Travel rules

By Ralzar, in WFRP House Rules

I'm working on my norsca adventure, which is as much about the characters defeating the harsh nature of Norsca as it is about fighting beastmen mutated animals.

So I made some rules for this and decided to expand them a bit som they could be used as general rules for GMing journeys. I'll try to keep it short, so it's not too hard to follow. I'm not completely sure on the calculations on how far you can travel in a day. But I tried to keep it simple instead of having too much of a detailed calculation to make the Journey Tracker. The way it is designed now, a party will travel between 20km and 40km in a day.

This is only for travel on foot and has no rules for other forms of travel.

Summary of how this works:

The GM makes two trackers:
1: One Journey Tracker that symbolises the distance the party has to travel. This includes Event Spaces for any events that happen along the way.
2: A Speed Tracker that symbolises how far along the Journey Tracker the party moves each day.

One character is selected to scout and one to lead. These recieve 1 Misfortune Dice on Athletics checks for traveling.

If the party is traveling with a group of NPCs, each group of similar NPCs count as one traveller.

The scout makes an Observation check. His result grants Fortune or Misfortune Dice to everyones Atheltics check for traveling.

Each Traveller makes an Athletics check with modifiers for terrain etc. Each persons result moves the marker on the Speed Tracker up or down.

When everyone has rolled, the Speed Tracker defines if they move 2 space (slow) 3 spaces (normal) or 4 spaces (fast) along the Journey Tracker.

Detailed rules:

Building the Journey Tracker

Take the length of the journey in kilometers, divide it by 10 and take this many normal Spaces for the tracker.

Add one Event Space at the beginning and end. This is the starting point and end point. The Partys marker start on the left, and they arrive when the marker enters the Event space at the end.

Decide if there will happen any signifcant events along the road that will take some time. For example a battle, difficult terrain or an NPC encounter that takes osme time to resolve. For each of these events, take an Event Marker. Insert these event markers at appropriate points along the Journey Tracker.

Decide if there are any small events that will happen along the road. These are simple things like passing a significant landmark or a short NPC encounter. Things that wouldn't take much more than 10-15 minutes.

Decide where these small events are to happen and exchange the normal Spaces for Event Spaces.

Bulding the Speed Tracker

The Speed Tracker is simply a tracker with 3 Event Spaces in the middle and 2 spaces on each side. Red spaces are for Slow (move 2 space), Event spaces are for Normal (move 3 spaces) and Green for Fast (move 4 spaces).

Terrain and Weather

Decide what kind of terrain and weather the travel will have. Terrain defines the difficulty, weather defines the modifiers.
Feel free to add other modifiers, for example for encumberance.

Terrain
Road or plains: Simple Difficulty
Forest: Easy Difficulty
Dense forests: Normal difficulty
Mountains: Hard Difficulty

Weather:
Strong Wind: 1 Misfortune, 1 Misfortune dice on ranged checks.
Raining: 1 Misfortune, 1 Misfortune on sight tests.
Storm: 2 Misfortune, 1 Misfortune on sight, hearing and ranged tests. Impossible to shoot beyond Normal range.
Snowing: 1 Misfortune
Blizzard: 3 Misfortune, 2 Misfortune on sight, hearing and ranged tests. Impossible to shoot beyond Close range.
Deep snow or swamp: 1 extra Challange Dice

Designate Roles

Note: Consider if these roles are feasible. If traveling along a road in farm country, there is not much scouting or hunting to do.
Choose one person to travel up front and find the path. This is the scout. He will recieve 1 Misfortune Dice on his Athletics check for travel.
Choose one person to walk at the front of the party. This is the leader. He will recieve 1 Misfortune Dice on his Athletics check for travel.
Optional: Choose one or more person to hunt for food while you travel. They will recieve 2 Misfortune Dice on their Athletics checks for travel.

Rolls for each day

First, have the scout roll an Observation Check. Remember to add any modifiers to sight tests.

1 Success: Everyone adds 1 Fortune Dice on Athletics check for travel.
3 Successes: Everyone adds 2 Fortune Dice on Athletics check for travel.
1 Fail: Everyone adds 1 Misfortune Dice on Athletics check for travel.
3 Fails: Everyone adds 2 Misfortune Dice on Athletics check for travel.
Chaos Star: Wrong way. Move the Journey marker one step back, +1 Party Tension

Then, everyone rolls an Athletics check. Difficulty decided by terrain and weather. Remember to add modifiers for scout, leader and hunters, and any modifiers from the scouts Observation roll.
If the characters are traveling with many NPCs, make one roll for each group of similar NPCs to limit the dice rolling.

