Professional Documents
Culture Documents
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).
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.
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).