Travel

Going from one place to another, by foot, on a cart or on a huge eagle. Travel is essential to all civilizations and adventurers need to travel to find new locations and explore new lands.

For travel, one can use up to 3 moves per day, and 3 per night if no rest is taken. Depending on if mounted or on foot, the Pace of Travel differs. Each move, you cover your Pace and may use an action if available. On foot the Pace is of 15 km per move and mounted the Pace is of 30 km per move. Pace is halved if travelling through difficult terrain or in bad weather.

On each move, there must be an Event roll. This is a 1d100 and if it is high enough given the circumstances, there must be a Weather, Encounter and Environment roll. For each a 1d20 is rolled to define if something happens.

Actions
These actions are gained by rolling a specific ability check each day, and help an adventurer in their travel. Up to one action can be used on a move, altering the move accordingly.

Roll:

 * 1 - 9 Grants no Action.
 * 10 - 14 Grants 1 Actions.
 * 15 -19 Grants 2 Actions.
 * 20+ Grants 3 Actions.
 * Natural 20 Grants 4 Actions.

Survival:

 * Track: You hunt animals while you travel, gaining meat for the party or track a target for the duration.
 * Scout: You don't lose your bearings. If an event occurs, Environment roll omitted.
 * Trek: You may travel at full pace through difficult terrain.

Endurance:

 * Recover: You may remove one Fatigue Point from each of the characters.
 * Endure: You may travel at full pace in bad weather. If an event occurs, Weather roll omitted.
 * Haste: You hurry your group, doubling the pace of this travel.

Stealth:

 * Ambush: You may gain a full surprise round on an unaware enemy.
 * Hide: You may avoid encounter during the travel. If an event occurs, Encounter roll omitted.
 * Camp: You may find a safe place to spend the night, avoiding any events.