Travel is the process of going to another Location.
Travel out into the wilds can occur as a hex-crawl or point-crawl while travel in urban centres can largely be skipped over unless there is potential danger.
For smaller local maps, 1 hex represents a distance of 5 or 10km, where each hex is 1 or 2 hours of travel at standard walking speed respectively.
For larger maps, 1 hex represents 40km, where each hex is 1 day of travel at standard speed by a starting Fortress.
When starting out on a journey, the players choose a Travel Speed, a route and assign Travel Duties.
Then each travel period each Character assigned to a Duty, rolls, discusses with their group, assigns what they were able to perform with their duty and evaluates their results.
Not every Travel Duty needs to be filled, and any Character can instead perform Teamwork on an ally or spend that time Resting.
Travel Speed
When beginning travel and at the start of each travel period, the players may select a travel speed that effects how fast they travel distances, and how easy they are to track.
Fast - Exert daily for : 2x Speed, 4 ticks on the Danger Clock per day
Standard - 1x Speed, 2 ticks on the Danger Clock per day
Slow - 0.5x Speed, 1 tick on the Danger Clock per day
The slower the players move, the more effect their Travel Duties have, especially Handling and Foraging.
If the players do not use a Fortress, they use the slowest player’s speed and they cover half their usual distance (20km a day - 4 ticks on the Travel Clock) due to the weight of their equipment, unless they all reduce their Weight to their FOR or less.
Paths
When players take a route between two hexes that has a path, they cannot get lost and move at 2x Speed.
Travel Clock
The Travel Clock is an 8-Clock that tracks extra travel on a large map that doesn’t fit neatly into 1 hex of travel.
Each clock tick represent 5km of movement.
The Travel Clock is wiped when the players reach a Location, and can be used to represent the time of day they got there at.
Travelling Extra
Every 4 (8m) Speed (Rounded Down), the Fortress travels 1 hex - 5km per hour on a small map, or 40km per day on a large map.
Every 1 extra Speed, the Fortress travels 2 ticks on the Travel Clock per day on a large map.
On a large map, players can Exert their steeds (or themselves) to force march and travel for an additional hour.
Danger Clock
The Danger Clock is an 8-Clock that represents the danger of travel, whether that’s the animosity of nature, the distance of the guards tracking down the party, or how close the dragon overhead is to spotting them.
Each travel day increases the danger clock by some amount (2 ticks by default), when it ticks up, some number of enemies are added to the Danger Clock’s enemy pool. When the clock completes, the characters are forced into an encounter with the entire enemy pool.
Travel Duties
When exploring out in the wild, there are many important tasks that must be handled to not die in the wilds.
Navigating - The process of ensuring you’re on track to your destination and knowing where you are.
Scouting - Discovering the area around you.
Foraging - Looking for food and water and other useful items.
Handling - Managing the pace of animals and driving of the Fortress.
Navigating
Navigating
Navigating helps ensure the party is on track and heading in the correct direction.
Navigation is an AWR / INT : Traverse roll, for every 5 above 10, you gain 1 Navigation point that must be used within that travel time period. Navigation points can be spent to:
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- x points to not get lost depending on the terrain. If you do not spend points to do this, then you move into a random adjacent hex instead.
- 2 points to permanently add this hex move as a Path for later.
- 2 points to determine where a Character you are tracking headed to next. Costs 1 less if that Character is Marked.
- 1 point to trigger this terrain’s unique feature.
- 1 point to give any other role 2 points.
Scouting
Scouting
Scouting is an AWR : Search roll, for every 5 above 10, you gain 1 Scouting point that must be used within that travel time period.
Scouting points can be spent to:Link to original
1 point to scout deeper into this hex.
x points to reveal a hex Range x away. (Repeatable)
1 point to know if the Danger Clock will be triggered today.
2 points to know exact location, intensity, and number of individuals of danger that the Danger Clock represents as well as the value of the Danger Clock.
1 point to find Shelter in the area.
Scouting helps discover the interesting things around the party as they travel and stops the dangerous things from attacking the party as they travel.
By default when you enter a hex, all adjacent hexes are revealed.
Foraging
Foraging
Foraging is an INS : Nature roll, for every 5 above 10, you gain 1 Foraging point that must be used within that travel time period.
Foraging points can be spent to:
- 1 point to feed a Character. (Repeatable)
- 1 point to allow another character with another exploration role to reroll their exploration roll. (Repeatable)
- 1 point to restore 1 Item Point for a character or the Fortress.
- 1 point to uncover a rare resource of the area.
If a character is not fed that day then they gain no benefits from Resting and must either take a point of Exertion or take 10 HP damage.
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A character can use 1 Item Point to materialise 1 character’s worth of food for the day.
Handling
Handling
Handling is an INS : Arcana / Nature / Society / Tech roll (depending on steeds), for every 5 above 10, you gain 1 Handling points that must be used within that travel time period.
Handling points can be spent to:Link to original
- Increase the Travel Clock by 1 per point.
- Reduce the Danger Clock by 1 per point.
Resting
A Character can choose to Rest instead, if they have eaten today, they can take an additional Shallow Rest during travel.
Adverse Weather conditions may prevent rest, and so require shelter to rest or force Characters caught in it to make a FOR : Traverse check or gain Exertion.
Once a day the party must Rest. The party is expected to take a series of watches over the course of the night, and use the day’s Scouting roll against anything trying to Infiltrate their rest spot.
If the Scout spent points to know about the Danger Clock, the party cannot be caught unaware this night.