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Journey

Map out your journey on the log sheet. (Avoid plotting out a straight line).
Max journey length = 20 hexes (Mountains & rivers require a pass, bridge or ford to cross).
Only 1 desitination allowed. If you have several destinations, they are separate journeys.
If there is no town or villlage indicated on the map, perhaps you discover a new one.
Length (1 hex = 1 day, + 1 additional day for each hard terrain hex) 1E scale (2 hexes = 1 day)
Assign journey roles (Core pg 109), only 1 guide allowed. (Ignore journey roles for solo play).

Marching test (Guide rolls travel skill check).


Passed skill check = 3 hexes away + 1 hex per success symbol rolled.
Failed skill check = 2 hexes away (Summer + Spring) or 1 hex away (Winter + Autumn).

Forced march (Can be envoked during travel).


1 Day = 2 Hexes, Cost = 1 Fatigue point per day of forced march.

Event type (From misfortune to joyful, detailing the consquences and party’s fatigue cost).
LM/Solo player-hero rolls D12 on the event table + event detail table, (Strider page 24).
Border Land hex = Favoured Feat die roll.
Wild Land hex = Roll one Feat die.
Dark Land hex, Ill-favoured Feat die roll.

Event skill check


Roll to select event target (Core pg 112, ignored for solo play) and skill required (Strider pg 24).
Roll the specified skill check.
Hard terrain = -1D from the skill check roll.
Roads = +1D to the skill check roll.
Assign fatigue points (Amount displayed on event table, applies to all player-heroes).
Resolve event outcome (Effects + roleplay).

Perilous locations (Areas marked without hexes)


Current journey is placed on hold.
Resolve a number of events equal to the area’s perilous rating on the map.
Once completed, resume previous journey from first hex outside of the perilous region.

Marching test sequence repeats until the event location is beyond your desitnation.

Travel fatigue (Calculated & assigned at the end of travel. Cannot be discared during the travel phase.)
Fatigue points temporarily raise total Load, effectively making it easier to become Weary.
Calculate fatigue:
Add up fatigue points gained from events.
Roll travel:
Success = -1 Fatigue
Success symbol = -1 Fatigue each
Reduce amount by your mounts vigour rating.
Removing fatigue: (After travel)
Prolonged rest = -1 Point (Shelter/haven, not on the road).

Summary by Oliver K - Revision 04

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