Travel through the 'Trails

Step-by-Step Travel

Traveling from place to place in the ‘Trails is a slow and perilous endeavour. Most travel will be played out in a Quest. Whenever you move into a new hex, follow the steps below.


 * 1) Declare lamps. People who wish to have their lamps burning while in this hex deduct 140 Lumes from their total. Their lamps are on for the entire week it takes to move through this hex.
 * 2) Roll for an encounter. Roll a 1d6. On a 1, you encounter something. The DM determines what you run into using the DM encounter table. Encounters often have the potential to yield Lumes.
 * 3) Resolve the encounter. If something was encountered, play it out.
 * 4) Search the hex. While moving through a hex, you can search the area for points of interest. If you don’t want to do so, skip this step. If you’re searching, the DM rolls a guaranteed encounter using the DM encounter table. There’s a 2 in 6 chance you find Minor Treasure while searching the area, on top of the Lumes received from your encounter. There’s a 1 in 6 chance you are able to find or dig a New Path in your chosen direction.
 * 5) Decide direction. When you’re ready to move on from your hex, the DM tells which adjacent hexes you can move into: North, northeast, southeast, south, southwest, northwest.
 * 6) Start over. You move into your chosen hex, and start again from step 1. This process repeats until you reach your destination.

Downtime Travel

Travel takes a lot of time. When you enter a city after having travelled, you must use the Travel downtime activity a number of times equal to the amount of hexes you moved through before you can use any other downtime activity.

New Paths

When you discover a new path, you may decide the direction it leads to. New Paths cannot lead into a direction that already has a tunnel leading to it. The DM generates the rest of the tunnel using the tunnel generation tables. New paths are added to the world map once discovered.