Light & Getting Lost
Hi!
I'm continuing my foray into Dolmenwood. I've got two more questions which are burning:
The rules for getting lost mentions that you roll once at the start of the day. However, the party can travel multiple hexes in a day. And except for a mention about roads (you get lost when you leave the road), I don't understand how this fits in the whole procedure:
Do they get lost in the first hex they enter from their starting point?
What if there's different chances to get lost because of different hex types along their itinerary? Which one do we take?
Doesn't take that for granted that the party is obligated to share his whole itinerary for the day? Can't they move hex by hex and make decisions along way?
If they can move hex by hex, and if there are different changes to get lost in each hex, isn't it optimal to step in a easily navigated hex first and then finish your itinerary as you see fit?
Bonus questions:
a. I saw the torches and the lanterns in the equipment section. I saw a few mentions of effects of darkness in some sections (like having more chance to get lost in the dark) but I don't think an actual section that really clearly states the rules for light/darkness, etc. It's probably tucked somewhere. Any insight?
b. I haven't found a Dungeon Tracker sheet for Dolmenwood. I quickly checked my OSE books (which I haven't played yet). I feel like I can use the OSE Dungeon Tracker as is, right? The underlying mechanics seem to be the same.