Travel and Watch Duties

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Watches of the Day
The day is divided into 6 watches, each 4 hours long. They are:
 * Trence (2:00-6:00)
 * Etude (6:00-10:00)
 * Prime (10:00-14:00)
 * Second (14:00-18:00)
 * Tone (18:00-22:00)
 * Fete (22:00-2:00)

Travel Rules
Traveling along roads is generally safer, and you'll be more likely to run into other travelers as well.

Tracks or trails tend to follow major features of the land, or use landmarks as guideposts. They're safer than the wilds, but not by much.

Traveling through the wilderness is often secluded, but can also be dangerous. You can also discover dramatic and exotic features of the wilderness by heading off the beaten path.

A travelling party chooses between traveling with stealth, survival or athletics. They roll the appropriate skill and the result determines the number of travel actions they can take. Which skill they use determine which set of travel actions they can choose from, and the bonus action they get to take. A roll of >20 also gives a special bonus, depending on the used skill.

Stealth Travel Actions
Bonus Action: >20 Bonus:
 * Camouflage: Spend 1 Travel Action to give the entire party advantage on Stealth checks for 1 hour.
 * Assassinate: Spend 1 Travel Action to set up a surprise attack on an enemy.
 * Hide Camp: Spend 1 Travel Action to locate a hidden camp site for resting.
 * The Long Route: Spend 1 day to avoid an enemy's notice.
 * Shortcut: +1 day of movement.

Survival Travel Actions
Bonus Action: >20 Bonus:
 * Hunt: Spend 1 Travel Action to find food for your party for today.
 * Find: Spend 1 Travel Action to gain your bearings, and avoid becoming Lost.
 * Make Camp: Spend 1 Travel Action to locate a secure camp site for resting.
 * Forage: Spend 1 day to find food for your party for today and tomorrow.
 * Shortcut: +1 day of movement.

Athletics Travel Actions
Bonus Action: >20 Bonus:
 * Endure: Spend 1 Travel Action to march on, enduring difficult weather.
 * Keep Pace: Spend 1 Travel Action to increase your pace, gaining 1 day of movement.
 * Motivate: Spend 1 Travel Action to give your party advantage on Athletics and Acrobatics tests for 1 hour.
 * Forced March: Gain 1 day of movement at the cost of 1 level of Exhaustion.
 * Brute Force: 1 Safe Camp.

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