In spellbound, travel is not very important and is handled with speed. Usually you say: “after a week of travel you arrive in thyre”. Reading The One Ring rpg i think that giving more matter to travel without tedious bookkeeping is possible. My house rules are a mix of One ring, Mouse guard and this wonderful thread
http://forum.rpg.net/showthread.php?601808-100-Hazards-The-One-Ring. OverviewIn a travel the GM presents the players with a series of regions: a deep forest, a mysterious swamp, a plain crossed by traders or a impervious mountain range. The Gm choose a number of trials that the party must overcome (3-10 is the range recommended) divided in the regions. Example: The party want go from Earl Crossing to Thistlehagen and the GM choose 6 trials.The travel start in Earl Crossing continuing in the Trader’s trail (first region 2 trials), Thyre (second region 0 trials but the GM use a classic adventure), and the High Road (third region 4 trials ).
In each trial:
1. The GM describes to players the terrain and chooses a obstacle. A obstacle requires one or more characters to overcome a test. The test is bound with one of the 3 roles that adventurers can perform when on travel (guide, hunter or scout).
2. The GM tells the players the obstacle difficulty. Usually that’s just the Doom. Some particular easy terrains (a plain for example) may have a obstacle difficulty lower than Doom. Particularly hard terrains (high mountain ranges, swamps,etc) may have a obstacle difficulty higher than Doom.
3. The character or the characters rolls against the obstacle difficulty. The obstacle description say what’s happened . A character that makes a critical failure (1 on the check) can’t use mood to gain the maximum result on the test.
ObstacleThese are some examples. In the obstacle’s title is included in brackets the role targeted by the obstacle. The description is in broad strokes and obviously the GM must expand it to fit to the adventure. In many obstacles you see the tired condition. A character tired has a 1 die size penalty until he reach a safe place to rest. The penalty is cumulative. A tired character that receive another tired condition has a 2 die size penalty and so on.
Lost (guide)The guide makes a perception test. On a failure the party is lost. The characters takes an additional trial to get to its right path.
Bad camp (guide)The guide makes a reason test. On a failure he makes poor choices regarding where to camp and the party sleeps miserably. All characters are
tired.
Obstacle (scout or guide)The guide or the scout make a reason test. On failure he incurs in an unexpected obstacle (example: a river with the bridge destroyed, a boulder that stops the road, etc ). The party must make a choice: they can either extend their journey by another trial or each character must make a strength or quickness test to overcome the obstacle. Characters that fail the test are
tired.
Treacherous ground (scout)All scouts must make a perception test. If all rolls fail, the party enter in a danger by the wrong choices of scouts. It can be a landslide, mudslide (page 61), a quicksand* ,etc
Separated (scout)The scout must make a perception test. If he fails the test, he becomes separated from the party. The scout must make a survival test. On failure he is
tired. Every character of the party must make a perception test to find the lost scout.
Ambush (scout, hunter)The party moves close to a enemy (bandits, monsters, wild animals ). The character chosen make a perception test. On a failure the party is attacked by the enemy. If the test is successful the party may decide to ambush the adversaries instead or just bypass them.
Scarce game (hunter)all hunters make a perception test. On failure the party has no food for some days and is tired.
Bad weather (all characters)The party is hit by the bad conditions of the weather (snow, rain,etc). Every character must make a strength test. On a failure the character is
tired. A character that makes a critical failure (1 on the check) is sick (influenza pag 59 ).
Strange sounds (all characters)The terrain around the party is dark and dangerous; there are many noises and movements that look threatening but may not be. One character makes a perception test. If he fails, he puts the rest of the party on high alert. The party is
tired.
natural disastersA disaster hit the group. See the disasters rules at page 61 of the corebook for examples of it.
Role playing encounterThe party encounter some npc. They can be other travelers, guards that want a toll, etc.
ACTIONS WHILE TRAVELLINGRemember that the rules I make are only a framework to give Gm a help to make better travels. If a player has good idea or want to make a action, let him doing it and give him automatic success or a bonus to the obstacle’s test.
*
quicksandThe player must make a perception test. On a failure he is grabbed by the quicksand. Every round he make a strength test to escape. When he make 3 successes he escape the quicksand. if he make 3 fail he is swallowed. Use the deprivation rules (pag 62 of the corebook). Remember that a players swallowed in a quicksand can exit only with the help of another character.
Notes My advice is to use every trial with a clear idea of the next obstacle to create a challenge to players. For example many obstacles have the tired condition. A combat where characters are tired is very dangerous and can create a interesting situation. You can use 2 subsequent obstacles with tired condition to give players a hard choice. Do they continue the travel with a strong penalty or is better to rest? I create this system to be mixed with little difficulty with the chase rules. Play with it to give cinematic scenes to players. Remember that if you play with the scene order play travel is only a scene to force players to concentrate on resource management.
Speed of the travelA character can make 20 miles at day on foot, 40 miles riding on horse and 20 miles using a boat (downstream, 5 miles against the current). Difficult terrains (marshes, woods) can halve the speed. Very difficult terrains (mountains, dense woods, etc) may reduce the speed to a third. Remember that in some terrains you can’t ride but you must dismount and proceed by leading their horse on foot.