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Journey Resolution Guide

The Journey Resolution Checklist outlines the steps for determining travel across regions, including calculating travel time, journey activities, encounters, and supply expenditure. It provides detailed information on journey activity difficulty classes (DC), travel pace effects, supply consumption based on creature size, and unique rules for various regions. Additionally, it lists journey activities available to players, their requirements, and the regions where they can be performed effectively.

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0% found this document useful (0 votes)
13 views3 pages

Journey Resolution Guide

The Journey Resolution Checklist outlines the steps for determining travel across regions, including calculating travel time, journey activities, encounters, and supply expenditure. It provides detailed information on journey activity difficulty classes (DC), travel pace effects, supply consumption based on creature size, and unique rules for various regions. Additionally, it lists journey activities available to players, their requirements, and the regions where they can be performed effectively.

Uploaded by

Stinkfat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Journey Resolution Checklist

1. Determine Regions along route and distance to cross them


2. For each region determine travel time (distance/pace) and Journey/Exploration DC, then resolve in any order:
a. Players declare/roll journey activities.
b. Decide on number of encounters and roll for encounters.
c. Determine Supply expenditure.
3. Repeat 2 for each region.
4. Arrive at destination.

Tiers Level Range Journey Activity DC Journey Activity DC Mods DC Mod


0 1-2 10 Inclement Weather +2
1 3-4 12 Multitasking +3
2 5-10 14 Hostile Territory +4
3 11-16 16
4 17-20 18

Pace Minute Hour Day Effects


Crawl 50 feet ½ Mile 4 miles Advantage on stealth
Slow/Wagon 200 feet 2 miles 16 miles -
Normal 300 feet 3 miles 24 miles Unable to use Stealth
Fast/Mounted 400 feet 4 miles 32 miles Disadvantage on Perception (-5 to passive perception)
Gallop 800 feet 8 miles (1 hour/day max) - Disadvantage on Survival checks to track

Creature Size Supply Consumed per Day Maximum Supply Carried


Small 1 Strength Score
Medium 1 Strength Score
Large 2 2x Strength Score

Exploration Challenge Size/Time to Traverse

Area Size Crawl (1 MPH) Slow/Wagon (2 MPH) Normal (3 MPH) Fast/Mounted (4 MPH) Gallop (8 MPH)
Immediate Up to 1 Mile <1 Hour <1 Hour <1 Hour <1 Hour <1 Hour
Local Up to 3 Miles 6 Hours 1 ½ Hours 1 Hour 1 Hour <1 Hour
Intermediate Up to 10 Miles 2 Days 5 Hours 3 Hours 2 Hours 1 Hour
Greater Up to 30 Miles 1 Week 2 Days 1 Day 6 Hours 4 Hours
Entire Region Varies Varies Varies Varies Varies Varies
Weather (d20, +5 in winter)
Regions Unique Rules
Clear Overcast Rain Mist/Fog Snow
Blasted Badland 1-10 11-25 - - -
Country Shire 1-8 9-12 13-16 17-19 20-25 Expertise on Charisma checks vs. locals, area counts as Haven
Feywood 1-15 - 20-25 16-19 - 1 level of strife whenever a promise is broken, expertise on Stealth
Fiery Hellscape - - - - - 1 level of fatigue when traveling faster than slow during rest, unless using appropriate
mounts and traveling at ½ carrying capacity, double supply consumption on rest
Flowing River 1-8 9-12 13-16 17-19 20-25 Travel speed is set by water vehicles
Frozen Wastes 1-6 7-12 - - 13-25 1 level of fatigue when resting without cold weather gear/magic
Haunted Lands 1-5 6-10 16-25 11-15 - Light sources are halved, Wisdom save vs. Journey DC or 1 level of strife on rest,
disadvantage on Charisma checks vs. locals
Lofty Mountains 1-8 9-12 17-18 13-16 19-25 Expertise to climb, every hour of travel counts as 2 hours until 30 days of
acclimatization, double travel time for mounts/pack animals
Open Roads 1-8 9-12 13-16 17-19 20-25 Travel speed is increased by 1 mile/hour
Parched Sands 1-25 - - - - 1 level of fatigue when traveling faster than slow during rest, unless using appropriate
mounts and traveling at ½ carrying capacity, double supply consumption on rest
Restless Sea 1-7 8-11 12-16 17-25 - Expertise on stealth checks unless weather is clear, disadvantage to navigate unless
weather is clear or coast is visible
Rolling Grasslands 1-8 9-12 13-16 17-19 20-25
Tangled Forest 1-6 - 15-20 7-14 21-25 Disadvantage on ranged attacks past 15 ft, expertise on Stealth checks
Underland Realm 1-16 - - 17-25 - Expertise on sound based Perception checks, roll 1d20 when effect like explosion,
loud sound or magic disturbs stone; on 20, cave in fills passageway with 20ft wide
rock blockage
Unrelenting Marsh 1-5 6-8 9-15 16-25 - Mounts/pack animals can’t travel at fast or gallop pace, wheeled vehicles can’t travel
faster than crawl
Urban Township 1-8 9-12 13-16 17-19 20-25 Critical failures on Strength/Dexterity checks cause property damage
Wartorn Kingdom 1-8 9-12 13-16 17-19 20-25 Weather may reflect underlying terrain instead
Journey Activities
Disadvantage Expertise
Activity Per Day? Skills/Tools Notes Forbidden Regions Advantage Regions
Regions Regions
Befriend No, max Animal None None Blasted Badlands None
Animal 1/region Handling
Busk Yes Acrobatics, Requires populated Blasted Badlands, Fiery Country Shire Wartorn Urban
Athletics, area Hellscape, Flowing River, Kingdom Township
Performance Frozen Wastes, Parched
Sands, Restless Sea
Chronicle Entire History Country Shire, Rolling
Region Grasslands
Cook Yes Cook’s Utensils,
Survival
Cover Tracks Yes Survival Sets DC for Tracking Flowing River (Auto Frozen Wastes
Success), Restless Sea
(Auto Success)
Entertain Yes, max Performance Haunted Lands
1/week
Gather Yes Arcana, Nature
Components
Gossip Yes Investigation, Requires locals to Country Shire, Rolling Blasted Badlands
Persuasion talk to Grasslands
Harvest Yes Medicine, Blasted Badlands Country Shire, Feywood, Fiery Hellscape, Unrelenting
Nature Rolling Grasslands, Parched Sands Marsh (crit
Tangled Forest fail effect)
Hunt and Yes Survival Blasted Badlands Feywood, Flowing River, Fiery Hellscape,
Gather Restless Sea, Tangled Parched Sands
Forest
Pray Yes Religion Haunted Lands
(Good Deities)
Rob Yes, Intimidation, Requires populated Country Shire, Rolling Blasted Badlands Urban
weekly Sleight of Hand area Grasslands Township
Scout No, max Perception Blasted Badlands Restless Sea
1/region
Track Yes Survival Journey DC if target Frozen Wastes Flowing River
is not hiding tracks, (auto failure),
check result if target Restless Sea
is hiding tracks (auto failure)

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