Expeditions

TO TRAVEL OVER LAND,

GM picks a distance and lays out a gauge for it

Players or GM pick travel actions, framing vignettes (which might be skill checks, general obstacles, encounters, or simply moments of reflection) that fill up the gauge
travel actions are all general sorts of scenes-you-might-see-in-a-travel-montage
(you pick a fight when you want to have a fight! you pick a skill check when you want to do a skill check! they have discrete consequences!)

I'm sleepy but I'll work on this over time…

travel actions:

skill-checky ones:

Charting a Course

You consider and discuss the road ahead…
Roll Navigation.
For each success, you and the GM both choose a travel action, representing something ahead.
Next invocations of chosen travel actions this expedition are worth +1 Progress.
On a failure, there's two Unforseen Dangers ahead - the GM will, sometime during this expedition, secretly change the nature of a declared travel action. (As in, it won't be what you picked.)

Blazing a Trail

You cut your way through brush.
Roll Survival, spending successes:
- You mark 1 progress.
- You mark 1 progress, and skillchecks associated with the next travel action are at +1 die.
- You mark 1 progress and are Wearied.

A Difficult Climb

There's no way forward but up, and the going is hard.
Roll Strength, spending successes:
- The climb is careful: no one drops an item from their pack, where it's lost below.
- The climb is sure: No one slips and hurts themselves, taking a Wound (10).
- The climb is well-paced: You aren't Wearied.
If you make at least one success, Gain 3 Progress and a view from a great height, surveying that which lies ahead.

A Precarious Crossing

You lead a treacherous path over peril - rushing water, or a sharp fall.
Everyone 10 Weight or above, or with all their item slots full, roll Agility.
Characters that have full packs and are above 10 weight need two successes, others need 1.
Those that fail fall into danger - they may need rescuing, suffer a bad condition, or both.
Gain 3 Progress and breathe a sigh of relief - the party recovers from Distracted.

Unnatural Passage

You attempt to navigate through spirit-ways.
Locate a spirit-way, make an offering, and roll Mysticism, counting successes.
0: Passage will be grudging, or hazardous if the offering is inappropriate or meager.
1: Passage will be good, or grudging if the offering is inappropriate or meager.
2: Passage will be good.

If Passage is hazardous, you will encounter evil spirits, and will be hexed.
If Passage is grudging, evil spirits will make you an offer or extend an invitation along the way - if you reject them, they'll hex or fight you.
If Passage is good, evil spirits may try to tempt you, but you may ignore them safely.

Afterwards, gain 3 Progress. Many cannot follow you through these routes.

A Choice of Paths

You consider two paths forward.
The GM presents two routes (Left or right, over or under, etc.) They secretly assign a travel action to each one, representing what lies ahead. One is secretly fast, one is secretly slow.

Roll Navigation, spending successes:
- Ask what travel action lies along a route
- Ask whether a route is fast or slow

After picking a route, its travel action will occur next. If you pick the fast route, gain 3 progress. If you pick the slow route, gain 1 progress.

A Grueling March

You press forward at an unrelenting pace through harsh conditions.
Roll Determination, choosing an unwearied ally for each success:
Ask them if they keep the pace.
If they say yes, they're Wearied and you gain 2 Progress.

Making Camp

You stop and secure shelter for the night, then camp.
Roll Survival to locate a site:
2: You find an excellent campsite,
1: You find an ordinary campsite
0: You have to settle for a dangerous campsite
Then, use the camping rules.

Waiting out the Storm

You take shelter against bad weather.
Choose: Tell stories to pass the time, or stew in silence, rolling Determination.
On a failure, you're Wearied.
Either way, the weather shifts to normal and you make 1 Progress.

A Moment of Wonder

You encounter a marvel of the natural or unnatural.
Take respite and relief as you experience a beautiful thing - a place to relax, a spring to drink from, a flower of beauty.
Those who stop and appreciate it, even a little, recover from Wearied.
Aftewards, you better get going.

Looking Back

You reflect on where you came from.
In a quiet bend of the trail, talk with your allies about some of the other encounters along your voyage.
Make 1 Progress.

Squabbling

You assess what just happened - and assign blame.
Choose after a Travel Action resulted in failure. Discuss who's to blame.
If it's a party member, roll Coercion. If it's outside forces, roll Charm.
Count successes and restore that much LP to whoever led that travel action.

Navigating by the Stars

You lead the way by the stars in the sky.
Roll Lore, naming a constellation for each success, up to three.
Muse briefly about them.
For each one, make 1 Progress.

++++Dodging Patrols
There's enemies in the region - you slow down and proceed carefully.
Roll Stealth, and move carefully.
If you get no successes, you're caught, and fight.
Spend successes after the first:
- You steal supplies, finding 1d3 ordinary items. (One is probably a Potion.)
- You uncover a bit of intelligence.
Either way, make 1 Progress.

Signs of Hardship

Roll Insight, and observe life in the country you're traveling through.
For each success, ask the GM to detail a sign of the trouble common folk are experiencing, such as:
- Their suspicions
- Their worries
- The things they're doing to get by
- What they've had to abandon
Discuss, reflect, and then move on.
If you roll no successes, you're Distracted.
Either way, make 1 Progess.

Signs of the Past

You pass through shadows of the old world - ruins half-buried, relics overgrown.
Roll Insight, and inspect that which you move past.
For each success, ask the GM to detail a sign of the past, such as:
- A ruin,
- A wreck,
- A skeleton,
- The scar of a battle
And so on. Interpret what the sign means.
Another ally should interpret it differently.
If you roll no successes, stumble into ancient danger.
EIther way, make 1 Progress.

Things which are often fights:

A Daring Rescue

A fellow traveler is under attack!
If you fight off their attackers, receive news of what's ahead, gratitude, a token gift of an ordinary item.
Either way, make 1 Progress.

A Blockade

Travel is stopped by armed force.
Submit to their demands or fight your way through.
Make 2 Progress.

Runts in the Supplies

They got into your food!
Lose 1d6 rations and deal with a pack of weak enemies.
Make 2 Progress.

Signs of a Monster

A quiet in the air, scars left in its wake.
Roll Survival and count successes:
0: Ambushed by a difficult enemy.
1: Pursued by a difficult enemy.
2: Learn about a difficult enemy from its tracks.
Make 2 Progress.

Evading a Pursuer

Something's chasing you. Can you lose them?
Propose a means of losing your pursuer and make a skill check to do so. Then, choose an ally to do the same, repeating.
When you count seven successes in total among these checks, lose your pursuer.
If a roll comes up with no successes, be caught by a difficult enemy.
Make 4 Progress.

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