The road is not flat, and it is not kind. Terrain in Pilgrimage falls into three concerns: ground that slows you, cover that hides you, and heights that break you.
Difficult Ground
Difficult Ground is any terrain a Character cannot stride through freely: bog, rubble, dense briar, loose scree, standing water. Agree with your opponent which terrain pieces count before the Trial begins.
A Move Deed that starts in, ends in, or crosses Difficult Ground costs 1 additional Deed. The Character moves their normal distance; the ground simply takes more out of them.
Example: a Pilgrim with Pace +1 spends 2 Deeds on their first Move of the Act to cross a bog, moving 4” as normal. Their Act has 1 Deed remaining.
Cover
A Character is in Cover from a shooter when they are within 1” of terrain that obscures part of their body from the shooter’s position, or when the shot must pass through such terrain to reach them.
Fire Deeds against a Character in Cover suffer −2 Aim.
Cover is judged from where the shooter stands. A wall is no shelter from an arrow loosed behind it.
Falling
A drop of 3” or less is safe. A Character who falls more than 3”, by misadventure or unwilling movement, takes direct damage equal to the distance fallen in inches minus 3, ignoring Ward. A Character who takes any damage from a fall is Knocked Down where they land.
A Character may drop deliberately from any height as part of a Move Deed, counting the distance fallen as distance moved.
Example: a Pilgrim is pushed from a ledge 7” up. They take 4 direct damage and are Knocked Down at the base.
Terms on this page
- Act
- A character's activation: up to 3 Deeds in any order; the character is then marked Tired. (→ Deployment & Turn Structure)
- Aim
- [0] Bonus to Fire Deeds. (Also a Deed, cost 2, granting Advantage on a Fire Deed.) (→ Recruitment; Deeds)
- Character
- Any miniature in the game, whichever side; a basic character costs 50 Supplies. (→ Core Concepts; Recruitment)
- Cover
- Terrain that obscures a target from the shooter; Fire against a character in Cover suffers −2 Aim, judged from the shooter's position. (→ The Ground Itself)
- Deed
- One action within an Act. Standard Deeds: Move, Assault, Fire, Aim, Climb, Guard, Hide, Stand, Use. Some cost more than one Deed. (→ Deeds)
- Difficult Ground
- Terrain that cannot be strided freely (bog, rubble, briar, scree, standing water); a Move Deed starting in, ending in, or crossing it costs +1 Deed (distance is normal). (→ The Ground Itself)
- Fire
- Ranged attack: attacker rolls D12 + Aim, defender D12 + Might; the attacker deals the margin as damage if they win. (→ Ranged Combat)
- Knocked Down
- From taking 4+ damage in one attack: must spend a Stand Deed before acting, and −1 Might while down. (→ Effects)
- Move Deed
- Moves 3" + Pace on the first of an Act, 3" on later ones (floor 0"); costs +1 Deed through Difficult Ground. (→ Deeds)
- Pace
- [0] Adds +1" per point to the first Move Deed of an Act only. (→ Recruitment; Deeds)
- Pilgrim
- A character in your Oathband. (→ Core Concepts)
- Trial
- A single battle. The three archetypes are the Crossing, the Vigil, and the Reckoning. A Major Trial is a weightier engagement, referenced by some Vows. (→ Book of Trials)
- Ward
- [0] Damage reduction, subtracted from incoming damage; raised by armour and some Lore. (→ Recruitment)