RolePlay onLine RPoL Logo

, welcome to Broken Weave - In Spite of Loss

14:04, 18th May 2024 (GMT+0)

The Journey and Hazards.

Posted by EntropyFor group public
Entropy
GM, 45 posts
Mon 22 Apr 2024
at 10:36
  • msg #1

The Journey and Hazards

The Breaking destroyed the fabric of reality, making time and distance malleable. Travelling beyond your Haven is dangerous and unpredictable. Twisted Monsters stalk the Broken World, and once-reliable roads lead to oblivion. But travel is a necessity in a world that has become fractured and isolated, and forging new bonds and remaking the paths that connect the world is critical to survival.

The Journey Rules and Hazards in this chapter present the perils, hardships, and challenges Survivors face when travelling in the Broken World and require a full range of skills, resources, and abilities to overcome. Any expedition that involves leaving the safety of a Haven and crossing the Broken World uses the rules presented in this chapter and is referred to as a Journey. These rules break a Journey down into three distinct stages.

• Stage 1: Set the Route: The first stage, Set the Route, determines the origin and destination of the Journey, as well as the distance and difficulty involved.

• Stage 2: Prepare: The second stage, Prepare, represents the opportunity before the Journey’s outset for Survivors to assign roles, take stock of their resources, and engage in various endeavours to prepare for the trials ahead.

• Stage 3: Make the Journey: The final stage, Make the Journey, represents the noteworthy events and challenges that arise during the Journey, and how Decay affects them. This stage also includes Journey’s End, where the group takes stock of how the Journey has changed them.
Entropy
GM, 46 posts
Mon 22 Apr 2024
at 10:36
  • msg #2

The Journey and Hazards

STAGE 1: SET THE ROUTE


This stage builds the framework for a Journey by determining the Distance and Difficulty. The players choose their Destination, and the GM determines how long it will take and how difficult the Journey will be. Some of the information may not be appropriate to share with the players at this stage, though the GM is welcome to provide partial information, vague clues, or hints as to what may lie in store.

Distance

The Survivors begin a Journey by identifying their origin and destination. Havens are common origins for Journeys because they help facilitate preparations in Stage 2: Prepare, but the origin is simply where the party is. Potential destinations can vary widely, but the Survivors should decide on one that is unambiguous, such as a known landmark, a Haven they are familiar with, or the sealed entrance of a pre-Breaking ruin. Establishing the Distance at the outset helps the players and GM to conceptualise the Journey narratively, but also serves a crucial purpose when determining the number of Encounters.

The GM then determines the approximate Distance between the origin and destination. This should represent the most direct route under ideal circumstances and should not consider terrain, weather, or similar factors. Most parties can expect to cover approximately 20 to 30 miles per day on foot, or 30 to 40 with reliable mounts, though the forces of Decay will make this distance unpredictable.

Example: Arturius, Lucoye, Baskar, and Finlay are preparing to leave the Haven of Guardian’s Lament to travel to Lantern Deep — a distant Haven with whom they want to improve relations. The GM checks her notes and determines that Lantern Deep is roughly 200 miles away, so it will take the party about two weeks to travel on foot. The GM notes that the party are undertaking a Medium Journey.

Distance
Journey LengthDistance (in miles)Travel Time (on foot)
Short50 - 1502 days - 1 week
Medium150 - 5001 - 4 weeks
Long500 - 10001 - 2 months
Very Long1000+2+ months

Difficulty

Once the GM has determined the Distance, they must establish the Difficulty of the Journey by assessing the weather and terrain the Survivors will have to contend with. The Difficulty is a value from 12 to 30 and determines the DC of any Tests the party make along their Journey.

Using the Journey Difficulty table, the GM assigns the weather and terrain a value from 1 to 10. These are then added to the starting Difficulty of 10 to determine the final Difficulty of the Journey.

10 + (Weather) + (Terrain) = Difficulty

If the route includes a mix of various terrains and weather, the GM should determine the average Difficulty across the length of the Journey.

Example: The GM is deciding on the Difficulty of the party’s Journey from Guardian’s Lament to Lantern Deep. The weather is hot and uncomfortable, but tolerable. She assigns a value of 3 for the weather.

