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Travel to a Destination

Environments Designed by Vennex89

At a glance

Tier
2
Type
Event
Difficulty
15
Impulses
Endurance Patience Sight-Seeing Adventure

Environment overview

PCs travel to their destination over the course of many hours/days/weeks/months. What wild events will happen to them on their journey?

Potential adversaries

Features

Passives

passive
  • Travel Countdown

    Start a countdown based on the number of hours/days/weeks/months required to reach the destination. (Example: For 8 weeks, set a d8 for each week)

Actions

action
  • Adventure Awaits!

    When all PCs are ready to begin their journey, the PC with the highest Agility modifier makes a Fate roll against the Event's difficulty using their Duality Dice. Based on the outcome (success/failure/with hope/with fear), the PC describes the flavor of what event(s) took place that hour/day/week/month. The next PC to the right then describes what the party did in response to those events. After describing the party's response to the event, if the roll was a success with hope, each of the players gain a Hope. If the roll was a failure with fear, the GM gains a number of fear equal to the number of players. Then tick down the countdown one tick. Repeat the steps above starting with the responding PC.

    Questions
    • What happened along the journey?
    • Who unexpectedly showed up?
    • Was it a unanimous decision or did someone spoil the moment?
  • Unexpected Happenstances
    Fear 1

    Spend a fear to introduce an unexpected happenstance that the PCs must navigate through in their description of events and responses. Choose from any of the following options for inspiration or create your own. If a happenstance affects players directly, spend a fear for each PC affected.

    Disease
    - Water is tainted.
    - Food spoils unexpectedly.
    - PC(s) comes down with a sickness.
    - A magical blight lingers nearby.

    Accidents
    - A wagon breaks.
    - A mount panics.
    - A bridge or path collapses.
    - A lantern sparks a fire.
    - Gear fails at a critical moment.

    Harsh Weather
    - Hail or lightning strikes.
    - Flash flood surges.
    - Dust storm blinds the road.
    - Freezing winds cut through camp.
    - Scorching heat warps supplies.

    Scarcity
    - Hunting fails.
    - Rations rot.
    - Predators steal food.
    - Water runs low.
    - Foraging yields nothing useful.

    Cultural Tension
    - Locals deny passage.
    - Hunters confront travelers.
    - Toll demanded for safe crossing.
    - Rumors spread distrust.
    - Sacred land is disturbed.

    Growth & Conflict
    - Bandits claim the road.
    - Trade route becomes contested.
    - Creatures attack the party at night

Reactions

reaction
  • I'm an Expert

    PCs may spend a hope before the Fate roll to apply one of their experiences to the roll. After the roll and adding the experience, have them describe how their experience lead to the events that took place.

    Questions
    • How did you know to go that direction?
    • What gave you the idea to make that choice?
  • Together We're Unstoppable

    PCs may each spend a Hope to tick the countdown 1 tick and describe what incredible circumstance took place that sped up their travels.

    Questions
    • How did you manage to get there so quickly?

About this environment

This event was inspired by a Reddit Post comment describing the idea to let the players collaboratively narrate the story of their travel and adventures to their destination. The GM can help guide and create boundaries where it makes sense, but this gives the players more autonomy to add to the fiction in a fluid way while also reaching their destination relatively quickly.

This event was also inspired by some of the events that take place on the Oregon Trail video game. The GM can introduce chaos into the narrative that the PCs then have to navigate around.

Reddit Post Comment:

Comment
byu/G3mineye from discussion
inRPGdesign

Travel to a Destination

Tier 2 Event

PCs travel to their destination over the course of many hours/days/weeks/months. What wild events will happen to them on their journey?

Impulses: Endurance, Patience, Sight-Seeing, Adventure

Difficulty: 15

Potential Adversaries:

Features

Travel Countdown - Passive: Start a countdown based on the number of hours/days/weeks/months required to reach the destination. (Example: For 8 weeks, set a d8 for each week)

Adventure Awaits! - Action: When all PCs are ready to begin their journey, the PC with the highest Agility modifier makes a Fate roll against the Event's difficulty using their Duality Dice. Based on the outcome (success/failure/with hope/with fear), the PC describes the flavor of what event(s) took place that hour/day/week/month. The next PC to the right then describes what the party did in response to those events. After describing the party's response to the event, if the roll was a success with hope, each of the players gain a Hope. If the roll was a failure with fear, the GM gains a number of fear equal to the number of players. Then tick down the countdown one tick. Repeat the steps above starting with the responding PC.

  1. What happened along the journey?
  2. Who unexpectedly showed up?
  3. Was it a unanimous decision or did someone spoil the moment?

Unexpected Happenstances - Action: Spend a fear to introduce an unexpected happenstance that the PCs must navigate through in their description of events and responses. Choose from any of the following options for inspiration or create your own. If a happenstance affects players directly, spend a fear for each PC affected.

Disease
- Water is tainted.
- Food spoils unexpectedly.
- PC(s) comes down with a sickness.
- A magical blight lingers nearby.

Accidents
- A wagon breaks.
- A mount panics.
- A bridge or path collapses.
- A lantern sparks a fire.
- Gear fails at a critical moment.

Harsh Weather
- Hail or lightning strikes.
- Flash flood surges.
- Dust storm blinds the road.
- Freezing winds cut through camp.
- Scorching heat warps supplies.

Scarcity
- Hunting fails.
- Rations rot.
- Predators steal food.
- Water runs low.
- Foraging yields nothing useful.

Cultural Tension
- Locals deny passage.
- Hunters confront travelers.
- Toll demanded for safe crossing.
- Rumors spread distrust.
- Sacred land is disturbed.

Growth & Conflict
- Bandits claim the road.
- Trade route becomes contested.
- Creatures attack the party at night

I'm an Expert - Reaction: PCs may spend a hope before the Fate roll to apply one of their experiences to the roll. After the roll and adding the experience, have them describe how their experience lead to the events that took place.

  1. How did you know to go that direction?
  2. What gave you the idea to make that choice?

Together We're Unstoppable - Reaction: PCs may each spend a Hope to tick the countdown 1 tick and describe what incredible circumstance took place that sped up their travels.

  1. How did you manage to get there so quickly?

Discussion

Be thoughtful and kind.

Remember to be respectful. Comments are moderated and should add to the discussion.