Type: Exploration
Time Required: 1 hour
Skill Check: None (but special cases exist)
The party moves a distance equal to the speed of their slowest member, expressed in kilometers. At its most basic, that's all there is to this action. However, many options apply.
If the party is moving strictly along decent roads, they may increase their speed by one. On the other hand, if they are moving through dense woods, desert, jungle or mountainous terrain, their speed is halved. If forced to move through wetlands, they may cover half a kilometer per hour, regardless of their speed.
A party that is moving overland is normally not doing anything more than moving, and keeping half an eye on their surroundings. However, other options exist for activities during overland travel.
So long as you are following roads or tracks, you don't need to worry about getting lost. However, once you venture out into the wilderness, navigation becomes more important. After each hour of travel, a character who is Navigating may make a Survival check.
If multiple people choose to navigate, then one must be chosen to roll, but gains one instance of favour for each additional person who is trained in Survival that is assisting them.
Navigating doesn't cost you any speed. But a failure to navigate could potentially slow your progress to a crawl. Therefore, if no person is navigating, the party's speed is halved unless they are following a road.
If any party member wishes to scout for the party, they may halve their speed, and the party cannot be Surprised while moving. Only the scouting character has their speed halved.
A party member who is Tracking a Creature is considered to be Travelling Overland at half their speed.
Design Notes: