement Abilities or Skills: You can use any racial movement skill such as fly or teleport. Their effect and cost is once per hour.

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1.2. Traveling Across Difficult Terrain

Rarely will you ever have nothing but good roads and smooth plains when traveling the world. You will most likely have to deal with some kind of harsh or difficult terrain which would slow you down. Therefore it is important to be able to deal with such terrain. Below is a table that lists the different types of terrains with a small description and how they affect your world movement rate.

Terrain Penalty Table

Terrain Type

Description

World Movement Modifiers

Flat & Rolling Plains

Any type of plains, flat, or with gentle rolling hills and slopes. Grass or dirt covered.

no movement penalties or bonuses

Roads

Well defined and maintained roads, not poorly maintained or ruined.

increase your world movement rate by + 1

Steep Hills

Tall hills with steep slopes that are hard to travel across.

decrease your world movement rate by 1

Swamp

A body of shallow water that is thick with mud and other substances, that is no deeper than waist deep. Also referred to as a bog or everglades.

decrease your world movement rate by 2

Sand

Sand that is at least 2 inches deep and covers the entire ground such as a beach or a desert.

decrease your world movement rate by 1

Mud

Large areas of thick and soft mud which a traveler's feet could sink into.

decrease your world movement rate by 2

Thick Underbrush

Bushes, ivy, and other plants that come up no higher than to your chest.

decrease your world movement rate by 1

Forest

Any area that is listed as a forest , jungle, or wood land.

decrease your world movement rate by 2

Shallow Snow

Snow which covers the entire ground that is deeper than one inch but no deeper than 4 inches.

decrease your world movement rate by 1

Deep Snow

Snow which covers the entire ground and is deeper than 4 inches..

decrease your world movement rate by ½

Ice

A layer of ice which covers the entire ground.

decrease your world movement rate by ½

 It should be noted that it is to the GM’s discretion on what the terrain is, and the players should defer to the GM.

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2. Camping

Should you not make it to your destination within two movement cycles, you will most likely need to camp. Camping allows you to rest and regather some of your lost energy. Most races require rest. When you stop to make camp, you will need to remove from your inventory any food and water for that day.

Your GM may use this time to also plan a battle or check for a random battle. More on this is in the section entitled Combat.

Should you rest for an entire cycle,you will recover 10% of your full HP, SA, and EP stats . You use your full stats to determine by how many points your current HP, SA, and EP are restored by. You can increase this percentage by using various camping gear, such as sleeping bags and tents. If you decide not to camp for a movement cycle, and continue on with moving, you will need to apply any penalties that your race gives you.

Camping is not a time for practicing skills. Camping is only a time for resting and preparing for the next game day. Skills should never be practiced for skill points. Skill points should only be obtained by actually attempting to use skills, not by simply rolling the dice and saying that you are practicing a skill.

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3. Foraging, Hunting, & Fishing

Another use for camping is the gathering of food and materials. Foraging, hunting, and fishing are all appropriate activities that your character can engage in during a camping cycle, and you may decide to use a second camping cycle or an entire game day for these activities.

  • Foraging: For each hour of the camping cycle you are allowed to make a Luck check to find berries and materials. You may use the alchemical ingredients or the materials list in the equipment section of this book, or the GM may create his own list of things that you can find while foraging.

  • Hunting: To hunt you will need to use the ability called “Hunting”. You will have a chance each hour of the cycle to use this skill, and with each successful use of this skill you will be rewarded a small, killed animal of the GM’s choosing.

  • Fishing: To fish you will need to be near a body of water and have fishing gear; a pole, fishing line, fishing hooks, and bait. You will throw your line in and for each hour of the cycle you will be allowed to make a luck check. A successful luck check will win you 1d4 fish.

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Wiki+ page: Gameplay in Civilized Areas

While playing Legends of Nor’Ova, you will be doing more than just exploring the world. One of the activities you will take part in is exploring and interacting in civilized areas. Civilized areas are basically any areas that having other people living in them. These areas are typically your villages, towns, or cities. These communities will make the majority of your civilized areas, however there are also palaces, castles, forts, farms, remote inns and shops, and the like.