The GM then looks at the route from Guardian’s Lament to Lantern Deep. The beginning and end of the Journey are across a well-known trail (1), but the second half is through a dense, unmapped forest (6). She decides to take the average value, rounding up to 4.

The final Difficulty of the Journey is 17 (10 + 3 for weather + 4 for terrain). This means that Tests and Saving Throws the party makes during the Journey will be DC 17.


Journey Difficulty
Example WeatherExample TerrainValue
Perfectly clear, comfortable weather.A well-known route.+1
Rare, light drizzles here and there.An overgrown or poorly-maintained path.+2
Occasional bouts of rain, snow, or wind.The broken remains of an old road.+3
Gales and thunderstorms crop up here and there.Open range with rare but substantial obstacles.+4
Frequent rain and snow. Thick, lingering fog.Rugged, rocky terrain. Barren expanses.+5
Frequent storms with high winds.Dense forest. Steel hills.+6
Heavy snow or sweltering heat.Leech-filled swamps. Deep, muddy ravines.+7
Ice-slick ground. Perpetual rain. Scathing sandstorms.Steep cliff faces. High mountains with poor passes.+8
Unceasing, howling wind. Biting cold. Deep snow. Flash floods.Broken expanses of sharp rocks and treacherous precipices. Impenetrable woodlands of brambles.+9
Constant storms of mud, rain, and pounding hail.Rampant volcanic and seismic activity.+10

Entropy
GM, 47 posts
Mon 22 Apr 2024
at 10:43
  • msg #3

The Journey and Hazards

STAGE 2: PREPARE


This stage is when Survivors Assign Roles and determine their responsibilities during the Journey. It also presents the opportunity for the party to Make Preparations in the days and hours before their departure. The Survivors do not need to make preparations before their Journey; some or all of them can skip that stage if they wish. However, ignoring these opportunities is ill-advised, as making preparations is one of the only ways to reduce the Journey’s Difficulty. A high Difficulty makes a Journey significantly more risky, so any opportunity to reduce it could be the difference between a successful and disastrous expedition.

Assign Roles

A successful journey requires cooperation and understanding from all party members. To help with this, Journeys use Roles which represent a Survivor’s responsibilities throughout a Journey. Any Survivor can take on any Role, regardless of their Class. The four Roles are Leader, Outrider, Quartermaster, and Sentry. Each Survivor must have a different Role.

• If there are fewer than four party members, a Survivor can occupy up to two Roles. They choose one as their primary Role and one as their secondary Role. They have Disadvantage on Tests they make for their secondary Role, but they can use the Role Ability of each.

• If there are more than four party members, up to two Survivors can occupy each Role. Only one player rolls when their Role must make a Test (taking turns is recommended), but they do so with Advantage. However, only one Survivor can use their Role’s Ability during the Journey.

Example: The party are discussing who should take on which Role. Lucoye puts herself forward as the Leader, offering her diplomatic and linguistic skills. The party agrees, remembering the last time she got them out of a scrape. Arturius takes on the role of Quartermaster due to their meticulous nature and resolute strength. With their knowledge of the lands outside the Haven, Finlay is a natural fit as the Outrider. Finally, Baskar takes the role of Sentry due to his keen eyes.

Each Role has a Role Ability that they can use once per Journey. These unique abilities can be the difference between success and failure, particularly on long and gruelling journeys, so choosing the right time to use them is vital.

As well as their Role Ability, each Role lists options for the type of Tests the Role makes during the Group Travel Test step of a Journey. These are Skill Tests or Tool Tests that contribute to the overall success of the Journey. At the GM’s discretion, Survivors may propose a different type of Test if it makes sense for the Role and as part of the story.

LEADER

The Leader’s primary goal is to keep up the party morale and lead their allies to safety. Typically, a Leader aids their fellow party members in pushing past harrowing obstacles, keeping spirits high on the road, and resolving tense interactions with other travellers.

Leaders are typically wise and have a strong spirit. They may often do the talking for the party but can also be a keen strategist who devises plans to tackle the party’s challenges. A calm and level-headed leader can excel at negotiating conversations and labyrinths alike.

INSPIRATIONAL RESOLVE

You inspire your allies and lift their spirits, driving them forward to push beyond their limits. As a Reaction while on a Journey, you can allow another party member to reroll a failed Saving Throw or Test. You can do this once per party member per Journey.

