Quest - The Second Age : Rule Book, Page 5 of 16

© 1990-1999 by KJC Games. All rights reserved.

Wilderness Movement

In the wilderness, there are many different types of terrain, each of which costs a number of movement points to enter. As you travel, the cost of entering each sector is deducted from your total available movement points. Once you have insufficient movement points left to enter any more sectors, you can not move any further.

Moving cautiously in the wilderness makes you more likely to find hidden features and enemies will find it harder to take you by surprise. When moving fast, havily loaded characters can get tired and you are unlikely to discover anything hidden.

Using the MOVE order, you indicate the direction you wish to travel by a series of numbers (1 to 8). Each number represents a compass direction. By putting several of these direction numbers together you get a path for your party to travel. You can if you wish move further than the area you can see but you will of course be doing this blind.

Issuing the MOVE order while in town will make you immediately leave town and start you off on your travels. Seven movement difits are the maximum allowed in one MOVE order.

If you are in the wilderness and moving to a town, rather than working out the movement code, you can use the LOCATE order. When issued in the wilderness, this will move you as far as possible towards the town you specified. Even if you don't know where the town is, one of your characters may.

Move
M (direction numbers)
For example: M 557 will move your party south two sectors and then west one.

Locate Town
L (town number)
For example: L 43 tells your party to move towards town number 43.

Investigation

Virtually everything in Quest can be investigated and an information token will be provided which tells you about what it is and what it can do. This includes all items, monsters, shops and shop services, in fact almost anything with a number. You can not use names.

If you use a target of zero, your party will investigate its current location and try to find anything useful or hidden close by. Using a target of 99 will have you investigate your own characters and discover their weapon skills.

Investigate
I (target)
For example: I 801 will investigate monster type 801

While in the wilderness, you can order your fit characters to investigate your current location while injured or tired characters take a rest. This does however use up Movement Points at the rate of two per hour. The maximum length of time you are allowed to rest is four hours.

Rest
R (time)
For example: R 2 will rest your party for 2 hours and use up 4 movement points.

Turn to page 4 Goto Rulebook Index Turn to page 6



Page Created 3rd December 1999
Last Updated 4nd December 1999