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Expeditions

Trip lengths, staying on course, weather, and camping on the road.

Expeditions are travel from one place to another, from an afternoon crossing a city to weeks over open country. You travel with the same FormationFormation FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do., and ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. you use when you explore (see Discoveries).

Plan an Expedition

Your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. tells you how long the trip takes in hours and days, and that time is what you plan around: food, RestRest RestRests are breaks you take to recover between fights and adventures., VigilsVigil RestVigils are guard turns that keep your camp watched while you Rest., and what changes back home while you’re gone. A day on a mountain road and a day on a river barge both count as a day.

Most trips fall into one of four lengths: a few hours, about a day, several days, or a week or more. Your PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. changes the time: CreepCreep PaceCreep is a Pace built for observation and safety. doubles it, and HustleHustle PaceHustle is a Pace built for covering ground quickly. halves it. A MountMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo. or VehicleVehicle Item · Vehicle · Tier 1Vehicles are Objects built for transportation. shortens it when your whole party rides.

Before You Set Out

  • Ask your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. how long the trip takes, then choose your PacePace PacePaces are the travel settings that decide how fast you move and which Activity you can do. with that time in mind.
  • Shop before you leave: RationsRation Item · Supply · Tier 1Rations are preserved food Supplies for travel., gear, a MountMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo. or VehicleVehicle Item · Vehicle · Tier 1Vehicles are Objects built for transportation., or a HirelingHireling Item · Service · Tier 1Hirelings are Amenities you hire for skilled help with tasks and endeavors. such as a guide. See Operations.
  • If your GMGame Manager TermGame Managers (GMs) are the people who run the game for the Players at a table. gives you days before you go, use them for other PursuitsPursuit RulePursuits are the work a Scribe gives their days to during an operation., such as UpgradingUpgrading RuleUpgrading is a Pursuit you use to raise an Armor, Shield, or Weapon one Tier., RetrainingRetraining RuleRetraining is a Pursuit you use to change a past build choice., or RecoveringRecovering RuleRecovering is a Pursuit you use to heal from long-term injury or illness..
  • Pack RationsRation Item · Supply · Tier 1Rations are preserved food Supplies for travel. and water for every day on the road, plus a spare day or two.
  • Feed your MountsMount Item · Mount · Tier 1Mounts are Creatures you can ride or load with cargo. too. They eat, drink, and RestRest RestRests are breaks you take to recover between fights and adventures. like you do.
  • Set your FormationFormation FormationFormations are the orders your party travels in, split into the Vanguard, Centerguard, and Rearguard ranks., and agree on who takes which ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation.. Someone on NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. keeps you on course, and someone on ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. stretches your food.
  • Plan your VigilsVigil RestVigils are guard turns that keep your camp watched while you Rest. before the first night.
  • Dress for the weather where you’re going, such as in a Winter OutfitWinter Outfit Item · Supply · Tier 1Winter Outfits are insulated Outfits for cold environments. or a Summer OutfitSummer Outfit Item · Supply · Tier 1Summer Outfits are lightweight Outfits for hot environments..
  • Decide what happens back home while you’re gone: who looks after your gear, your work, or anything you’ve paid to build.

On the Road

A party with someone on NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. can’t get lost. Without one, a wrong turn can cost you time and put you somewhere you didn’t plan to be.

Each ActivityActivity ActivityActivities are the tasks you take on while not fighting, shaped by your Pace and Formation. works on the road the same way it does when you explore. Choose the ones that fit the trip.

Activities on the Road

  • NavigateNavigate ActivityNavigate is an Activity you use to guide your party through unfamiliar terrain. keeps you on course and lets you ignore non-Magical Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall..
  • ForageForage ActivityForage is an Activity you use to gather food and resources as you explore. stretches your RationsRation Item · Supply · Tier 1Rations are preserved food Supplies for travel. and builds a RefugeRefuge ShelterRefuges are Shelters in defensible areas you’ve secured or warded, like a barricaded room, cave, or space with a single entry point. for the night.
  • MonitorMonitor ActivityMonitor is an Activity you use to watch for threats, attuning your senses to anything out of place, suspicious, or revealing. keeps ambushes on the road from catching you SurprisedSurprised ConditionSurprised is a Condition you gain when you are caught unaware., and sets up a perimeter around camp.
  • ScoutScout ActivityScout is an Activity you use to move ahead of your party to spot threats, find safe routes, and gather information before everyone else arrives. moves ahead to spot threats before the party reaches them.
  • TrailTrail ActivityTrail is an Activity you use to learn what passed through an area and where it went. follows a quarry across open country.
  • InfiltrateInfiltrate ActivityInfiltrate is an Activity you use to move through hostile areas without being noticed. gets you through hostile territory without being noticed.
  • ChartChart ActivityChart is an Activity you use to map the area as you explore, marking landmarks, safe paths, and environmental Hazards. maps the route and its HazardsHazard HazardHazards are sources of potential Damage or adverse Effects., so you know them on the way back.
  • SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party. fills the evening at camp, during a Short RestShort Rest RestShort Rest is a Rest you use to relax, eat, drink, tend to wounds, and perform other activities. or Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep..

Weather can slow you like Difficult TerrainDifficult Terrain MovementDifficult Terrain is any Space that slows your Movement, such as rubble, deep water, or a sheer wall., block your sight with ObscurementObscurement HazardObscurement is anything in the environment that makes it harder to hear or see., or call for BodyBody TraitBody is a Trait that measures your physical durability, stamina, and resilience. SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat. when it can hurt you. Dressing for it, such as with a Winter OutfitWinter Outfit Item · Supply · Tier 1Winter Outfits are insulated Outfits for cold environments., or building a fire can earn you FortuneFortune TestFortune is a Modifier that your Game Manager grants when circumstances work in your favor. on those SavesSave TestSaves are Tests your Game Manager calls for when you take reactive, automatic, or forced actions, typically in response to a threat..

Each night on the road is a Long RestLong Rest RestLong Rest is a Rest built around sleep, or equivalent restorative activities if you don’t need sleep., and a chance to SocializeSocialize ActivitySocialize is an Activity you use to share a meal, talk, or spend time together with your party.. Rotate VigilsVigil RestVigils are guard turns that keep your camp watched while you Rest. so the camp is never unwatched, and check your ShelterShelter ShelterShelter is how safe and secure your location is when you Rest, which determines which Rest benefits you can gain., since it decides what the RestRest RestRests are breaks you take to recover between fights and adventures. recovers. On long trips, food and water run low: see StarvationStarvation HazardStarvation is a Hazard you face when you go without enough food. and DehydrationDehydration HazardDehydration is a Hazard you face when you go without enough water..

History

  • 0.8.0 Beta Added · Oct 24, 2026 New Player Codex chapters for travel and for the time between adventures.