GROUP TRAVEL TEST

You can make one of the following Tests during the Group Travel Test step of a Journey:

• Outward Confidence: You are a bastion of hope and optimism to those around you. Make a Charisma (Persuasion) Test to inspire others for the journey ahead.
• Inward Resolve: You look inward, steeling yourself for what is to come and the trials you must face. Make a Wisdom (Insight) Test to prepare yourself for the journey.
• A Song in Your Heart: You sing or tell a grand tale of the pre-Breaking world. Make a Charisma (Performance) Test or a Dexterity Test with any Musical Instrument to fill your allies’ hearts with hope and heroism.

OUTRIDER

An Outrider aims to find the path through dangerous terrain and lead the party to safety. The Outrider watches for signs of nearby movement, assessing any threats based on perceived evidence and spotting other travellers along the road before they notice the party.

Outriders typically have a strong knowledge of the wilds and are at home in nature. They usually take point on Journeys and will often be away from most of the party, searching for signs of danger or opportunity.

FIND THE PATH

You have a keen sense of the perils that lie ahead and can guide your party along a safer route. Once per Journey, when the GM rolls 1d20 to determine the Encounter, you can also roll. The GM tells you the Encounter you both rolled but not the specifics. You can then decide which Encounter the group has next. The GM then prepares the chosen Encounter as normal.

GROUP TRAVEL TEST

You can make one of the following Tests during the Group Travel Test step of a Journey:

• Blaze the Trail: You trek ahead of the rest of the party, navigating the wilderness and finding the best routes. Make a Wisdom (Survival) Test to find the ideal starting point.
• Leave No Stone Unturned: Your expertise with the Broken World allows you to predict the potentially dangerous wildlife you will encounter along the way. Make an Intelligence (Natural Lore) Test to research the local flora and fauna before you set out.
• Chart the Course: Using your knowledge and understanding of the world, you sketch a map indicating the terrain and hazards you will all face along the journey. Make an Intelligence (Seeker’s Tools) Test to determine the accuracy of your work.

QUARTERMASTER

The Quartermaster ensures the party are well equipped, well-fed, and well-prepared for the road ahead. Having enough supplies and equipment to complete the journey is crucial, and having the right tools to deal with complications can be the difference between the expedition grinding to a halt or overcoming a minor setback.

Quartermasters usually have a strong back and can intuit the group’s needs. Their attention is typically focused on the party rather than the world around them. They spend their time monitoring and hauling supplies, offering aid, and looking for additional resources.

WELL PREPARED

You always come prepared and have the right tools, gear, and food to keep everyone going and give a muchneeded boost when things get tough. At the start of Stage 3: Make the Journey, you gain a number of Supply Dice equal to your Proficiency Bonus. For example, a 5th-level Quartermaster departs with three Supply Dice. The Supply Dice is a d6.

At any time throughout the Journey, as a Reaction to an ally making a Test, you can spend a Supply Die to improve the ally’s Test, adding 1d6 to the result. You can decide to spend the Supply Die after your ally has rolled but before the GM declares whether the Test succeeds or fails.

GROUP TRAVEL TEST

You can make one of the following Tests during the Group Travel Test step of a Journey:

• Share the Load: You take a few extra things from your fellow Survivors, lightening their load and allowing them to excel at their tasks. Make a Strength or Constitution (Athletics) Test to carry some of your ally’s gear.
• Good As New: You inventory your and your ally’s equipment, sharpening blades, tightening straps, mending saddles and stirrups, and reshaping dented armour. Make a Strength or Dexterity (Smith’s Tools) Test to ensure the quality of the party’s gear.
• A Warm Meal: You prepare a hearty feast or stiff drink for the group as you embark on your journey, ensuring everyone starts the expedition with a warm meal in their bellies and a spring in their step. Make a Dexterity or Intelligence (Cook’s Tools) Test to start your journey off right.

SENTRY

The Sentry acts as the lookout for the party. They cover the party’s trail and watch for pursuit and ambushes. A Sentry’s senses are always on the world about them, keeping an eye open for danger and staying in the shadows to turn the tables on those who would sneak up on the party.

Sentries have sharp senses and a keen mind and can easily remain hidden and alert for long periods. They stay close to the party while travelling but often stray off the road to watch for danger. Of all the groups, they are usually the most keenly aware of the threats lurking at night when the party makes camp.

