Journeys are resolved by applying the following sequence:

  1. Assign Travel Roles
  2. Set Journey Path
  3. Make Marching rolls

Assign Travel Roles

  • Each member of the company may assume one (or more) of the following roles. Each role must be filled by at least one member of the company, though only one person may serve as Guide
    • Guide - In charge of all decisions concerning route, rest, and supplies
    • Hunter - In charge of finding food in the wild
    • Look-out - In charge of keeping watch
    • Scout - In charge of setting up camp and opening new trails

Set Journey Path

  • The player-heroes will choose their route based on the player’s map. Players should consider that their itinerary can rarely be drawn ‘as the crow flies’, instead, due consideration should be given to the lie of the land.
  • The Loremaster will then give the company a copy of their itinerary on a copy of the journey log

Make Marching Tests

  • As soon as the company leaves, the guide makes a first marching test, and counts a number of hexes along the path based on the outcome of a Travel roll.
    • If the roll was a failure, the event occurs 2 spaces away in Summer and Spring, and 1 hex away if it’s Winter or Autumn
    • If it is a success, the event takes place at a distance of 3 hexes, plus 1 for each success icon
  • Once the event has been resolved the guide must make another test to see if additional events happen, until the journey is ended.

Ending the Journey

  • When the Guide’s marching test meets or exceeds the number of hexes remaining the journey is over
  • FATIGUE: Fatigue represents weariness that a player-hero accumulates while travelling that manifests when the journey is over
    • At the end of a journey player-heroes with a mount reduce their total fatigue by their mount’s Vigour rating
    • All players can further reduce their Fatigue with a roll of TRAVEL. A success reduces the total fatigue by 1, plus 1 for every success icon rolled.

Journey Length - each hex counts for about 1 day of travel time + 1 extra day for every hex covering hard terrain

Forced March - The members of a company can press themselves and march for more hours each day than they would otherwise dare. This results in counting every 2 hexes as one day, but player heroes accumulate an extra point of fatigue for each day.