So, I've read The One Ring and really liked the journeys system. It manages abstractly the characters traveling from one place to the other, making checks to see how fatigued they arrive at destination and if they encounter some hazards along the way. So here's my WHFRP conversion of it.
1. Pathfinding
When characters want to travel from one point to the other, calculate the distance they have to travel. Also, consider the type of terrain(s) they have to cross.
Characters can cross 20 miles (~30 km) per day on foot or by a coach, by horse or on a boat that goes against the current or against the wind.
They get a bonus fortune dice when making their travel checks if they have horses and an expertise dice if they travel by boat or by coach.
If they travel on a boat that goes with the wind or with the current, they cross as much as 80 miles (125 km) per day.
If they travel through difficult terrain (forest, hills, snow), they cross only 10 miles (15 km) per day.
If they cross hard terrain (dense forest, marsh, moutain pass), they cross only 5 miles (8 km) per day.
If they journey through dauting terrain (mountain, desert, waste), they cross only 2.5 miles (4 km) per day.
If they follow a road, they double the distance crossed.
2. Planning
Once the group have settled a path to follow, players can make an Education or Folklore check (specialisation like geography could apply) to see if their character knows anything about the lands they'll travel through. We use only the best roll of all characters who made the check. That character has to choose between making the travel faster or safer.
If he chooses to make it faster, the number of sucesses will have an impact on how much faster the journey will be (up to the GM, for example a 3 days journey could be half a day faster for a sucess, or a whole day faster for 3 successes or more, anything that feels right for the GM). Usually, a day faster for a succeeded roll is acceptable.
If he chooses to make the travel safer, avoiding strenuous paths and beastmen infested areas, he can add 1 fortune dice for each sucess to travel checks (which are Resilience checks, see below), distributed as he wants through all characters in the group. For example, if he gets 3 successes, he could give a bonus fortune dice to himself and two other companions for all their travel checks, or give all three fortune dice to a single low Resilience character to help him get through the voyage, or any other combinasion.
Also, for each character that failed the check, increase the distance of the trip, as their false information get the party into dead ends or bad "short cuts". It usually increase the trip by a whole day, except if the distance can be crossed in a single day (in that case it will make it half a day longer).
3. Traveling
When the party is on a journey, each member has to make traveling checks. A traveling check is basically a Resilience check made to see if the character arrives at destination with some fatigue or top-notch. It also check if the group has to face hazards. The number of traveling checks the characters has to do depends on the distance. The GM can call for a traveling check every 3 days of travel, for example. Then again, if the group make a very big voyage that lasts a whole month, maybe the GM will only want them to make 4 checks (1 for each week of travel). If the characters are crossing highly patrolled area, maybe he'll want to call for one for each day of travel. It's all up to him.
The difficulty of this check depends on the type of terrain and the weather (including the season). For example, traveling in the best conditions could be as low as a difficulty 0 check (or even no check at all), while traveling in winter within a storm and through the mountains could be a dauting check (4 challenges).
Characters who fail their check get 1 point of fatigue. These fatigue points cannot be removed until the characters reach destination and have some time to rest.
If the check generates a Chaos Star or 2 banes, the party must face a hazard. The GM chooses a hazard in the list below or make one up.
Anyone in the group can attemp the proposed check but cannot do so more than 1 time (no retry) to try to circumvent the hazard. Though, only the best check of all characters who tried is kept. Additionally, each character that attempted the check and failed recieve 1 stress as everyone question the character's skills.
Hazards :
- Lost : The party's guide lost his bearings and the group is lost in the wilderness. Any character can attemp an Intuition, Observation or Nature Lore to get his bearings. If no check succeed, everyone in the group take 1 fatigue and the travel time is doubled.
- Uncomfortable camps : A character can attempt a Nature Lore (locate shelter) to find good spots for the nights for all the journey. If he fails, the choosen spots end up cold, windy, wet and full or hard roots and rocks that stuck in everyone's back all night long. No one is able to take a rest for the duration of the trip.
- Cruel weather : A character can attempt a Nature Lore (weather pattern) to predict bad weather episodes and keep the group from traveling under the harshest parts of a storm. A failed check means everyone in the group gets 1 fatigue.
- Hostile territory : A character can attempt an Observation check to spot signs of hostile creatures about. On a failed check, the group gets attacked by ennemies. If the check succeed, the group spot the ennemies before they do and can go around them without being noticed if they want.
- Supplies running low : The group's food supply is almost depleted. A character can attempt a Nature Lore (locate food) check to find enough food for everyone for the rest of the trip. Should he fail, everyone take 1 fatigue. Alternatively, the group can choose to rationed until the end of the trip. Everyone must make a Resilience check or suffer 1 fatigue.
- Dead end : The group face an unpassable obstacle. A character can attempt an Observation check to try to find a way around. Each time the check is failed, the group is stranded for a day and the check must be attempted on the next day. The scout also take 1 fatigue. Alternatively, the group can decide to turn back from where they came and plan another route.
- Natural trap : A character can attempt an Observation (minute details) to spot a danger. If the check is failed, the group gets hit by a natural trap (rockslide, loose tree that falls on them during the night, etc). Everyone takes a wound.
- Despair : The journey is a lot more harder than expected and characters can't see the end of it. A character can attempt a Leadership check to cheer the party up. For each failed check, the opposite effect is reached and everyone take 1 stress. If no check is made at all, everyone takes 1 stress. Additionally, on a Chaos Star, someone gets an insanity or a corruption as the land they cross is blighted.
- Difficult obstacle : The group must cross a high cliff or a rushing river. Everyone in the group must make an Athletics check. Each character who fails the check gets a fatigue. Additionally, if he gets 2 banes, he loses a piece of gear. On a Chaos Star, he gets a wound.