Uncharted Journeys: Taking a Journey
Today we wanted to share a look at just how a Journey works in Uncharted Journeys.
Check out the Uncharted Journey Kickstarter here
Travel allows adventurers to explore the world outside their homeland, meet new people, learn about different cultures, and uncover lost mysteries and ancient ruins. While the GM and the party know the journey’s origin and intended destination, the adventurers must brave the wilderness to get where they’re going.
The Journey Rules in Uncharted Journeys present the perils, hardships, and opportunities the characters face along the way and call upon the players to work through them using their characters’ full range of skills, resources, and abilities. The outcomes of these encounters affect the journey, ultimately shaping the experience and leading to memorable and exciting moments along the road. The Journey Rules are best applied to trips that would take the PCs longer than a day to complete, and shorter trips are usually best handled through the GM’s narration. However, the rules can be adjusted to account for shorter journeys, such as when travelling through great cities.
A Journey is broken down into three distinct stages.
Stage 1: Set the Route
The first stage, Set the Route, determines the origin and destination of the Journey, as well as the Distance and Difficulty involved. The Distance is Short, Medium, Long, or Very Long, and notes the approximate distance and time it takes to travel. The Difficulty is a DC determined by gauging how treacherous the terrain is and how bad the weather is.
Example: Havard, Aoifra, Max, and Ziony are preparing to leave the city of Stonewood to travel to the Sunrise Institute — a remote hospital that purportedly has the cure for lycanthropy. The GM checks her notes and determines that the Sunrise Institute is roughly 200 miles away, so it will take the party about 2 weeks to reach on foot. The GM notes the Distance as being a Medium length Journey.
The GM must then decide on the Difficulty of travelling from Stonewood to Sunrise Institute. The party are travelling during the Spring, so it's mostly clear with the occasional rain shower. She assigns a Difficulty of 2 for the weather.
The GM then looks at the route from Stonewood to Sunrise Institute. About half the Journey is across a well-kept road (Difficulty 1), but the second half of the route is through dense forest and steep hills (Difficulty 6). She decides to take the average Difficulty, rounding down to 3.
The final Difficulty of the Journey is 15 (starting DC of 10, + 2 for weather, + 3 for terrain). This means that most checks the party make during the Journey will be DC 15.
Today we wanted to share a look at just how a Journey works in Uncharted Journeys.
Check out the Uncharted Journey Kickstarter here
Travel allows adventurers to explore the world outside their homeland, meet new people, learn about different cultures, and uncover lost mysteries and ancient ruins. While the GM and the party know the journey’s origin and intended destination, the adventurers must brave the wilderness to get where they’re going.
The Journey Rules in Uncharted Journeys present the perils, hardships, and opportunities the characters face along the way and call upon the players to work through them using their characters’ full range of skills, resources, and abilities. The outcomes of these encounters affect the journey, ultimately shaping the experience and leading to memorable and exciting moments along the road. The Journey Rules are best applied to trips that would take the PCs longer than a day to complete, and shorter trips are usually best handled through the GM’s narration. However, the rules can be adjusted to account for shorter journeys, such as when travelling through great cities.
A Journey is broken down into three distinct stages.
Stage 1: Set the Route
The first stage, Set the Route, determines the origin and destination of the Journey, as well as the Distance and Difficulty involved. The Distance is Short, Medium, Long, or Very Long, and notes the approximate distance and time it takes to travel. The Difficulty is a DC determined by gauging how treacherous the terrain is and how bad the weather is.
Example: Havard, Aoifra, Max, and Ziony are preparing to leave the city of Stonewood to travel to the Sunrise Institute — a remote hospital that purportedly has the cure for lycanthropy. The GM checks her notes and determines that the Sunrise Institute is roughly 200 miles away, so it will take the party about 2 weeks to reach on foot. The GM notes the Distance as being a Medium length Journey.
The GM must then decide on the Difficulty of travelling from Stonewood to Sunrise Institute. The party are travelling during the Spring, so it's mostly clear with the occasional rain shower. She assigns a Difficulty of 2 for the weather.
The GM then looks at the route from Stonewood to Sunrise Institute. About half the Journey is across a well-kept road (Difficulty 1), but the second half of the route is through dense forest and steep hills (Difficulty 6). She decides to take the average Difficulty, rounding down to 3.
The final Difficulty of the Journey is 15 (starting DC of 10, + 2 for weather, + 3 for terrain). This means that most checks the party make during the Journey will be DC 15.

Twitter
Facebook
Youtube