Travel Proceedures
- Remove Supplies - One sack of supplies per human-sized person from the caravan inventory.
- One hero tests Misfortune (d20 + CHA), which applies to the whole caravan but heroes resist effects individually. A different hero tests each week.
- Check what encounters happen and resolve them.
- Any heroes that did not participate in a fight or flight can treat the week as resting.
- Check if the caravan has arrived at a destination. Most destinations are a week apart but some require two, or even three, weeks of voyaging in the wastes. If the caravan has not yet arrived at a safe location repeat steps 1 to 5 until it does.
- When the caravan arrives at a destination, one hero makes a DC 8 relevant test for discoveries and notes any on the map. These are points of interest a few days’ journey from the destination. There are a limited number of discoveries available at each destination.
Instead of traveling a caravan may stop for a full week.
When a caravan is stopped in the wilderness each hero may take one of the following actions before step 1:
Forage for supplies: with a moderate relevant test they gain one sack of supplies. Difficulty varies depending on how plentiful the wildlife is.
Care for another character: they fully recover a damaged attribute and gain advantage on tests vs. illness and poison.
Set an ambush: prepare a trap to waylay other travelers or to gain advantage in a hostile encounter.
Study: probe ancient artifacts, scrolls, or items to figure out how they work, learn a new spell or skill.
Hide the camp: advantage to avoiding encounters.
If the caravan is stopped at a destination each hero may also:
Explore further for additional discoveries.
Buy and sell trade goods.
Every hero may pay expenses for lodging and food rather than consuming sacks of supplies and, in some places, even buy additional sacks of supplies. This action is free.
The Use of Days
Heroes traveling the UVG will also find uses for days, particularly for taking short rests to recover an expended daily ability or 1d4 Life, roughly exploring a point of interest, observing a new creature, mucking around a destination, and, most crucially, dying of thirst.
Tally extra days accrued from Misfortune, exploration, and other miscellaneous events until they reach a full week. Then repeat steps 1 to 3 (no rest) and reset the tally.
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