For each roll, consult this table:

1+ Success: Move the speed tracker one space towards Flow
1+ Fail: Move the speed tracker one space towards Slow

Move the marker on the Journey Tracker 2, 3 or 4 spaces, depending on if they travelled at slow, normal or fast speed.

If someone is hunting, make a Nature Lore check and make up an appropriate result for the terrain and type of wildlife available.

One days journey is complete.

If you do not feel like running quite this detailed a journey, you can halve the length of the tracker and say each travel test is for two days instead of one. Or divide it by 7 and say each test is a week of travel. Or you can just fudge it.

Example of how this is done:

The party is escorting a group of monks from "Village" to "Monestary".

The Monestary is 70km away.

70km/10=7 spaces for the Journey Tracker.

The tracker looks like this:
S - S - S - S - S - S - S
(S = Space)

Then I add 1 Event Space at the beginning and end to symbolise the Village and Monestary.

V - S - S - S - S - S - S - S - M
(V = Village
M = Monestary
S = Space)

A couple of days into the journey, the party will discover a set of beastman tracks, which will be a story setup for the later beastman ambush.
I exchange the third empty tracker space with an event space (notice that this does NOT make the tracker any longer).

V - S - S - T - S - S - S - S - M
(V = Village
M = Monestary
T = Beastman tracks
S = Space)

Later, the party gets ambushed by the beastmen.
I add an extra event space (notice that this makes the tracker one space longer).

V - S - S - T - S - S - A - S - S - M
(V = Village
M = Monestary
T = Beastman Tracks
A = Beastman Ambush
S = Space)

The party sets out. I determine that they are traveling along a road for the first day, then they'll veer off the road and into the forest. The forest grows thicker closer to the monestary. It is windy, and on the third day it will begin raining.

As the first day is on a road, only a Leader is selected, who recieves one Misfortune Dice on his Athletics check for travel.
There is no need for scouting, and it is not possible to hunt from the road.

Each player rolls an Simple Athletics check (because they are traveling on a road) with 1 Misfortune (strong wind).
I let one of the players roll one check for the group of monks.
PC 1 Rolled a Success
PC 2 Rolled a Success
PC 3 Rolled a Success
Monks Rolled a Fail

The Speed Tracker looks like this:

Slow - Slow - Normal - Start - Normal - Fast - Fast

Subtracting the Failures from the Successes, you end up with At Fast speed, the Journey tracker marker is moved 4 spaces.

Start------------X
V - S - S - T - S - S - A - S - S - M

Towards the end of the day, the party heads off into the forest and comes across some beastman prints a few hours before making camp for the night.

The next day, they select a scout and an explorer. They have enough rations, so do not select anyone to hunt for this trip.

The scout rolls Easy Observation (forest) and gets a failure. Everyone gets 1 Misfortune Dice on their Atheltics test.

Each player, and the monks, rolls an Easy Athletics check (forest) with 2 Misfortune (strong wind and failed scouting).
They get 2 Successes, one with no Successes or Fails and the monks fail again.
The monks are slowing the party down and they move at Normal speed. They move 3 spaces on the Journey Tracker.

Start------------------------X
V - S - S - T - S - S - A - S - S - M

The party is ambushed by the beastmen. They manage to drive them off, but the fight takes some time of the journey (this is why the tracker is one space longer than the distance they are traveling).

The next day it has started raining and the forest is denser this close to the monestary.

The scout rolls Normal Observation (Dense Forest, 1 Misfortune for rain) and gets a Success. Everyone gets 1 Fortune Dice on their Athletics test.

Each player, and the monks, rolls a Normal Athletics check (dense forest) with 1 Misfortune (strong wind) and 1 Fortune (successfull scouting).
They get 1 Success, one with no Successes or Fails and 3 fails.
They move 2 spaces on the Journey Tracker.

Luckily, there is only two spaces left on the Journey Tracker, and they arrive wet and bedraggled at the monestary gates.