Travel

Travel Proceedures

  1. Remove Supplies - One sack of supplies per human-sized person from the caravan inventory.
  2. One hero tests Misfortune (d20 + CHA), which applies to the whole caravan but heroes resist effects individually. A different hero tests each week.
  3. Check what encounters happen and resolve them.
  4. Any heroes that did not participate in a fight or flight can treat the week as resting.
  5. 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.
  6. 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.

    Comments

    Please Login in order to comment!