Survival
Survival challenges come into play when the Adventurers risk starvation and harsh environment. These challenges are layered on top of the adventure. Adventurers traveling through frozen tundra in search of a lost temple face the challenge of the search, on top of that are layered the challenges of dwindling food supplies and extreme cold.
Survival provokes a Burden Test. This can happen for two reasons.
• Character is exposed to a Survival Hazard, like falling through ice into frigid water
• Character is being exposed to a harsh situation for a Long Time. Harsh situation is adventuring without food, in a cold climate or breathing noxious atmosphere
When the Burden Test fails character suffers an Survival Affliction.
Fitting preparation and supplies can eliminate the need to make a Test or grant an Advantage on the Test. For example rations can be consumed to keep starvation at bay for a day and a proper camp can keep the cold at bay for a night.
Unfit supplies and equipment imposes a Disadvantage on the Survival test, for example spoiled food or clothes that are not fit for the climate.
Survival Actions
While the Adventurers are in a survival situation they can take a Survival Action once in a Long Time.
Adventurers can take the same Survival Action. Test separately or give +1 Help bonus to another. Difficulty of the Survival Action is based on the environment.
Scavenge
Scavenge for useful Supplies. On a successful Test gain 1D4 of a supply item that can be found in the environment, rations, healing supplies, spell components, crafting materials etc. On a higher Degree add +1 die.
Scout
Scout for dangers and places of interest. On a succesful Test gain one +1 for each Degree.
• Choose whether to interact with a Trouble or an Event
• Map current location marking a landmark
Prepare
Setup camps, ration what is left and treat signs of Afflictions. On success grant +1 bonus to a Burden Tests against Survival Afflictions to the party. On higher Degree increase bonus by +1.
Journey
Travel through dangerous lands or towards an unknown destination is a Journey. If the Adventurers travel through safe lands towards a known destination only time passes.
There are two potential risks on a Journey, not finding the destination and encountering Trouble on the way.
Each leg of the Journey is mapped as an Arduous Challenge. Number of Steps is based on the distance to the next destination and the number of significant obstacles on the way. For example a three day journey across a forest split by strong rapids is a four step challenge.
Each Step takes time.
• Significant Time in a near area. Travel through a major city for example
• Long Time when traveling towards a far away destination. For example a temple five days away. Survival is added as an additional Challenge
Each Step requires navigation.
• Navigating between visible, known landmarks or via road or river does not require a Test
• Navigating without Landmarks or routes requires a Test
At least one Adventurer has to take the role of a navigator for each Step. Other Adventurers can Help granting +1 bonus to possible Tests. Navigator advances Journey towards the destination by finding paths, tracking beings and overcoming obstacles. Difficulty is set by the environment.
Failing the Arduous Challenge means that the Adventurers are thrown off course. They need to take time to find landmarks and to re-orient themselves.
Journey Options
Hidden March: Add one Step to the Journey. Adversaries need to Test against the Navigators Passive Intellect to find the Adventurers.
Forced March: Complete two Journey Steps with a single challenge. Make a Vigor Burden Test against Exhaustion. This is not possible if one of the Steps is an obstacle.
Using Hexes
Hex maps are a popular way to track travel. Decide on number of hexes that represent a travel distance for your timeframe. Fully exploring a single hex should take as much time as completing one Journey Step.