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 :

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.
  • Using a suitable Mount or Vehicle will double the distance you can travel along your chosen path.

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.
Your GM will also determine if you meet anyone during your travels that day.

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…  

Rush

You forgo sleep in order to reach your destination sooner.   When Rushing…
  • You progress an extra day’s travel along your path. The Journey steps still apply!
  • While you can eat on the move, you will miss your opportunity to sleep and suffer from Fatigue (If you are on a Mount or Vehicle controlled by somebody else, your GM will decide if you can sleep while on the move).
 
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