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1. Exploring Communities

It is not always important to map out a town or any other community, especially if you do not plan to use the community for anything more than staying at an inn and giving characters a place to do some shopping. Most of the time, detailed description is sufficient. However should you desire to map out your communities, here are some basic things you need to know.

  • Community maps are area maps. Area maps are like world maps in that they are drawn on square grid graph paper. However area maps are used to illustrate small, local areas. Each square on an area map represents six feet.

  • When traveling on an area map you would use your area movement. The area movement shows how far your character can move in a one hour time frame.

  • It is up to the GM on how he wants to keep track of time spent in a community. He may decide to simply dictate how much time the players have spent there. He may decide to simply measure out how many hours worth of movement actions a player has made as a method of keeping track of time. Or he may decide to follow the exploration rules in the Exploring Dungeons and Ruins segment of this section.

  • When exploring communities, your characters will have the opportunity to interact with the locals, all of which will be played as NPC’s (non player characters) by the GM. It will be up to the GM to determine if and when your characters encounter a local, and just who this local is and how this local will interact with your character.

  • When shopping for equipment, your GM may decide to play the shop tender as an NPC, or may simply hand you the equipment section of this book. There is no real interaction needed for shopping, and equipment is considered ready and usable as soon as it is purchased. However using roleplay here could prove both humorous and a good plot device.

  • Staying in inns is another activity you may wish to do when in a community. The GM will determine how much it costs to stay at an inn, or if the innkeeper will even allow your characters to stay at the inn. Should you rest at the inn for a full cycle, your character’s HP, SA, and EP will be fully restored.

  • Taverns are another common feature in communities. Whether you call a tavern by a different name or not is up to your GM. The tavern is usually used as a point of interest for the players where they can go and listen to rumors and find quests. Exactly how the tavern is used is up to the GM, as are any quests, rumors, NPC’s, and activities found there. Depending upon your GM, the tavern may not be of much excitement or could be a place more dangerous than the most dangerous dungeons.

  • There are other buildings and locations within a community besides your shops, inns, taverns, and homes. These are the community government locations, such as elders homes, mayor offices, jails, and other like locations. The more important the community is, the more government locations there are within the community. Again, it is up to your GM to determine this and provide any information on them.

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2. Questing within Communities

It is very possible to have quests within communities. Perhaps the quest will have you scouring the city for a criminal or lost heirloom. Maybe the quest will have you assassinate a member of the community. Whatever the reason or purpose, there are plenty of opportunities for the clever GM to provide a quest here.

Should the questing take your characters to a non-civilized area, such as going into the sewers or even finding a lost ruin underneath the city, then the GM will need to follow the Exploring Dungeons and Ruins rules. Otherwise, if the players are only interacting within the community for their quest, it is fine to stick with these rules.

You can find treasures within a community. These treasures can be something as simple as lose shillings laying on the ground or something more traditional, such as a locked treasure box hidden in an ally way. Again, it is up to the GM to determine this and what the treasure is when a treasure is found. There are also plenty of perils when questing in a community. There could be robbers and thieves, or pitfalls. The quest could take you within an unsteady building, or you could find yourself tricked by an innocent looking local.

Make use of your skills if you have them. Try to con the natives, or try to influence them with your charisma by making a personality check. Explore other ideas that put to best use your characters skills, and have fun with it. The GM is free to create the community as he desires, and provide the environment in any way he wishes, and you are free to role play in it.

Yes, you have to be prepared to accept the consequences for your character’s actions, especially if your GM is a clever one that can link ever action with a reaction, even if not an immediate reaction, but the point here is you can be your character. There are no rules telling you how you must talk to a local or how you must barter at a shop. Instead, just use the skills your character has to survive and do well in the environment your GM provides for you. Have fun with it, and try to stay in character instead of dictating for the character.

Exploring civilized castles, towers, farms, remote inns, forts, and the like is just like exploring communities. The only differences are that there may not be any shops, taverns, or inns and your characters may be restricted to where they can ‘explore’.

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3. Movement Abilities in Communities

Just like on the world map, you can make use of movement abilities.

  • Climbing: There are various situations in which you might need to climb, and the Climbing Ability has specializations to cover these. The specializations are: Mountain, Cliff, Tall Tree, and Flat Wall. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing. The EP cost depends on the difficulty of the climbing environment.

