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.