EVER VIGILANT

You are always alert to danger and keep a close eye out for ambushes, hazards, and traps. At the start of Stage 3: Make the Journey, you gain a number of Focus Dice equal to your Proficiency Bonus. For example, a 5th-level Sentry departs with three Focus Dice. The Focus Die is a d6.

At any time throughout the Journey, as a Reaction to an ally making a Saving Throw, you can spend a Focus Die to improve the ally’s roll, adding 1d6 to the result.

You can spend the Focus Die after your ally has rolled but before the GM declares whether the Saving Throw succeeds or fails. Additionally, you can spend a Focus Dice to grant an ally +1d6 on their Initiative Test at the start of combat.

GROUP TRAVEL TEST

You can make one of the following Tests during the Group Travel Test step of a Journey:

• First Watch: As the party embarks on the journey, you watch for any dangers lurking on the road ahead. Make a Wisdom (Perception) Test to spot early problems along the route.
• Slip the Noose: You keep to the shadows and out of sight as the party departs, making it hard for anyone to follow your trail. Make a Dexterity (Stealth) Test to ensure the party is not followed.
• Hide in Plain Sight: You know the best way to avoid becoming a target for trouble is to make yourself seem unimportant and not worth the effort of ambushing. Make a Charisma or Dextiry (Actor’s Tools) Test to disguise the party as simple travellers carrying nothing of value.

Make Preparations

Once Roles are assigned, each Survivor participating in the Journey may attempt one Preparation. A Survivor can choose to make one additional Preparation, but they skip the Rest step (see page 141) and gain one Level of Exhaustion. Players choose a Preparation from the following list, or they can work with the GM to develop a new Preparation to befit the situation.

Resolve Preparations with a DC 13 Test using the pertinent Skill or Tool, though the GM may adjust the DC as needed to account for beneficial or detrimental circumstances. Additionally, the GM may decide that a Preparation is simply impossible at the current location — such as asking for directions in a place with no inhabitants! If this happens, the player can simply choose a different Preparation.

Each Preparation has an effect if successful, and some also have effects upon failing. Unless otherwise noted, the party cannot attempt the same Preparation more than once per Journey.

It’s possible to accomplish an activity that counts as a Preparation before the Journey, such as finding an accurate map of the surrounding lands during a prior adventure, perhaps before the party even decided to undertake the Journey. If the GM agrees that a previous activity counts as a Preparation, that Preparation is automatically successful during this step.

Once the party is finished making Preparations, they record the benefits and penalties they have gained on the Journey Chronicle (see page 303), and the party may Rest (see page 141). Regardless of how many Preparations succeed, the party cannot reduce the Journey Difficulty below 10.

Example: With their Roles decided, the party set about making preparations. Lucoye decides to Rally the Party, granting them all +1 to all Tests until the end of the Journey. Arturius decides to Pack Up, reorganising the party’s equipment to be more efficiently distributed, reducing the Journey Difficulty by 2. Finlay undertakes the Speak with Seekers Preparation, further reducing the Journey Difficulty by 5. And Baskar decides to Procure Supplies to improve Arturius’ Role Ability.

ASSIST ALLY

You assist an ally with their Preparations. One other Survivor can make the Test for their Preparation with Advantage.

BREW TONICS

You bolster your party with fortifying brews, salves, or tinctures. Make an Intelligence (Alchemist’s Tools, Cook’s Tools, or Herbalist’s Tools) Test. On a success, each party member has Advantage on Constitution Tests and Saving Throws until the Journey ends. A Survivor loses this benefit the first time they fail a Constitution Test or Saving Throw.

CELEBRATE

You decide the best way to prepare for the road ahead is to enjoy life now — just in case you don’t get another chance. You visit friends, treat yourself to a fine meal, and swap stories with members of the community. Make a Constitution (Athletics or Performance) Test or a Charisma Test with any Kinship Tools:

• On a success, you are filled with a love for life. You have Advantage on all Tests during the first Encounter on the Journey.
• On a success of 5 or more, you had a joyful and memorable time. As well as Advantage on all Tests during the first Encounter, you also learn something valuable about the Journey. Decrease the Journey Difficulty by 2.
• On a failure, you are a little worse for wear. You have Disadvantage on all Tests during the first Encounter on the Journey.
• On a failure of 5 or more, you grow mournful of the life you risk leaving behind. As well as Disadvantage on all Tests during the first Encounter on the Journey, you skip the Rest step (see page 141) and begin the Journey with a maximum of half your total Hit Dice.

