Rule: Journey
Travelling can be an adventure in itself. You’ll face hazardous environments, starvation, fatigue, and the locale’s more inquisitive wildlife.
A Journey is a many step process :
Next, deal with the consequences of your choice, then plan your next day’s travel and return to Step 1.
Step 1: Choose where you want to go
Your GM will present you with a map and indicate where you are currently situated. On the map choose a destination and choose how to get there.- Carfull, unless being on the most popular and used road, you can get lost (see Step 3). Make sure to ask the GM about how easy a choosen path is to get lost on.
Step 2: Work out one day’s travel
Based on the map’s scale, your GM will tell you how far you can travel along your chosen path in one day. This is determined by the type of path you are using and whether you are hindered by Difficult Terrain.Step 3: See if you get lost
Following most path requires a Guide or Wayfinding gears to act as one.- If you don't have a Guide or Wayfinding gears to act as one, you can nominate someone from the group to do an Insight Check to avoid getting lost (the GM can alocate Bonus or Penalty depending of the path).
- Trailblazing a new path in complete wilderness where no one ever go requires your Guide to make a successful Insight Check to avoid getting lost.
You got Lost!? See how badly… If you are lost you’ll need to roll on the Lost Table below to see where you ended up at the end of your day’s travel.
Step 4: See what happens on your travels
Your GM describes the environment you pass through, and whether you have to contend with negative terrain effects.- Difficult Terrain: You can travel half as far in 1 day through Difficult Terrain as you could otherwise.
- Harmful Terrain: Entering this terrain, and for every subsequent full day spent there, requires you to make a Constitution Check or you’ll contract an Ailment related to the environment.
Step 5: Choose whether to Camp or Rush
At the end of one day’s travel, if you have not reached your destination, you must choose whether to Camp or Rush (see below).Next, deal with the consequences of your choice, then plan your next day’s travel and return to Step 1.
A day's travel
Travel is exhausting. If you’re sensible you’ll rest at the end of each day but, when needs must, you can press on regardless. After one day’s travel- You must choose whether you’ll Camp for the night or Rush towards your destination.
- You must consume a Ration (Consumables) to avoid the onset of Starvation and sleep to avoid the onset of Fatigue.
Camp
You stop to catch your breath in the wilds. When Camped…- You need to sleep to avoid Fatigue and eat to avoid Starvation.
- You can perform a Downtime Activity, but will suffer Fatigue.
- You can assign a Scout to patrol your camp perimeter while others rest (Downtime (Scouting)). If you assign 2+ person to act as a Scout, they will not suffer Fatigue, but remember that it will prevent both of them to perform another Downtime Activity.