Navigating helps ensure the party is on track and heading in the correct direction.

Navigation is an AWR / INT : Traverse roll, for every 5 above 10, you gain 1 Navigation point that must be used within that travel time period. Navigation points can be spent to:

  • x points to not get lost depending on the terrain. If you do not spend points to do this, then you move into a random adjacent hex instead.
  • 2 points to permanently add this hex move as a Path for later.
  • 2 points to determine where a Character you are tracking headed to next. Costs 1 less if that Character is Marked.
  • 1 point to trigger this terrain’s unique feature.
  • 1 point to give any other role 2 points.