Journey Actions in The Kingdom of Khemit | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Journey Actions

Journey Actions

Traveling on a Journey takes time. How it is spent can differ between characters and characters do not have to spend every day doing the same. This article defines various actions a character can take each day of a journey (A Journey being the travel between two destinations). As the characters are travelling, they can note what is the main thing they are doing, and how many days of the journey they are doing it in. Some activities do extend to a week performing rather than days to be meaningful. Note that the details of the actions along a journey may differ than those within a sanctuary. DC varies from 10-18 depending on the difficulty performing the action within the area. This can be modifed by weather (+2), doing the task in hostile territory (+4) or trying to be stealthy/inconspicuous (+3).  

Busk

When the journey takes the character through villages, towns, or cities, the character can entertain the people with a show of their skill and talents. The character can make a Performance test each day within such a place in order to gain some coin. A success, a character can gain some coin, depending on the size of the population. Villages - 1d6 copper and Cities - 1d4 silvers. A critical success and the character may recieve a boon. A character may use Athletics or Acrobatics skill to Busk with, but at a disadvantage.  

Carousing

Not everything has to be around work. Carousing is pretty much the default action of a character while in civilization. It's a mixture of drinking, eating, gambling, socializing, and site seeing. The character can use Persuasion or a gaming skill (for Gambling) when carousing. With Persuasion skill, a success, the character can find a place of interest or make a contact that the narrator can use to narrorate the story. a critical success the character can discover a Boon or gain a favor with a contact. With gaming skill, the character can put money in for the journey action. on a success, the character breaks even with every 5 about the TN, the character gains an additional 1d6 coins. the type of coin depends on the population (Village -Copper, Towns -Silver, Cities -Gold).  

Chronicle

An adventurer may spend his time, noting the landmarks, charting a map, or even loging the interactions with the locals along the way. For the journey between the two havens, the character can use Cartographer tools or History skill (in this case to make history) to record the journey. on a success, the character has created sufficient documentation that adventurers in the future may gain an expertise dice in History or Survival when traveling the same journey. With a critical success, the character also discovers something new or gains a boon along the journey.  

Cook

Cooking may not sound that important, but to those on the march eating stale rations would disagree with you. For travelling purposes, a success reduces the number of Supplies needed for the group by a third (round to the nearest whole number with a minimum of 1 supply to cook). This for a group size up to 1+twice proficiency bonus. With a critical success, the group gains an additional +1 hp with each HD spent during short rests along the journey for that time spent cooking.  

Gossip

Success on an Investigation or Persuasion check tells an adventurer the local news and rumors. Critical Failure. The party learns a false rumor. Failure. The party gains no rumor.Success. With a success, the character can learn some story or rumors related to the narrator for another adventure. Critical Success. As a success, and local gossip leads the party to a Boon or Discovery.  

Hunting/Gathering

When traveling, the characters need food and water (ex 1 Supply) every day. If they run out or would rather live off the land, saving their supplies, they can always hunt and gather food instead. Character would use Survival skill to gather food and water. A success means the character gathered 1 supply per day hunting. With a critical success, the character gathered 1+Proficiency in Supplies per day. In the same avenue of gathering food and water, the character can also be gathering herbs and other apothecary materials for medicine. using the medicine skill, the character can gather 1 use of a medicine kit per day. On a critical success, the character has been able to find 1 use of a medicine kit for the day, plus a rare herb, up to 1+proficency skill in rare herbs, if gathering herbs for more than 1 day. Characters with the nature skill can attempt gathering supplies or herbs, but with a disadvantage.  

Scout

In the journey, one can scout ahead of the rest of the party to get the lay of the land. This a single perception test for the whole journey. With a success, the party gains details on the land along the journey and gain advantage on perception tests against any suprised tests on the journey. On a critical success, the Scout has found a "Short cut", shaving a half day's travel from the journey. If a chronicler is also successful, then this journey between Havens has a new permanent travel time if using the chronicler's map. Note that this can only be done once per journey and if it's not inconvenient to the adventure.  

Tracking and Covering Tracks

Along the journey, some parties are being followed, others are persuing. A character can use their survival skill as an opposed test to either catchup or lose the other party. It's one roll between events along a journey. every increment of 5 difference in survival skill tests increases or decreases the distance between them by a day up to the number of days in the persuit (Minimum of 1 day change). If the persued is not trying to hide their tracks, its a DC dependent on the region, weather, etc.

Comments

Please Login in order to comment!