Thain rejser afsted på den ca 150km lange rejse. Den første dag følger Thain den gamle vej imod Kali. Den ikke rigtigt vedligeholdt eller berejst, og der vokser langt græns imellem brosterene, men det er stadig en god vej. Den første dag går uden nogle større begivenheder end at en hjort sprang ud af busken og løb videre ned af vejen, før den igen stak af ud i buskaset.
Du finder en bålplads med et shelter der er gravet ind i en jordhøj. Det er en duft af rævetis, men det er ellers tørt og natten er ovre før du ved af det.
[ +- ] Travel
Journeys proceed in shifts. As mentioned in chapter 1, there are four shifts in a day: morning, day, evening, and night. As a rule, the player characters can hike roughly 15 kilometers per shift on foot or roughly 30 kilometers on horseback. Difficult terrain might slow them down.The player characters can normally walk or ride for a maximum of two shifts per day, including a few short breaks. If they make a long stop on the road, the distance they cover is reduced. They cannot march with weapons drawn.
Ved middags tid næste dag er det tid Thain forlader vejen og svinger mod syd.
[ +- ] PATHFINDERS
Player characters who follow a road or clear path are not at risk of getting lost, but such luxuries are rarely available. When they are out in the wilderness, navigation is more difficult, and all sorts of mishaps can occur. When traveling through pathless terrain, the player characters must appoint a pathfinder who leads the way for the group. This person must make a BUSHCRAFT roll every shift to find their way. If the pathfinder has no map, the roll gets a bane. A spyglass gives a boon. On a failure, the group suffers a mishap – roll on the table on page 102. You can adjust the mishap to better fit the area.
Rolling a Dragon: A pathfinder who rolls a Dragon finds a shortcut – the distance covered this shift is doubled.
Difficult Terrain: If the terrain is particularly difficult, you can add a bane to the BUSHCRAFT roll.
OOC:
Jeg ruller en Bushcraft med et boon, da du stadig er på vejen
Med et mishap!
Thain rejser videre syd over og er nu i det mere vilde landskab. Der er marker, skov og eng. Der er mindre stier og hjulspor, men vælger han den rigtige?
Endnu 60km er tilbage lagt og han vil være ved landsbyen i morgen ved en middags tid. Men nu skal der etableres en lejer hvor han kan overnatte.
[ +- ] MAKING CAMP
The player characters need to sleep at least one shift per day to avoid sleep deprivation (page 54). Out in the wilderness, each player character must make a BUSHCRAFT roll to find a suitable resting place. Anyone without a sleeping fur gets a bane on the roll. If it fails, the shift does not count as sleep, nor can it be used as a shift rest (page 52).
Quote:
SLEEP DEPRIVATION
You need at least one shift of uninterrupted sleep every day. You cannot sleep in armor. After three shifts without sleep you can no longer heal WP or conditions. You heal HP as usual. You also lose D6 WP each shift you remain awake. If you reach zero WP while suffering from sleep deprivation, you collapse and sleep for at least one shift, and cannot be woken. Once you have slept at least one shift, you can heal WP and conditions normally again.
OOC:
En nat uden god søvn er ikke et problem
Natten er kold og træls, især fordi Thain opdager at hans Flint & tinder er forsvundet.
(Mishap) Rigtig sovegrej havde han ikke fået pakket så det er at sove under himlen på en fugtig nat.
OOC:
(ingen sovegrej = bane på bushcraft)