I've come up with some standard Skill Checks for my players to make when traveling for long distances. The idea is to have a standardized set of results that help the GM to better describe the outcome of the check without having to make it up whole-cloth. There are several checks required when traveling and sleeping in the wilderness of the Empire:
Pathfinding Check - keeps the PCs on the path/trail/road (this doesn't take river travel into consideration, I'm still working on that one)
Encampment Check - locates a proper camp site and sets up a safe and comfortable camp
Find Food - supplies the PCs with food to eat, in case their rations run low
Here's a link to the Doc I've drawn up:
http://dl.dropbox.com/u/42615914/Travel%20Rules.odt
Most of the checks are made against the Terrain Difficulty Level. This is open to the GM's interpretation, but here's a broad set of categories that help me:
Terrain Difficulty Level s
Simple 0D (high visibility, good weather, flat well traveled roads)
Easy 1D (smaller roads, gentle hills, wooded paths)
Average 2D (good road w/ bad weather, rocky hills, thick forest)
Hard 3D (night, swamp/marsh-land, steep foot hills, snowy wilderness)
Daunting 4D (pitch black/no moons/stars, mountainside, desert/tundra, spelunking)
Here's an example of the "Pathfinding" check:
Pathfinding
When traveling for more than half a day, PCs must make the following check:
Observation(Int)
Specializations: Pathfinding/Tracking/Navigation
Vs.
Terrain Difficulty Level
Results
Success = You make good time and stay on the path.
Boon Boon = You make better time than you expected (if using a tracker to track time or proximity to destination, advance the token to reflect this change)
Sigmar's Comet = Reduce party tension by one (everyone gets along wonderfully, someone tells a funny story, etc)
Failed = Lose time (quarter of a day)
Bane Bane = If making camp later today, add +1 Misfortune Die to the Encampment check
Chaos Star= Become lost # of miles = 1 + Banes rolled. -or- Terrain Hazard (Consult GM)