Travel & Exploration
Your Choices on the Road
A Segment is two hours, twelve to a day. A Turn is ten minutes, twelve to a Segment.
Each SegmentThe party chooses one of four: Travel, Action, Rest or Sleep. Whoever does otherwise has split off.
Gomiles by the ground and the weather.
Road+1 mile anywhere, even in the dark.
LoadBurdened −1, Laden −2, never below a mile. Overloaded −3, or halt.
Successone benefit; a margin of 3 or more buys two.
Failurethe two hours spent; badly, and the ground bites.
Clearsall Fatigue and all Strain, and resets the chain.
Healtend a patient while you rest, with Healing.
Clearsall Fatigue and one Lingering.
A nightthree Segments; each missed, +1 Lingering.
Watchcounts once; a second is sleep missed.
UnderfedRest does nothing, and wounds stop knitting.
StarvingSleep stops clearing Lingering too.
Two runningTravel or Action Segments cost nothing.
Thenthird +1 Lingering, fourth +2, fifth +3 …
CollapseLingering past half your Toughness: no Travel or Action until you sleep it down.
Kesta and KristophTwo Segments done, the gates two miles off. They push a third: a Lingering each.
Action SegmentsOne task each, inside the party’s two hours. For anything else, the GM sets a mark.
Informationthe route, a threat, the weather coming.
Shortcuta mile on each of two Travel Segments.
Stealthy Travelnext check on the move a level safer.
Provisionsone ration.
Camp Materials+1 on the next camp roll.
Herbsone use of a herbalist’s kit.
Silent Killnext check in that ground a level safer.
Good Killa ration beyond the ground’s yield.
Learn the Landthe yield, and +1 on the next scout.
Concealmentevery check at that camp a level safer.
Securitysleepers woken; the camp is alert before the first attack.
Comfortone more Lingering off the next Sleep.
RepairCraft or Construction & Labor; basic function back, no more.
WorkingUnseen Craft; the Strain is yours.
Each Turnone action: move carefully, search, keep watch, examine, work at a door or a climb, talk quietly.
Rest Turnup to 2 Fatigue off; Strain down to 3 or your Threshold, whichever is higher.
Tensiontwelve Turns, no Rest Turn: +1 Lingering.