Travel

Mythic Bastionland · p.18

Open source p.18

Travelling consumes a whole Phase of the day and uses one of 3 methods:

  • Trek: 1 Hex on foot or steed.
  • Gallop: 2 Hexes on a non- Exhausted steed. The steed loses VIG.
  • Cruise: 3 Hexes by boat, or by steed on a rarely-found proper road.

When ending a phase in Wilderness, roll:

Hospitality

When sleeping indoors, do not make a Wilderness Roll. Manners dictate that hospitality be granted to travelling Knights. Longer stays warrant a favour in return.

Camping

When sleeping outdoors make a Wilderness Roll as normal, ignoring Landmarks. Hostile Omens prevent proper sleep, while others may not occur at all if they are improbable as nighttime activity.

Supplies

Knights gather food, water, and firewood as they travel, so these are not tracked. In situations where essential needs are deprived the Company each lose VIG each morning.

Night

Travelling or exploring at night causes the Company to lose SPI each. If they lack a guide and light they are also travelling blind.

Sleep

Each morning, all who did not get proper sleep the previous day lose CLA.

Winter

Anybody camping or travelling at night in Winter loses VIG. Most Realms also risk dire weather during Winter (see opposite).

Omens

Each Myth has 6 Omens, listed in the order in which they are encountered. The first encounter with a specific Myth is always Omen 1, the second Omen 2 etc.

Remember primacy of action (p16). If the players want to hunt for the Wyvern’s nest they don’t have to wait for that Omen to appear if they take action themselves.

Myth Hexes

Ending a phase in the Hex containing a Myth always reveals its next Omen without making a Wilderness Roll. When possible, the Knights also get the drop on the Omen.

Barriers

Travel through a Barrier is not normally possible, though locals might know a way. Attempting to travel through a Barrier wastes that Phase of the day, but still causes a Wilderness Roll.

Other Travelling Tables

Travellers who find themselves roaming without a proper sense of direction, or shrouded by darkness or mist, must roll when they try to move to a new Hex.

When travelling in lands at the mercy of dire weather, roll at the start of each Phase.

When arriving in a Holding, roll to gauge the local mood.

Wilderness Roll

d6Result
1Encounter the next Omen from a random Myth in this Realm.
2-3Encounter the next Omen from the nearest Myth.
4-6Encounter the Hex’s Landmark. Otherwise all clear.

Travelling Blind

d6Result
1Circle back to where you started.
2-3Drift a Hex to the Left (2) or Right (3).
4-6Progress as planned.

Dire Weather

d6Result
1Dire weather. You can’t leave the Hex and can’t get proper sleep.
2-3Looming threat. If this is rolled a second consecutive time, treat as dire weather.
4-6Fine weather for travel.

Local Mood

d6Result
1Occupied by a looming or recent woe.
2-3There is a sense of things in decline.
4-6A fine mood and all seems well enough.

Tables on p.18 (4)

Dire Weather

No table.

Local Mood

No table.

Travelling Blind

No table.

Wilderness Roll

No table.