CONSULT THE ELDERS

You spend a few hours speaking with the elders and Sages of the community. They give advice and share experiences of life on the road from the past. Make a Wisdom or Charisma (Insight) Test. On a success, each party member may reroll a failed Saving Throw once before the end of the Journey.

RECRUIT HELP

You recruit a skilled companion to aid you in your journey. When you take this Preparation, you speak with a known Ally and ask for their aid on the Journey. The Ally is an NPC Survivor (see page 236) controlled by the GM but follows your directions unless it conflicts with their beliefs or breaks any agreements.

Allies can be used to fill vacant Roles for a Journey and gain the use of that Role’s Ability. The Ally has +3 for all Tests and Saving Throws relating to their Role.

When choosing this Preparation, work with the GM to see if one of the Allies you created during the Lifepath (see page 32) is suitable for this help. At the GM’s discretion, the Ally may refuse to join a particularly dangerous venture.

PACK UP

You lug, haul, and consolidate the party’s supplies, then painstakingly organise and pack them tightly to make them as easy to carry as possible. Make a Strength or Constitution (Athletics) Test. On a success, reduce the Journey Difficulty by 2.

PREPARE A FEAST

You prepare a simple, hearty, elaborate, and decadent feast, lavishing your party with good food and company to lift their spirits before the Journey begins. Make a Wisdom or Charisma (Cook’s Tools) Test. On a success, the first time each party member suffers an effect that makes them gain a Level of Exhaustion during the Journey, they do not gain Exhaustion.

PROCURE BEASTS OF BURDEN

You take time to find capable creatures to bear your party’s supplies on the Journey ahead. Make a Charisma (Investigation) Test to locate and purchase pack animals from a populated origin. Alternatively, make a Strength or Wisdom (Animal Handling) Test to find and wrangle useful pack animals from the surrounding area. On a success, reduce Journey Difficulty by 2.

PROCURE MOUNTS

You search for riding animals to carry your party throughout the Journey. Make a Charisma (Investigation) Test to locate trained mounts and riding gear and to come to an agreement about their return. The GM determines what kinds of mounts are available. Alternatively, make a Dexterity (Stealth) Test to steal mounts rather than purchasing them.

On a failure, you are spotted before you can steal the mounts and must abandon your plans. You can’t make another Preparation. If you fail by 5 or more, you were caught in the act, likely resulting in hostility, a hit to your reputation, or other narrative complications. If you are caught stealing from your own Haven, you can’t use Hope during this Journey.

Regardless of the specific approach, if the Preparation succeeds, the party acquires a mount for each Survivor. Mounts can be any properly equipped riding animal, such as Strongbacks (see page 249) and other large beasts that survive in the Broken World. The GM determines the type of mount from those listed below. The mounts may all be the same type, or each Survivor may have a different mount type.

• Agile: Agile mounts are sure-footed and nimble, quickly navigating precarious terrain. A Survivor riding an agile mount can make Wisdom (Animal Handling) Tests instead of Dexterity Tests and Dexterity Saving Throws during the Journey.
• Rugged: Rugged mounts are hardy creatures, enduring arduous travel conditions without complaint. A Survivor riding a rugged mount can make Wisdom (Animal Handling) Tests instead of Constitution Tests and Constitution Saving Throws during the Journey.
• Strong: Strong mounts are powerfully muscled and capable of incredible feats of strength. A Survivor riding a strong mount through the Journey can make Wisdom (Animal Handling) Tests in place of Strength Tests and Strength Saving Throws during the Journey.

PROCURE SUPPLIES

You spend time inventorying the party’s supplies and procuring the proper provisions to outfit the group for the challenges ahead. Make a Charisma (Investigation) Test to locate and procure the necessary supplies from the Haven. The GM determines the equipment required in exchange, if any. Alternatively, you can make a Wisdom (Survival) Test to harvest useful supplies from the surrounding area.

