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.
Each leg of the Journey can be mapped as an Arduous Challenge. Number of Steps is based on the distance to the next destination and the number of obstacles on the way.
Each Step takes time.
• Significant Time in a near area
• Long Time when traveling towards a far away destination
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
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. Make a Vigor Burden Test against Exhaustion.
During Journey Adventurers can take one Survival Action.
Survival
Survival is often Uncertain requiring a Test. Difficulty and Prowess is based on the environment and the Action.
Each Adventurer can take one Survival Action during a Journey or two while camping in place. Adventurers can take the same Survival Action. Test separately or give +1 Help bonus to another.
Navigate
Advance Journey towards an Uncertain destination by finding paths or tracking a being.
Scavenge
Scavenge for useful Supplies. On a successful Test gain one of the following. On a higher Degree increase gain by one die.
• 1D6 Rations
• 1D4 Healing Supplies
• 1D4 Spell Components
Scout
Scout for dangers and places of interest. On a succesful Test gain one.
• Choose whether to interact with a Trouble or an Event
• Map current location marking a Landmark