These are my rules for running fantasy journeys in GURPS. You can use them as a GM aid, if you like – but they’re really intended for Collaborative Play. Each Journey is rated by Peril, just as Adventures and Dungeons are. To begin with, simply assume that the Journey is as Perilous as the Adventure as a whole. This may change!
Preparing for Your Journey
The characters should possess appropriate equipment – climbing gear for mountaineering, canteens for the desert, whatever they use to navigate, and so on. If this is not the case, apply an extra penalty equal to Peril to Navigation and Survival rolls!
There’s no need to track consumable supplies such as food and water: the normal Cost of Living for adventures includes these. But if the characters cannot afford to pay for their cost of living, or if they are so far from civilization that they have been unable to do so, then apply a penalty to Survival rolls.
Researching the Dangers of the Journey
If you get a chance, you can also do some preliminary research to see what sorts of hazards you’re likely to be facing during the course of the Journey. This requires a roll against either Research (if you’re somewhere with access to books, etc) or a relevant Area Knowledge specialty (anywhere). The roll is made at a penalty equal to Peril. Each attempt takes one PC one Unit of Time. For every two points by which a research roll succeeds, the characters gain a re-roll that can be used either on many of the following tables, or to re-roll Navigation and Survival checks during the trip.
PCs can perform research as many times as they like, but each attempt takes a Unit of Time, and each attempt after the first suffers a cumulative -1 penalty, if it’s done by the same PC, using the same skill. (i.e. the second research attempt by the same PC , using the same skill, is performed at an extra -1, the third at an extra -2, and so on).
Booking Passage on a Ship, Coach, or Similar
If the group needs to book passage on a ship or similar, they’ll need to pay $2dxNxPeril, doubled for Journeys longer than a week. To bargain, roll a quick contest between one of the PCs’ relevant social skills (Diplomacy, Fast-Talk, Merchant etc) and the ship captain’s skill of 9+Peril+1d6. The winner gets to adjust the $2d roll by one for every point by which they won the quick contest.
Setting Out
Once the characters embark on their Journey, its actual difficulty may surprise them…. Roll on the table below.
How Perilous Is This Journey Really?
Roll 3d6. (Need a die roller?) Research re-rolls may be used.
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Moving Faster
During the Journey, if everyone in the group manages to succeed at a roll against a travel skill suitable to the party’s mode of travel – i.e. Hiking, Riding, Boating, Skiing and so on, as appropriate – then the party can shave one unit of time off the trip. All these rolls take a penalty equal to Peril. PCs with high skills can cover for others here, because that’s fun: each additional -2 penalty that a character accepts allows that character to cover for one of the other member of the group, saving them from having to roll.
Any critical success succeeds for the whole group; if more than one PC critically succeeds, then shave two units of time off the trip. Any failure means that no time is saved – but costs nothing. If anyone critically fails, the group loses two units of time. (Note that many skills of this kind are listed in GURPS Dungeon Fantasy 16: Wilderness Adventures pp. 21-22. It’s highly recommended!)
To Reach Journey’s End…
To complete your Journey successfully, you will need to make three kinds of rolls: Navigation rolls to stay on track, Survival rolls to avoid mishaps, and Event rolls to see if anything interesting happens on the way. Make them in triplets, in the order just listed: first a Navigation roll, then a Survival roll, then an Event.
Journeys, Summarized.
Remember that all Navigation and Survival rolls are made at a penalty equal to Peril. |
Finding Your Way: Navigation Rolls
To reach journey’s end, you make a number of Navigation rolls equal to Peril. Make each roll at a penalty equal to Peril. Research re-rolls can be used here.
Success means you’re still traveling in the right direction. Failures cost the group an extra unit of time. Critical successes allow a roll on the table below: Brilliant NavigationRoll 1d6. (Need a die roller?) Research re-rolls may be used. All these results also shave a unit of time off the Journey.
Critical failures on call for a roll on the following table: Getting LostRoll 1d6. (Need a die roller?) Research re-rolls may be used.
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Avoiding Danger: Survival Rolls
To reach journey’s end safely, you must make a number of Survival rolls equal to Peril. Make each roll at a penalty equal to Peril. Research re-rolls can be used here.
Success means you’re still traveling safely. Failures give you a +2 penalty to your next Event roll. Critical successes allow a roll on the table below: Astounding SurvivalRoll 1d6. (Need a die roller?) Research re-rolls may be used. All these results also provide a -2 bonus to your Event roll.
Critical failures call for a roll on the following table: Falling Prey to DangerRoll 1d6. (Need a die roller?) Research re-rolls may be used.
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Events, Surprising and Deadly!
Event Rolls
Roll 3d6. (Need a die roller?) Research re-rolls may be used.
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Opportunities
Roll 1d, 1d. (Need a die roller?) Research Re-rolls may be used.
You’re presented with an opportunity to…
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Mishaps
Roll 1d, 1d. (Need a die roller?) Research Re-rolls may be used.
You must…
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Entering a New Region: Surprises!
Second-hand information can be unreliable, and wise travelers learn to expect the unexpected. Whenever you actually enter an entirely new Region, so far unvisited, roll on the table below.
What Is this Region Really Like?
Roll 3d6. (Need a die roller?) Add 4 if you critically failed a research roll into either the Region or the Journey. Add 8 if you critically failed both!
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