An example of a 2e journey.
The group had to travel to the dungeon location at a ridge only seen in the alfar’s dreams.
Setup
- No roads
- No map
- Dangerous troll country
- Arduous terrain
- Possibly more than a single test but less than a full adventure
So, that seemed perfect for a journey. In the last session, the party already established their route and general approach to the dungeon. This is a party of four 6th-level adventurers.
Weather: Clear and cool -1 toll
Roles
We had a:
- Guide
- Steward
- Scout
Turn 1
Steward Ob 3
Steward test succeeds to fulfill the normal toll requirements. The steward plans out how they will ration their existing food so that they won’t need to pay the typical food tool at the end of the journey.
Turn 2
Pathfinder Ob 6 (short 2, trailblazing 4)
Going off the map, the Guide tests Pathfinder.
Elf rolls 11D by channeling nature, trait, and help.
- Gets 4 of 6 successes, but he has one six to reroll if he chooses to explode it.
- First, he spends a Fate to apply a wise and rerolls one die. Miraculously, gets another 6.
- Spends a Fate to reroll both sixes.
Success. The party heads toward the destination.
Turn 3
The GM rolls for Journey trouble. A 1 result: Lost.
Since we have a Guide, he attempts to deal with the trouble by making another Pathfinder Ob 3 test.
He succeeds, dodges the additional toll, and leads the party the rest of the journey to arrive at the destination.
Tallying the Toll
The normal toll would have been:
- +2 hills/forest
- +1 Off Map
- 0 armor: no one wore chain or plate
But the Steward’s prior success handles those planned expenditures.
Elf
+1 Toll for being a guide
-1 Toll for weather
0 toll total
Mage
+2 Toll for steward
-1 Toll for weather
1 toll total. He eats one ration and drinks one draught of water to pay his toll.
Thief
+1 Toll for scout
-1 Toll for weather
0 toll.
Shaman
-1 Toll for weather
No role, no tax
Turn 4
The party leaves the journey. Since it has been days of travel, the GM rolls for weather, but it is still Clear and Cool.
The party camps to save the Fresh condition and continue on to the dungeon.
The group lucked out with the weather, and they had some good dice rolls. They were prepared with 2 jugs of wine from town if they had to pay a heavier toll, so they did their due diligence and it payed off nicely.