Alternatively, you may attempt to steal supplies rather than procure or harvest them. Make a Dexterity (Sleight of Hand or Stealth) Test. On a failure, you are spotted before you can steal the supplies and must abandon your plans. You can’t make another Preparation. If you fail by 5 or more, you were caught in the act, likely resulting in hostility, societal consequences, or other narrative complications. If you are caught stealing from your own Haven, you can’t use Hope during this Journey.

Regardless of the specific approach, if the Preparation succeeds, each of the Quartermaster’s Supply Dice increases from a 1d6 to a 1d8.

RALLY THE PARTY

You speak to or perform for your party members, mentally and emotionally preparing them for the long road ahead. Choose one of the following approaches and make a Charisma (Performance) Test. On a success, your party gains one of the following bonuses:

• Hopeful: The party gains +1 Hope.
• Galvanising: Party members gain +1 to all Tests until the end of the Journey.
• Encouraging: Party members gain Advantage to Tests and Saving Throws made during the first Encounter of the Journey.
• Resolute: Each party member gains Temporary Hit Points equal to twice their Proficiency Bonus. These temporary Hit Points remain until they are lost due to damage or when the Journey ends. They are not lost when the Survivor rests.
• Solemn: Party members gain +1 to Saving Throws until the end of the Journey.

SEEK ADVICE

You ask locals or other travellers to provide advice about the Journey you are about to make. Make a Wisdom (Insight) or Charisma (Persuasion) Test. On a success, each party member has Advantage on Wisdom Tests and Saving Throws until the Journey ends. A Survivor loses this benefit the first time they fail a Wisdom Test or Saving Throw.

SPEAK WITH THE SEEKERS

You confer with the Seekers in the community and identify the best route for your Journey. Make an Intelligence (Seeker’s Tools) or Charisma (Survival) Test. The DC of the Test is equal to 10 + average Decay of the Journey. On a success, reduce Journey Difficulty by 5. On a failure, increase Journey Difficulty by 2.

STUDY THE WEATHER

You survey the state of nature around you and do your best to forecast the weather, allowing you to prepare accordingly. Make an Intelligence or Wisdom (Natural Lore) Test. On a success, reduce Journey Difficulty by 2.

Rest

Starting a Journey fresh maximises the chances for a successful expedition, so once all Preparations have been made, the party should take a Short or Long Rest. The party will have minimal opportunities to rest again during the Journey (see below), so it is strongly recommended that the whole party use this opportunity to rest while they can. If a Survivor does not take a Long Rest during this step, they suffer a Level of Exhaustion but can make one additional Preparation.

RESTING DURING A JOURNEY

Once the party is on the road, opportunities to rest and recuperate are severely limited. While the party no doubt stops moving and makes camp periodically, there simply isn’t enough safety and security to relax and recover while travelling. During a Journey, Short and Long Rests are limited in the following ways:

• Short Rest: Once per Journey, the party can take a Short Rest. If they do so, the GM rolls an additional Encounter to represent the party pausing long enough to recuperate at the expense of extending their trip.

• Long Rest: The party can’t take a Long Rest during a Journey unless an Encounter specifies they can, such as from A Place to Rest Encounter. When you take a Long Rest on a Journey, you can perform Campcraft Activities as normal.
Entropy
GM, 48 posts
Mon 22 Apr 2024
at 10:45
  • msg #4

The Journey and Hazards

STAGE 3: MAKE THE JOURNEY


In this stage, players deal with the actual travel and Encounters that occur during the Journey and the events of the Journey’s End.

Encounters

Encounters represent the challenges and situations the party must address and resolve along the way. The results of those Encounters cause lasting consequences that impact the rest of the Journey and the party’s condition, meaning a Journey with more Encounters is generally more perilous. The number of Encounters the party must face is determined by the Distance of the Journey, as shown on the Base Encounters table. This is then modified by the results of the party’s Group Travel Test (see below).

Base Encounters
Journey DistanceEncounters
Short1
Medium2
Long3
Very Long4

GROUP TRAVEL TEST

The Group Travel Test represents how well the party work together. If they work as a cohesive unit and everyone performs their utmost, the party can make good time and avoid hazards and events that otherwise would have caused them hardship. If they perform poorly or aren’t united in their efforts, they may have to double back or stumble into unforeseen problems.

Each party member must make a Test, choosing one of the Skills or Tools listed in their Role description. The DC for this Test equals the Journey Difficulty determined in Stage 1: Set the Route. Once all Tests are made, the GM notes the results and consults the Group Travel Test table, modifying the number of Encounters accordingly.

