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Journey Roles

There are four core responsibilities when traveling: guide, forager, scout, and lookout. A person can only lead or assist one role per day if they wish, and any role not taken will automatically fail any related rolls.   A role can have only one leader, but any number of helpers. The leader makes the roll, the first helper grants an advantage, and subsequent helpers grant a +1 bonus.  

The Guide

  The guide makes sure that everyone is heading in the right direction. If the guide fails, you'll become lost and the journey will take longer as you try to retrace your steps. If you're the guide, roll Intelligence on the Guidance table at the end of the day to see if you were able to keep everyone on track. Cartography tools, maps, and the Survival skill will help you be a better guide.  
DC Terrain
5 Wide open plains; Clear landmarks; Obvious pathways
10 Tall landmarks; Small hills
15 Light rain or mist; Woods and hills
20 Moonlight night; Heavy rain or mist; Forest with no clear pathway or markings.
25 Fog; Thick and obscure forest; Mountains
30 Clouded night; Impossibly thing fog; A shifting maze; Magically treacherous terrain
  Success: The party is on track. Subtract today's progress from the remaining travel time.   Failure: You veered off course and lost your way. Add 0.5 days to the remaining travel time.  

The Forager

  The forager finds food and water for the traveling party. If the forager fails, you'll run out of essential supplies long before the journey reaches its destination—so make sure to pack plentiful supplies before you embark if you don't have a skilled forager.   If you're the forager, roll Wisdom on the Foraging table at the end of the day to see how much food and water you were able to hunt throughout the day. Hunting equipment and Survival skill will help you forage.  
DC Terrain
5 Lush and verdant forest; Food and water are everywhere.
10 Forest; Coast; Abundant food and clean water.
15 Thin woodland and greenwood. Food must be actively hunted and water is harder to find.
20 Dry, open plains; Very little food or clean water.
25 Desert and barren or polluted land; Food is extremely rare and water may need treatment.
30 Toxic or corrupted deadlands; Food is inedible and water sources are poisoned.
  Success: You recover 2d4 rations worth of food and water—you can divide this however you like.   Failure: You were unable to find anything.  

The Scout

  The scout ranges ahead during the day's travel and keeps an eye out for dangers. If the scout fails, you may be ambushed by enemies and other hazards.   If you're the scout, you're responsible for making any perception checks during the day to spot incoming risks and dangers—the GM will notify you of anything worth rolling for. A spyglass will help you scout better.   Success: You noticed the threat and were able to warn the party in time. You have a chance to avoid the threat entirely or encounter it at your own pace.   Failure: You failed to spot the danger in time and the party is surprised.  

The Lookout

  The lookout protects the camp at night. If the lookout fails, you risk being attacked while you sleep.   If you're on the lookout, you're responsible for making perception checks during the night to spot incoming threats—the GM will notify you of anything worth rolling for. The lookout can't join in any camp activities beyond eating and sleeping, so make sure that whoever takes the lookout shift won't be needed for anything else.   You can set traps and alarms around the camp—dry twigs, tripwires, the Alarm ritual—to help you detect intruders a little better.   Success: You were able to rouse the party in time to prevent being ambushed.   Failure: You failed to spot the danger in time and the party is surprised.

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