Table of Contents
Undertake a Journey
Time Required: 1 day
Skill: None (but special cases exist)
Your party spends an entire day travelling overland. You will cover a distance equal to ten times the speed of the slowest party member, and end the day by Taking a Long Rest. You will also spend one hour of the day on travel-related activities (such as pitching or breaking camp, starting a campfire, or similar), and will gain one additional hour of free time. When added to the three hours of free time that you will have when you Take a Long Rest, that means that each party member will have four hours of free time over the course of the day.
The distance covered by the party is assumed as though they were taking the Travel Overland action ten times over the day. Therefore, for every hour that they spend on decent roads, they may increase the distance travelled by one kilometer for that hour. On the other hand, if they are moving through dense woods, desert, jungle or mountainous terrain, their speed is halved for that hour. If forced to move through wetlands, they may cover half a kilometer per hour, regardless of their speed.
Travel Activities
As when Travelling Overland, your character can choose to take additional actions as part of their travel. However, to make things easier on the party, you treat all of these as actions taken from your free time.
Forage
A character who is trained in either Nature or Survival may hunt or forage while on the march. You spend one hour hunting or foraging. So long as you are not moving through a barren area, such as desert or tundra, you may find foodstuffs equal to 2 copper pennies towards meals per training rank you have in both Nature and Survival. Treat this as rations, not as meals in a community.
Hustling
Any individual in the party may choose to Hustle in order to double their speed over the course of the day. Note that this won't help in wetlands! However, the character will be extremely tired by the end of the day, and must spend two hours of their free time recovering from the Hustle.
Navigate
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. At the start of the day, a character who is Navigating may make a Survival check against a TN of 15, and must spend one hour of their free time before the march even begins.
- Success: You are on course.
- Failure: You go off course, and have to double back. Your distance for the day is halved.
If multiple people choose to navigate, then any success is considered a success for the activity, and the activity is a failure only if every person rolled a failure. If no person chose to navigate, the activity is automatically considered a failure.
Scout
If any party member wishes to scout for the party, they may spend two hours of their free time to do so, and the party cannot be Surprised while moving.