    • Simple Climb: 2 EP per block; movement decreased by 2

    • Average Climb: 4 EP per block; movement decreased by half

    • Hard Climb: 6 EP per block; movement decreased to 1

    • Challenging Climb: 8 EP per block; movement decreased to 1 every 2 hours

    • Nearly Impossible Climb: 10 EP per block; movement decreased to 1 every 3 hours

  • Swimming: As long as you are unarmored, you can swim. Everyone in Nor'Ova has basic swimming ability. If you are wearing armor, you will need the Swimming While Armored ability. Swimming does cost EP and can impact your world movement rate, depending upon the swimming environment.

    • Wading: You aren't really swimming as you can reach bottom. Your area movement is decreased by 2.
    • Gentle Waters: A still pond or a creek with barely any current, this water is easy to swim in. 1 EP per block, area movement decreased by 2.
    • Average Currents: a river with a steady current, 3 EP per block. If moving with current area movement increased by 2. If going against the current area movement decreased by half.
    • Rapids: heavy currents, 5 EP per block and Speed Checks may be required to keep swimming and not drown. If moving with current area movement increased by 4. If going against the current area movement decreased to 1.
  • Run: You can run over long distances. Every character can. You simply use 3 EP per block that you run, doubling your area movement rate. If you are running downhill, increase movement rate by an additional 10.

  • Racial Movement Abilities or Skills: You can use any racial movement skill such as fly or teleport. Their effect and cost is once per hour.

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4. Interacting with the Locals

Interacting with the locals is perhaps one of the largest activities you will find yourself doing in a community. The locals will all be played by the GM as NPC's, and depending upon how you interact with them and how they see you, they might give you good hints, might help you, might lie to you, and even might fight you. When interacting with the locals it is important to always remember to play in character and to think like your character. Do not take things said personally, as it is just role play after all.

Do not forget that you can make use of certain stat checks, skills, and abilities when interacting with the locals. Perhaps you might want to use haggle to haggle a better bribe. Maybe you want to detect lies or use your influence. You could even use perception to try and see any hard to notice signs or body language that may alert you to danager or if the person is being less than honest.

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Wiki+ page: Exploring Dungeons and Ruins

Often times your travels will lead you to explore dungeons or ancient ruins. We will call these areas dungeons for simplicity. Dungeons are basically any area that is uncivilized, and often abandoned except for maybe bands of thieves, beasts of the wild, and perhaps even the living dead. These areas are referred to as dungeons for game use only, as exploring through them is an action commonly referred to as a dungeon crawl.

These dungeons all take place in area maps, so area movement is used. They are often littered with treasures and dangers such as traps, frail construction, and hostile enemies. The ultimate design and layout of the dungeon, as well as what it holds, is up to the GM, though many campaigns will come with pre-designed dungeon maps if the GM does not wish to create one himself. It is within the dungeons of the world that you are likely to spend most of your active play, therefore it is very important that you understand how to explore the dungeon. Also your character should be well prepared before venturing into one, as you never know how long you will be there or what you will encounter. The well prepared adventurer is likely to emerge from a dungeon with treasures, riches, and more powerful, while the under prepared adventurer will likely die there.

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1. Movement in Dungeons

The first thing you will need to understand when exploring dungeons is moving within the dungeons. As stated before, dungeons take place on area maps, so area movement is used.

Moving, for example, sixty blocks or 360 feet in one hour may not seem very realistic to you, but it does keep things simple. If you try to make it too realistic, you will find that you spend no real-time at all in a dungeon and you may find yourself overburdened and confused with different rules and charts just to keep up with real-time exploration. You can look at it with the mind-set that you are looking around carefully as you move, and this could be best shown with you making perception checks before you move to see if you notice anything while walking.

1.1. Using Movement Abilities

Just like on the world map, you can make use of movement abilities.

  • Climbing: There are various situations in which you might need to climb, and the Climbing Ability has specializations to cover these. The specializations are: Mountain, Cliff, Tall Tree, and Flat Wall. There is no need for climbing ability for easy to climb trees and other areas that can be climbed without training. Each specialization grants you the ability to climb those difficult to climb situations at the EP cost of climbing. The EP cost depends on the difficulty of the climbing environment.