Example: The GM knows that the party’s Journey from Guardian’s Lament to Lantern Deep is a Medium Journey with a Journey Difficulty of 17. She calls for a Group Travel Test to see how the party fairs.

Finlay makes a Wisdom (Survival) Test to determine the party’s path and passes, Arturius succeeds on a Strength (Athletics) Test to help their allies carry their gear, Baskar fails his Wisdom (Perception) Test to keep an eye out for hazards, and Lucoye fails her Charisma (Persuasion) Test to inspire her allies. Unfortunately, half or more of the party has failed. The GM consults the Group Travel Test Table and adds an Encounter to the Journey.


Group Travel Test
ResultEncounters
The whole party succeeds.Base - 1 (minimum 1)
More than half the party succeeds.Base + 0 (unmodified)
Half or more of the party fails.Base + 1
The whole party fails.Base + 2

QUICKEN THE PACE

Though there is little a party can do to shorten the length of a Journey, they can quicken their pace to cover ground more quickly, rushing toward their destination. Such haste may allow the party to lessen their time on the road and even outrun trouble, but it invites substantial risk and stress. If the party chooses to rush their Journey, decrease the number of Encounters by 1 (to a minimum of 1). However, all Saving Throws during the Journey are made with Disadvantage, and the Journey Difficulty increases by 5.

Likewise, if the party chooses to take their time and move more cautiously, increase the number of Encounters by 1, and decrease the Journey Difficulty by 3 (to a minimum of 10).

RESOLVING ENCOUNTERS

The Encounters the party face and how they resolve them are the heart of the Journey. Encounters are resolved in the following way:

• The GM rolls 1d20 and consults the Journey Encounters table. Each Encounter details the characters met and the situation the Survivors encounter.

• The GM rolls 1d20 + the Decay of the area the party is travelling through and consults the Effects of Decay table. The result of this role can drastically alter the upcoming encounter.

• The GM describes the Encounter, and the party resolves it as they see fit.

• The GM notes the consequences and rolls for the next Encounter, if applicable.

During an Encounter, the GM describes the scene to the players. The GM and players decide whether to roleplay the scenario in detail or resolve the situation by rolling dice. In either case, the Encounter includes conditions for success and failure. Depending on the outcome, some encounters may require the party to roll again on the Journey Encounters table. Encounters generated in this way do not count toward the Journey’s total number of Encounters; they are added to the total and typically represent the Journey taking longer than expected as the party struggles through setbacks.

If the group decides to resolve an Encounter by simply rolling dice, the Encounter will call for one or more rolls. Unless otherwise noted, the DC for such rolls equals the Journey Difficulty.

If the group resolves the Encounter via roleplay, the Survivors interact with the scenario as they would outside of a Journey. The GM should use their discretion when determining the levels of difficulty involved. However, using the Journey Difficulty as the DC for any rolls directly related to the Encounter’s challenges is recommended. While roleplaying through an Encounter, Survivors may use their resources and abilities normally, but they may not take a Rest during the Encounter unless otherwise noted.

Example: On their Journey from Guardian’s Lament to Lantern Deep, the party will have three Encounters — two due to the length of the Journey (Medium) and an additional one because half or more of the party failed the Group Travel Test.

The GM rolls an 8 on the Journey Encounters table for the first Encounter, resulting in the party facing the Forager’s Bounty Encounter. The GM decides that the area has Decay 4, then rolls on the Effects of Decay table. They roll a 13 and add +4 for the Decay of the area, for a total of 17 — Perilous Lands. The result means that there are 2 Decayed Hazards in the encounter.


HAZARDS

The GM can add Hazards to any encounter, scene, or battle to show the surreal, sundered, and sometimes beautiful nature of the Broken World. They are less straightforward than natural features like chasms, rockslides, and bogs. They are the byproducts of the fabric of reality being corrupted by Decay, creating haunting and devastating new forces. Areas with low Decay experience these Hazards as a sinister, foreboding sign that oblivion is never far away in this world. Areas of high Decay are usually surging and roiling with dangerous Hazards that threaten to tear the world apart.

