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The Open Road

Tier
1
Type
Traversal
Difficulty
11
Impulses
Disrupt the calm Slow down

Environment overview

Travelling from one town to another should be quite peaceful. Sometimes it's not.

Potential adversaries

Common Ruffian Jagged Knife Lieutenant Jagged Knife Lackey Panther Viper

Features

Passives

passive
  • Follow the Map (5)

    When the party starts to travel, have them choose a Leader and start a Travelling Countdown (5). It ticks down according to the following criteria when the PCs make an action roll to navigate:

    • Critical Success: Tick down 3

    • Success with Hope: Tick down 2

    • Success with Fear: Tick down 1

    • Failure with Hope: No advancement

    • Failure with Fear: Tick up 1

    When the countdown triggers, the party has made it to their destination.

Actions

action
  • Traveller In Need
    Fear 1

    Spend a Fear to have the party stumble across a traveller in need of food and water. During this encounter, spend an additional Fear to reveal the traveller to be a Common Ruffian that immediately gains the spotlight.

  • Stay Alert

    Spend a Fear to have the Leader make an Instinct Reaction Roll to stay alert. On a failure with Hope, they roll their ankle and must mark a Stress. On a failure with Fear, the party is attacked by a Panther, which is Hidden and immediately gains the spotlight.

Reactions

reaction
  • Windstorm (3)

    When the Travelling Countdown reaches 3, start a Windstorm Countdown (3) as the party hears a crack of thunder. Each time they roll with Fear, the Countdown ticks down by 1. When it reaches 0, a bellowing Windstorm erupts. Any PC outside of cover must mark a Stress each time they fail a roll or roll with Fear. The Windstorm diminishes after some time passes.

  • Twenty-Thousand Steps

    When a PC rolls a failure with Fear, add an Exhausted token to this feature. When this feature has 3 Exhausted tokens, the PCs must take a short rest or mark a Stress to keep on travelling.

About this environment

Travelling from one town to another should be quite peaceful. Sometimes it’s not.

The Open Road

Tier 1 Traversal

Travelling from one town to another should be quite peaceful. Sometimes it's not.

Impulses: Disrupt the calm, Slow down

Difficulty: 11

Potential Adversaries: Common Ruffian, Jagged Knife Lieutenant, Jagged Knife Lackey, Panther, Viper

Features

Follow the Map (5) - Passive: When the party starts to travel, have them choose a Leader and start a Travelling Countdown (5). It ticks down according to the following criteria when the PCs make an action roll to navigate:
  • Critical Success: Tick down 3

  • Success with Hope: Tick down 2

  • Success with Fear: Tick down 1

  • Failure with Hope: No advancement

  • Failure with Fear: Tick up 1

When the countdown triggers, the party has made it to their destination.

Traveller In Need - Action: Spend a Fear to have the party stumble across a traveller in need of food and water. During this encounter, spend an additional Fear to reveal the traveller to be a Common Ruffian that immediately gains the spotlight.
Stay Alert - Action: Spend a Fear to have the Leader make an Instinct Reaction Roll to stay alert. On a failure with Hope, they roll their ankle and must mark a Stress. On a failure with Fear, the party is attacked by a Panther, which is Hidden and immediately gains the spotlight.
Windstorm (3) - Reaction: When the Travelling Countdown reaches 3, start a Windstorm Countdown (3) as the party hears a crack of thunder. Each time they roll with Fear, the Countdown ticks down by 1. When it reaches 0, a bellowing Windstorm erupts. Any PC outside of cover must mark a Stress each time they fail a roll or roll with Fear. The Windstorm diminishes after some time passes.
Twenty-Thousand Steps - Reaction: When a PC rolls a failure with Fear, add an Exhausted token to this feature. When this feature has 3 Exhausted tokens, the PCs must take a short rest or mark a Stress to keep on travelling.

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