1. Notes

Overland Travel 3.0

Overland Travel 3.0 header image

In a campaign where our adventurers travel through wilderness or areas that pose a threat to the group, we'll be using the Overland Travel (OLT) rules below, to randomize threats and complications and simulate the unpredictability of dangerous areas.

When OLT happens, the group has to fulfill 5 roles in order to minimize the complications that can happen as time passes and as they travel though the area.

The needed roles are the following:

Role NameSkill CheckSuccess EffectFailure EffectNotes
CoordinatorPlanningGrants 2 rerolls (d20s) to the group. Rerolls go to the DM.This role's DC is set by the DM and is not affected by the area.
ScoutNatureLearns the area's information.Nothing happens.Knowing the area's info can help to make better decisions on subsequent rolls.
TrackerSurvivalFinds food, Point of interest or Long Rest point.Group spends rations.This role is mostly for benefits, failure has lower consequences.
LookoutPerceptionReduces the number of complications.Increases the amount, instead.Failing in this role can sometimes help spread out danger levels over multiple complications.
AnalystInvestigationReduces the difficulty level of complications.Increases the level, instead.Great success in this role is the easiest way for a smoother travel.


Bonuses and Rerolls

  • Short term bonuses (anything less than the duration of the journey) do not apply to these checks.
  • Fate token can be applied.
  • When rerolling, you must keep the new result.
  • Each role can be rerolled a maximum 2 times (for a total of 3 rolls).

Travelling Pace

  • The group can travel slower to be more careful, or faster to save time (but less careful).
  • Conventional mounts do not affect the overall travel time. Special/magic mounts can change your travel time (up to the DM's discretion).
  • Some types of terrain might slow down your travel pace.
  • Each hex on a map takes 2 days to cross (at normal pace), unless otherwise noted.
  • The group can travel 2 or more hexes at a time, but for every extra hex after 2, the DCs and starting tension increase by 1. A singular travel instance cannot move in different biomes (since they have different DCs).

Resting

  • When adventurers sleep for the day during OLT, they gain the benefits of a Short Rest.
  • A Long Rest is only possible if the Tracker succeeds in finding a suitable spot.
  • Tiny Hut doesn't confer the benefits of a Long Rest. Magnificent Mansion does.