When planning encounters and combat scenes, the GM should include a number of Hazards equal to the Decay of the area, divided by 2 and rounded down. Multiple Hazards can affect the same area or be spread throughout the environment. To choose a Hazard, the GM can select one from those beginning on page 151, roll on the Hazards table, or draw a card from the Deck of Broken Things (see www.cubicle7games.com for more information).
Entropy
GM, 49 posts
Mon 22 Apr 2024
at 10:46
  • msg #5

The Journey and Hazards

Journey’s End


The final stage of the Journey is known as Journey’s End. Here, the GM and players determine the Outcome of their Journey, what occurs upon their Arrival, and any Rewards they may receive for their Journey.

OUTCOME

The Outcome of the Journey will be self-evident to the players and GM and normally ends in one of the following ways.

ARRIVE SUCCESSFULLY

The party completes all of the Encounters and arrives at their destination, either buoyed by a successful expedition or drained by the events that have occurred.

Each party member must make a Constitution Saving Throw, adding the Quartermaster’s Strength or Intelligence Bonus to the result. On a success, the Survivor gains temporary Hit Points equal to their Level. On a failure, they gain a Level of Exhaustion. If the entire party succeeds, the party gains 1d6 Hope. If the entire party fails, the party loses 1d6 Hope.

The party then arrives at their destination, ending their Journey and resuming play as normal. See Arrival for more information.

ABANDON THE JOURNEY

If things are not going well, the party may abandon the Journey between Encounters.

Each party member must make a Constitution Saving Throw, adding the Quartermaster’s Strength or Intelligence Bonus to the result. On a success, the Survivor manages to endure and suffers no adverse effects of their failed expedition. On a failure, they gain a level of Exhaustion. If the entire party fails, each Survivor loses all their remaining Hit Dice.

The party then arrives at a destination determined by the GM. This location should be somewhere between the origin and the intended destination, possibly in the middle of nowhere and far from safety — potentially a more dangerous situation than finishing the Journey. See Arrival for more information.

CATASTROPHIC FAILURE

The party’s expedition suffered a catastrophic failure. A number of the party members may have been lost, maimed, captured, or killed. The party is broken, and the Journey ends. Any remaining Survivors suffer a Level of Exhaustion, and the party loses all Hope. The party may suffer other effects as determined by the GM.

ARRIVAL

By the end of their Journey, the party will be longing for a soft bed and a hot meal. However, as much as they yearn for a well-earned rest, they may not always receive the warmest welcome upon arrival.

When the party arrives at their destination, the Sentry rolls Xd12, where X equals their Wisdom Bonus (minimum 1), and takes the highest result. The GM then refers to the Arrival table to determine the circumstances awaiting the party.

If the party has the option to rest, they may do so but are not obligated to if they prefer to do something else upon arrival. If the party enters a dangerous situation, the GM decides the exact circumstances. Combat with hostile creatures, stumbling into environmental hazards, and discovering narrative complications that make the party’s goals harder to achieve are all excellent examples of dangerous situations a party might encounter on a roll of 1–7.

REWARDS

Travelling the Broken World is vital to remaking it. Walking the forgotten paths gives the world shape and pushes back the forces of Decay.

• When the party completes a Journey, the Decay along the route between the Origin and Destination is reduced by 1 for one week.

• If the party returns along the same route within one week of arriving, the reduction in Decay lasts for one month instead.

In addition to reducing Decay, completing a Journey should change the party somehow. You can convey the importance of a Journey and make it more meaningful and memorable to the players by rewarding the Survivors for completing their expedition. You can do this through Narrative Rewards, Short-term Bonuses, or Awarding XP.

• Narrative Rewards are benefits and perks the party receive that may not be easily quantified, such as fame, renown, or gaining new allies.

• Short-term Bonuses are minor mechanical benefits the party earns for completing their journey, such as earning Hope, gaining Advantage or a bonus die on certain Skill Tests, or temporary or improved Proficiency with a set of Tools.

• Awarding XP is a straightforward, quantifiable reward for players. To do this, consult the Awarding XP table and grant the party shared XP per Encounter based on the Journey Difficulty. This is the final Difficulty after the party has made their Preparations.

Awarding XP
DifficultyXPDifficultyXP
11 or less100215900
12200227200
13450238400
147002410000
1511002511500
1618002613000
1723002715000
1829002818000
1939002922000
20500030+25000

Sign In