    • Simple Climb: 2 EP per block; movement decreased by 2

    • Average Climb: 4 EP per block; movement decreased by half

    • Hard Climb: 6 EP per block; movement decreased to 1

    • Challenging Climb: 8 EP per block; movement decreased to 1 every 2 hours

    • Nearly Impossible Climb: 10 EP per block; movement decreased to 1 every 3 hours

  • Swimming: As long as you are unarmored, you can swim. Everyone in Nor'Ova has basic swimming ability. If you are wearing armor, you will need the Swimming While Armored ability. Swimming does cost EP and can impact your world movement rate, depending upon the swimming environment.

    • Wading: You aren't really swimming as you can reach bottom. Your area movement is decreased by 2.
    • Gentle Waters: A still pond or a creek with barely any current, this water is easy to swim in. 1 EP per block, area movement decreased by 2.
    • Average Currents: a river with a steady current, 3 EP per block. If moving with current area movement increased by 2. If going against the current area movement decreased by half.
    • Rapids: heavy currents, 5 EP per block and Speed Checks may be required to keep swimming and not drown. If moving with current area movement increased by 4. If going against the current area movement decreased to 1.
  • Run: You can run over long distances. Every character can. You simply use 3 EP per block that you run, doubling your area movement rate. If you are running downhill, increase movement rate by an additional 10.

  • Racial Movement Abilities or Skills: You can use any racial movement skill such as fly or teleport. Their effect and cost is once per hour.

1.2. Dealing with Different Terrain

Of course you won’t always be walking across a flat floor throughout the entire dungeon. Occasionally you will encounter ladders, stairs, ropes, or other means of ascending or descending floors. Using the following table will help you to handle these challenges.

Ascending or Descending Table

Obstacle

Description

Modifier

Walking up stairs

Walking up stairs to the floor above is slower than walking on a flat, level surface. The run skill can be used. Each floor traveled is counted as two movement blocks.

decrease your area movement rate by 10

Walking down stairs

Walking down stairs to the floor below is faster than walking on a flat, level surface. The run skill can be used. Each floor traveled is counted as two movement blocks.

increase your area movement rate by 10

Climbing up or down a rope

Climbing up or down rope to another floor is slow and time-consuming. This action requires the use of the climbing skill. Every 3 feet that is traveled up or down counts as a movement block.

decrease your area movement rate by ½

Climbing up or down a ladder

Climbing up or down a ladder is slow but not as slow as climbing up or down a rope. You do not need a climbing skill for this. Every 3 feet that is traveled up or down counts as a movement block.

decrease your area movement rate by 20

Scaling a rocky ledge up or down

Scaling a rocky ledge requires the use of the Climbing - Mountain Cliff ability and is a slow process. Every 3 feet that is traveled up or down counts as a movement block.

decrease your area movement rate by ¾

Climbing up or down vines or other plants

Climbing up or down vines is treated like climbing up or down ropes.

decrease your area movement rate by ½

Jumping down to a lower level

If you are able to jump down without injury to a lower level you will lose no time or movement. However you may be asked to make an agility check.

A failed agility check could cause you to lose the rest of your movement rate to rest and recover, depending upon the GM.

 
There are also other terrain obstacles that you may encounter in your dungeon exploration, such as the need to swim, or trying to walk over a ruble and debris covered walkway. The following table will help you handle these challenges.

 Dungeon Terrain Modifiers Table

Terrain Type

Description

World Movement Modifiers

Ice

A layer of ice which covers the entire ground.

decrease your area movement rate by 20

Mud

Large areas of thick and soft mud which a traveler's feet could sink into.

decrease your area movement rate by 30

Sand

Sand that is at least 2 inches deep and covers the entire ground.

decrease your area movement rate by ½

Thick Underbrush

Bushes, ivy, and other plants that come up no higher than to your chest.

decrease your area movement rate by 30

Holes

Large holes in the floor that cover at least one movement block. Requires jumping over or finding a way to cross,amount of area blocks jumped over is deducted from your movement.

