Tracking

General proficiency — see Proficiencies for the rules and the Proficiency Index for the full list.

The character can search for tracks left behind by passing creatures. It requires one turn (10 minutes) to search for tracks in the vicinity of an encounter. If the throw fails, the character cannot try again in that area until at least 6 turns (one hour) has passed. Searching for tracks requires a Tracking proficiency throw of 11+. The Judge should increase or decrease the chance of success depending on the circumstances:

  • +2 if tracking 2 – 4 creatures

  • +4 if tracking 4 – 8 creatures

  • +6 if tracking 8 – 16 creatures

  • +8 if tracking 17+ creatures

  • +4 if trail is through soft/muddy ground

  • -8 if the trail is through hard/rocky ground

  • -1 per 12 hours of good weather since trail was made

  • -4 per hour of rain/snow since trail was made

  • -4 if dim lighting (torch, moonlight, etc)

Once tracks are discovered, the character can begin following them, moving at half exploration speed in dungeons and half expedition speed in wilderness. Following tracks does not require a proficiency throw. However, if the tracks enter water or if one hour of Rainy/Snowy conditions elapses, the tracks are lost, and the character must search again to find them.

If any member of a party has the Tracking proficiency, the party receives a +4 bonus on the proficiency throw when searching for lairs in a 6-mile hex. This proficiency can be selected multiple times. Each additional rank improves the proficiency throw to track by 4; however, it does not increase the bonus when searching for lairs.