The party plans its movement across the overland map and checks for any encounters or events in the following order.
1. Start of Phase: Trigger any effects with this timing.
2. Move Party: Your party has a base overland movement of 3, which means the party can move its token up to 3 adjacent hexes. Note that some provinces’ effects—such as Black Marsh’s—can modify the party’s base overland movement.
► Day 1: If this is the first day of your session, the party must remain in its starting location and resolve a town encounter. This does not apply during an endgame session.
► Fatigue Movement: After using its base overland movement, the party may continue to move by gaining fatigue for each additional hex of movement. For each additional hex of movement, each adventurer must gain 1 light fatigue. If no light fatigue dice are available, they gain 1 overfatigue instead. The number of additional hexes moved cannot exceed the party’s base movement rate. The party must stop if 1 or more adventurers’ cooldown tracks are full.
3. Trigger Encounter: By ending its movement in specific hexes on the map, the party triggers 1 of the following types of encounters in descending order of priority below. The party does not resolve this encounter until the next phase, the Encounter Phase.
► Quest Encounter: These are triggered as described by the party’s current quest step in the gazetteer, or by a side quest card. This typically happens when the party moves into a specific hex or fulfills some other requirement. Quest encounters take precedence over town or overland encounters, meaning that you must resolve the quest encounter that day rather than a town or overland encounter. If multiple quest encounters would trigger at the same time, guild quest encounters take precedence over side quest encounters.
► Town Encounter ( ): These are triggered when the party ends its move in a town’s hex on the overland map. Each town is described in its own entry in the gazetteer. During the encounter, each adventurer can take 2 town actions to use the town’s features, such as its trainer or shop.
► Overland Encounter: These are triggered when the party moves into a hex with a landmark. In this case, the party must draw an overland card which describes an encounter that occurs in the wilds of Tamriel. The landmark at that location determines the type of overland card it draws.
• Peaceful landmark ( ): Draw a peaceful encounter card.
• Conflict landmark ( ): Draw a conflict encounter card.
• Unstable landmark ( ): Roll the unstable die and draw the type of overland card matching the icon result. If the result is , trigger a town encounter with a traveling caravan instead.
If a choice icon on the back of the overland card is the “unstable” version of itself (with the icon appearing inside a red circle), it is an unstable choice. If the party is at an unstable landmark, they must resolve that choice (that choice is optional if not at an unstable landmark). After the party completes an encounter at an unstable landmark, each adventurer gains 2 tenacity during the Reward Phase.
Unstable Die
Note that it is possible for the party to end its movement in a hex with no icon and trigger no encounter; these hexes without icons have no game effect.
After the party resolves a peaceful encounter card, set that card aside until the end of the day so its icon can be referred to when activating the province’s effect.