# One daily roll

(Combining navigation, hazard, and encounter.)

Make a nav check. DC 12 for clear skies (±5 for fast or slow pace).

On a nat 1 there’s a hazard (GoS p200). On a nat 2 or nat 3, there’s an encounter (GoS p207). (These special die values are instead of being lost.)

Either way, make a new nav check after surviving the hazard or encounter. However, there can’t be two hazards or two encounters in the same day. So if you rerolled after rolling a 2 and then roll another 2, then just treat that roll as a normal 2 on the nav check.

If there *is* a hazard followed by an encounter or vice versa, make a *third* nav check, treating 1, 2 or 3 as normal.

Finally, if you do end up lost and want to find your way back, the base DC for that (for “pure” nav checks) is 10 instead of 12 and 1, 2 and 3 are not special.

Fishing and repair rolls are still separate daily rolls.

## Advantage / Disadvantage

If you have advantage, which you do as long as you have a map of the region, one of the dice need to have a special color. The “hazard die”. The other die is the “ordinary die”.

The group can decide what works best: rerolling the ordinary time every time, or letting it sit while just rerolling the hazard die. That doesn’t affect the probability as long as you stick to *one* of those two methods.