no change in movement rate

Rubble & Debris

Any amount of uneven material in the walkway that requires carefully stepping and walking on. You may need to make an agility check to see if you fall.

decrease your area movement rate by 20

Tight Spaces

Any tight space that you can still fit through but only by turning your body and walking sideways. This can also be used for sidestepping on edges.

decrease your area movement rate by ½

Crawl Spaces

Any space that requires you to crawl in order to travel through.

decrease your area movement rate by ½ when crawling on your hands and knees; decrease your area movement rate by ¾ when belly crawling

Weak Floor

Any floor that has the potential to break beneath your weight.

decrease your area movement rate by 20 with a required luck check with each step taken

Low Ceilings

Any area that requires you to walk for a good length while ducking to avoid head clearance.

decrease your area movement rate by 20

 

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2. Searching for Traps

While exploring a dungeon you will want to search for traps. Searching for traps not only includes traps that are man-made, but also other dangerous obstacles, such as weak floors, unsteady rooms, and any other hard to see hazards that could really mess up your adventure.

In order to search for such traps, you will need to make a successful perception check. A perception check is using percentile dice to attempt to roll your character’s Perception % stat or lower. Anything higher than your character’s Perception % stat, and the check is a failure, which means you would not notice anything that is not already obvious. Of course what you notice and what is obvious is up to the GM, and the GM may decide to give you some extra leeway for more easily noticed things, while giving you a handicap for harder to notice things.

Perception checks can be done right before you make your movement for the hour. The GM may decide to let that perception check count for anything you observe in your movement, or may state that it only works for when you are standing still. You have as many tries as your GM allows for.

2.1. Disarming and Setting Traps

To disarm traps you must have the right ability and describe how you are going to do so. The disarming trap abilities don't do the work for you, but they give you the knowledge to be able to disarm traps. The abilities you need are: Identify Traps (skill), Basic Traps Knowlege, Better Traps Knowledge, Complex Traps Knowledge, Advanced Traps Knowledge, and Magic Traps Knowledge.

You can also set traps in Legends of Nor'Ova. You will need the above listed abilities depending upon the complexity of the trap you wish to set. You will also need the Trap Setting skill. If you have all that and the material to set a trap, plan it out with your GM. Your GM will decide the difficulty of the trap based on your explanation, and how long it will take you to set the trap.

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3. Searching for Hidden Treasure

While exploring the dungeon, you may find yourself, for example, in a small room filled with drawers, pots, or other places that things could be hidden in. This will almost always be small things, like lose coins, notes, or perhaps items needed to progress in the dungeon like keys and other clues. The GM may come up with any method to let you search this room, but here is a simple, common method.

When you enter the room, tell the GM where you are searching. The GM may desire for you to make a Luck check. Making a luck check is done the same way as making a perception check. Depending on the GM, a successful luck check could mean you found something, but it could also mean that when you reached your hand in that dark jar some bug didn’t bite you and poison you. What you find, if you find anything at all, is up to the GM, as is how long it took you. You may want to refer to the Stat Check Difficulty Table here.

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4. Resting While in Dungeons

You may find yourself needing to rest for the night (rest for a full cycle) while in a dungeon. This could be because you have spent so much time in a dungeon already that you have spent your first two cycles of the day, and are still in the dungeon, or because you were traveling the world map without a tent and it started to rain so you ducked real quick into a dungeon, or any other reason really.

Resting in a dungeon is not that much unlike resting out in the world map. You will recover 10% of your full HP, SA, and EP stats . You use your full stats to determine by how many points your current HP, SA, and EP are restored by. You can increase this percentage by using various camping gear, such as sleeping bags and tents. You will also need to remove from your inventory spent rations and water for the day. What may be different is that you may not be able to use a tent, dependent upon your surroundings, you may not find any material to make a camp fire, and you will likely not experience any weather problems.

The GM will want to check to see if you get disturbed during your rest, and may decide to check for each hour of your rest cycle. Remember, if you get pulled into a battle or your rest cycle gets disturbed, you will not get any of the restorative effects from resting. The GM may also decide that you suffer the penalty for not resting a full cycle, as described by your race. If you decide not to camp for a movement cycle, and continue on with moving, you will need to apply any penalties that your race gives you.

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