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Expeditions Travel times

Legs of travel
If familiar, short, uneventful: gloss over it.
Random weather
You decide the weather, but if you want, ask a
Journey Time player to roll the Die of Fate.
If unfamiliar: describe it, give impressions.
CHART A COURSE From Stonetop via the Roads to... To create a sense ot time passing: ask questions 1d6 late winter/early spring
When you wish to travel to a distant place, the Crossroads 3-4 hours and/or have them Keep Company.
name or describe your destination (“Gor- 1 Snow/sleet/hail; an early thuderstorm; or
the Foothills 2 days What’s the most striking thing that you notice? cold, soaking rain
din’s Delve,” “the hagr’s lair,” or “wherever
Titan Bones 2 days What’s the best/worst/most unexpected part 2-3 Cold and windy, maybe some showers
these tracks lead”). If the route is unclear,
Gordin's Delve 4 days of this journey? 4 Clouds on the horizon & steady wind, roll
tell the GM how you intend to reach it.
Barrier Pass 4 days What have you heard about this place? again later with disadvantage
The GM will then tell you what’s required,
the risks, and how long it will likely take. the Steplands 4 days When were you here last? How has it changed? 5-6 A fine, sunny spring day; clouds/wind gusts
Marshedge 8 days How are you dealing with the weather?
When you set out on the journey, the GM What are you looking forward to? 1d6 spring/early summer
From Stonetop to...
will present each of the challenges one at a What’s the most striking thing that you notice?
time—plus any surprises that you couldn’t the Maw 2-3 hours 1 Heavy storm (wind, hail, thunder, lightning)
have seen coming—in whatever order the cave bears’ den 2-3 hours Portray NPCs, add details, answer questions. 2 Steady, chilly rain
makes the most sense. Address them all the Red Grove 3-4 hours 3-4 Warm & windy, maybe some brief showers
Make a soft GM move:
and reach your destination. the Golden Oak 14 days* 5-6 Warm, sunny, pleasant
Present a challenge from Chart a Course
From the Crossroads to... Present some other encounter
Requirements the Ruined Tower 4-5 hours Have an NPC/follower get into/cause trouble
1d6 summer
You must first travel to ___, and from From the north edge of the Steplands to... Stir up conflict between PCs 1 Heavy storm (wind, hail, thunder,
there to your destination Blackwater Lake 2 days Offer an opportunity to do something as lightning, tornadoes)
You must wait until ___ Three-Coven Lake 2 days they travel, or arrive at next point of interest 2 Blazing heat, still air, not a cloud in sight
You need a knowledgeable guide/ 3 Hot & humid, with brief, drenching
From Marshedge to... “What do you do?” Resolve. Repeat or move on.
accurate map/detailed directions thunder storms
the ruins on the Dread River 2 days
It’ll take at least ___ days (and a 4-5 Hot & dry by day; cooler/windy at night
the northern Manmarch 4 days Points of interest
corresponding amount of supplies) 6 Warm, sunny, breezy, perfect
Three-Coven Lake 4 days Landmarks not yet seen in play
You’ll need to bring ___
Lygos 30 days Where you plan to frame scenes, make moves
Challenges Their destination 1d6 late summer/early autumn
To Tor’s Fist from...
You need to watch out for ___ 1 Powerful thunderstorm or cold, soaking rain
the Foothills 5 days If you want to build tension: frame the scene
The way is perilous, plagued with danger 2 Windy with a few rain showers
Barrier Pass 6 days with the location in sight but at a distance. Other-
You risk getting lost
wise, frame the scene with them already there. 3 Warm, clouds on horizon, steady wind; roll
You must surmount/cross/brave ___ again later with disadvantage
The terrain itself is treacherous; you If unfamiliar: describe, give impressions. If the
When they make camp 4-5 Hot & dry by day; cooler/windy at night
risk injury on the way
How will you avoid attention/spot danger? PCs know or picked this place, ask them instead? 6 Warm, sunny, breezy, perfect
The way will be grueling; you risk
How do you plan to keep warm?
exhausting yourselves/your resources On the first visit to a landmark, ask questions.
Do you start a fire? What do you use for fuel? 1d6 autumn
You risk drawing the attention of ___ What’s the most striking thing that you notice?
If you know something will happen, it happens. 1 Cold, drenching rain and/or sleet
Present each challenge once, at a fitting time/ What’s here tells you that this is a place
If you think something might happen, but aren’t 2 Cold, windy, an early snowfall
place. Once overcome, don’t make them deal where/of/that __?
sure, then ask someone to roll the Die of Fate. 3 Clouds on the horizon & steady wind, roll
with it again except as a hard GM move. (“The What have you heard about this place?
way is perilous” is an exception, see below.) 1d6 what happens When were you here last? How has it changed? again later with disadvantage
How does this place make you feel? 4 A fine, sunny spring day; clouds/wind gusts
1 Something dangerous approaches,
When the way is perilous inclined to do harm
What are you thinking/worrying about? 5-6 Crisp, breezy
On each leg of travel, point to a looming danger Portray NPCs, add details, answer questions.
2 Something dangerous approaches, curious 1d6 winter
or introduce a danger. Maybe roll a Die of Fate. but not aggressive Maybe draw/provide a map.
1d6 what happens 3 Something annoying happens (critters in 1 Blizzard: wind, snow, all of it
If this is just a landmark, with no challeng-
the food, rain, an argument, etc.) es or encounters: offer an opportunity to do 2 Intense cold and wind
1 A danger springs on them, unavoidable 4-5 The night passes uneventfully 3 Very cold, very clear, very still
something here or else move on to the next leg
2-3 Introduce a danger, right in front of them 6 They observe something interesting, find 4 Cold and snowy, or cold and windy
of travel.
4-5 Point to a looming danger something useful, or otherwise gain some 5 Some snow, but mostly just dreary
6 Point to a looming danger, but also small boon; or the night passes uneventfully Otherwise, make a soft GM move. “What do
you do?” Resolve actions. Repeat or move on. 6 Warm (for winter) and sunny
present a discovery

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