Distant Travel

Venture far from home, where peril and possibility walk side by side.

Long journeys are not measured by meters—they are measured by pace and the events you encounter along the way.

Your party will decide how you intend to travel, and the GM will determine:

  • How long the journey will take.
  • How difficult it will be to maintain your pace.

As you travel, you will face Events. These represent the notable moments and obstacles of your journey.

A short, safe trek to a nearby town may involve only one or two events, whereas a long voyage through the countryside could span many events, each bringing new risks or challenges.

The GM determines the number and nature of the events you encounter. Events usually fall into one or more of the following categories:

Combat

Hostile and dangerous encounters.

e.g. bandits ambush the party, a wild beast attacks

Roleplay

Narrative interactions with other characters.

e.g. a town festival, negotiating with rival adventurers

Exploration

Challenges involving the environment.

e.g. a chasm blocks the way, a heavy storm wreaks havoc

The GM sets the DC for the journey, based on your chosen pace and the environment. After each event, your party attempts to maintain your pace.

One player may volunteer to roll a Wayfinding Check.

  • On a success, you keep your current pace and move on—either to the next event or to your destination.
  • On a failure, another event is added to your journey.

Changing Pace #

At any time between events, your party can choose to adjust your pace before you roll for Wayfinding.

Slowing your Pace

  • Adds one additional event to the journey.
  • Lowers the journey’s DC, making future Wayfinding checks easier.
  • Allows time for Rest between events.

Quickening your Pace

  • Removes one event from the journey.
  • Increases the journey’s DC, making future Wayfinding checks harder.