55 lines
5.6 KiB
Markdown
55 lines
5.6 KiB
Markdown
Previous Section: [[07 🔵 Social Actions in Combat|07 🔵 Social Actions in Combat]]
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# Journeys
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When characters are moving from one destination to another they are undertaking a Journey. During Journeys the day is divided into four quarter days used to measure time:
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- Morning
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- Daytime
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- Evening
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- Night
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At the start of every quarter day, each character must choose one activity to do during that quarter. Characters can only perform one activity at a time, unless otherwise specified. Most activities can be performed by several characters, but for a few activities, a single character must be chosen. The possible activities are detailed below.
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## Activities
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### Hike
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If all characters in the Party decide to Hike they travel at the speed described in the [[03 🔵 Movement|Traveling]] portion of the Movement rules. Short breaks are included in the specified time, but if you stop for mare than a few minutes along the way, you might not be able to travel the entire distance.
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#### Forced March
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Characters can Hike for two of the Quarter Days of the day without problem. If they decide to Hike more than two Quarter Days they will make an Exhaustion check for each additional Quarter Day that they Hike before taking a rest.
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Mounts can also perform a Forced March. Instead of an Exhaustion check make an Animal Handling check (DV 18) and add the mount's Strength to the result of your roll. If you fail the roll the animal goes lame. A lame animal can travel but can not carry any extra weight. To heal the animal make a DV 25 Animal Handling check and determine the recovery time as you would using normal [[04 🟡 Healing|Healing]] rules. If the healing roll fails there are no options other than to put the animal down.
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### Lead the Way
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Every time you Hike you must appoint one person to Lead the Way. A character can Lead the Way and Hike at the same time, but they cannot also Keep Watch.
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Every 12 miles that the party travels the character leading the way needs to make a Survival check to make sure they are travelling in the correct direction. The DV of the check and consequence of failure are both determined by the GM.
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#### Darkness
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Travel is dangerous in the dark. Getting lost or choosing the wrong path is an ever-present risk. A Survival check made to Lead the Way in the dark has a -5 penalty unless the character making the check has the ability to see in the dark.
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Typically Evening and Nighttime quarters are dark but this may change depending on the world or seasons in a given world.
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### Keep Watch
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It is useful to have a character Keep Watch during every Quarter Day. The character that is Keeping Watch can Hike at the same time but they can not Lead the Way. It is not necessary to have a character Keep Watch, but without one there is no chance to spot threats before they are upon the party.
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### Forage
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If the party is running low on provisions, they can choose to spend a Quarter Day looking for edible plants and drinkable water. You cannot Hike while foraging. Several characters can Forage at the same time.
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You must choose whether you are looking for food or water. Then make a survival roll, certain types of terrain or weather can add modifiers to the roll.
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When looking for food, success means that you find enough roots, vegetables, or berries for the party to eat for one day. Any food obtained through foraging spoils after two days if it is not consumed.
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When looking for water, success means that you find enough drinkable water for everyone in the party to fill their water skins.
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### Hunt
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Another way to find food during a journey is to Hunt. You cannot Hike at the same time as you Hunt, but several people can hunt at the same time.
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You need some form of ranged weapon or a hunting trap to be able to Hunt. Make a Survival (Tracking) check to find your prey. To kill your prey you must succeed a Marksmanship check, if using a ranged weapon, or a Survival check, if using a trap. The [[Animals]] table specifies the difficulty of the check as well as the loot that the animal would provide including units of [[Raw Meat]].
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### Fish
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If you are near a river, lake, or ocean you can Fish. If you are on foot, you cannot Hike while Fishing, but you can Fish from a moving boat. Several people can Fish at the same time.
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To Fish you need Fishing Gear. Make a Survival check and add any modifiers from your fishing gear.
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Success means that you catch enough fish for the party to eat for one day. Any excess fish spoil after one day.
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### Make Camp
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When the day is over it's time to Make Camp. Finding a good location for a camp, making a fire, and preparing where to Rest takes a whole Quarter Day. Only one person rolls to Make Camp, but others can help them.
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Make a Survival check to determine the success of Making Camp. If the check is successful you find a sheltered place to spend the night, where you can Rest. If the check fails you still find a place to setup camp but the GM will determine a consequence that the party can experience anytime while they are in camp.
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### Rest
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You need to Rest at least one Quarter Day per day to avoid becoming [[06 🔵 Exhaustion|Exhausted]]. The Rest activity uses rules described in the [[05 🔵 Resting|Resting]] section.
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#### Bare Ground
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It is possible to Sleep in the wilderness without Making Camp. You save the time it takes to Make Camp, but everyone in the group must make a Survival check to find a good spot to Sleep. Failure means the individual doesn't Sleep at all. Since you don't have a fire to keep the cold away, you may also suffer the effects of the [[03 🔵 Statuses|Freezing]] status.
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### Explore
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When you stop to Explore your journey is interrupted. Exploring can take anything from a Quarter Day to days or even weeks.
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# Next Section
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[[04 🟡 Dungeons]]
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