Overland Travel Game

Checks: roll 2d6 + (+1 per 3 success on a relevant Fireborn skill). Others may assist a check with Aid Another.
Movement: the map is divided into hexes. A Hex is a roughly 50-km-wide area. Traversing a Hex takes time and requires resources. A Turn is 5 days.
Turns proceed as follows, in order:
1.) Encounter any special features of the current hex (the GM will tell you).
2.) Pathfind (move out of this Hex), Hunker Down (make a secure camp that remains for several days allowing rest and recuperation), or do neither (i.e. do not advance, with nobenefits for resting either); roll Accordingly.
3.) Resolve any Random Events due to Pathfinding.
4.) Each party member who has not yet acted chooses and resolves their Moves for the turn, in any order.
5.) Consume food and water. Kobolds may Eat Wood but suffer toxic effects. Anyone may Eat Snow to gain Water but lose Warmth. Special effects – such as regaining warmth using the Heat Rod – also occur at this step of the turn. Anyone who has become too cold, starved, intoxicated or dehydrated becomes comatose.
6.) The party advances to an adjacent hex (Navigator’s choice if there is disagreement) and the turn ends.

What they are, and how to acquire them:
• Food: Food can be acquired by Foraging, Hunting, or Eating Wood. Only kobolds benefit from Eating Wood, which can be done freely (when not in Glacier or Badlands terrain). However, the resinous alpine flora are a poor and mildly toxic food source – when you Eat Wood, you satiate 1 food and also gain a Toxin level. (Non-kobolds still gain the Toxin but not the food).
• Water: Water can be acquired by Dowsing (a move), or the free actions Cooking Ice, and Eating Snow. Cooking Ice can be done freely and multiple times each turn; burn one unit of fuel to melt two units of drinkable water that can be kept for later. Eating Snow works similarly, but eating the ice directly; lose one warmth and the eater reduces their water needs by two for this turn (minimum 0).
• Warmth: Various events may cause chills, hypothermia, and frostbite, represented by loss of Warmth. Eating an extra food unit for Kobolds (of better standard than Kobold Fare) or 3 for Elves or Orks, causes one Warmth to be regained in a turn. Superior equipment and larger campfires can also cause Warmth to rise, as can Hunkering Down.
• Toxin: This also represents general sickness, wounds, and debility. See table.
• Carrying capacity: A unit of food or water ‘costs’ one weight. NB: The party has 65 Weight to distribute between them, after essentials like warm weather gear, personal belongings (subject to GM approval!), tents and camping equipment are accounted for. By default these will be filled with 40 food and 20 water.

Resource requirements and thresholds:

Coma and death: When persons become comatose they must be carried. Remove their carry capacity from the party total. However they need only half the usual amount of food and water to survive, but will die if they must ever mark off a starvation, thirst, warmth or toxin level when they are already at their maximum tolerance.
Removing penalties:
• Starvation: After a person has been fed their basic requirements for a turn, they may eat two additional food (or one for kobolds) to remove one Starvation level. This can only be done once per turn.
• Thirst: As “Starvation”, but using Water in place of food.
• Hypothermia: See Coma.
• Toxicity: See Hunker Down
• Coma: The victim must have half their maximum Warmth (round down) or greater; be below 8 Toxicity; and equal or below 2 Thirst and 4 Starvation. They awaken at the end of a turn in which a character uses the Medical Care move.
COMA: To be roused from a coma, the party must Hunker Down; someone must take the Medical Care move; and the person in question must be provided enough medical care and resources such they are less than half starved, thirsted, and warmed to at least half capacity; and they must have less than 8 Toxin levels. Once this is achieved the person regains consciousness at the end of the turn.
CARRYING CAPACITY: Items found on the journey can be carried too but take up space; at the end of any turn the party must drop any additional equipment or weight beyond this limit.
A Kobold weighs 3 and can carry 5 weight.
An Elf weighs 8 and can carry 15 weight.
An Uruk weighs 10 and can carry 20 weight.

Box of dynamite, wt 1 – 5 sticks of chalk-like nitrated toluene encased in clay; then further encased in a solid wood safety-case to prevent accidental sparking. Each with a fuse that burns between 15-60 seconds and a small mercurial fulminate igniter cap (Use at own risk. Manufacturer disclaims responsibility if wind, rain or cold weather lead to unpredictable fuse behaviour. Not recommended for children under 8.)
Elite Cold Weather Clothing, wt 10 – tough outer coats, better boots and thicker woollen inlays give better resistance to cold. You gain a 50% chance to resist losing Warmth. (we don’t need this last sentence on standardization now right, since we’ve done it)Elite Cold Weather Camp Set, wt 20 – Bedrolls so padded they barely roll up, tents so thick they’re nearly soundproof. The ultimate in cold weather travel; in each turn, each party member who has not lost Warmth regains one Warmth. This can be stacked with Upgraded Cold Weather Gear.
Fuels, wt 1 – a unit of flammable material such as wood, oil or coal, some of which are scavengable in the field. One unit is enough to heat water to thaw it and drink it in quantity; two units are enough to prevent Warmth loss if the party Hunker Down; four units are enough to regain one Warmth over a turn.
Mule, wt -25 – a beast of burden that can handle rugged terrain. It won’t slow you down, but it does require 8 units of food and one of water per turn, and may freeze to death regardless. Sadly, horses are not suited to the mountainous and uneven terrain, and won’t speed your journey.
Mountaineering Gear, wt 15 – extra ropes, axes, hammers, pitons, crampons, and similar paraphernalia for ascending or descending nearly vertical surfaces. It might mean that irritating cliffs and canyons are traversable rather than being barriers.
Porter, Kobold, wt -5 – a ‘beast of burden’ that can also Make Camp.

Each party member may perform only one Move, and these are resolved consecutively.
Pathfinding: Roll Fire-Travel. 10+, ignore random event or the next Move takes 2 this turn. ∗ 7-9: Choose 2 out of 4; avoid a Mishap, avoid a random event, gain +1 to the next Move, and do not take 1 forward to the next Pathfinding check the party makes. ∗ 6, -1 to the next pathfinding check, suffer a Mishap and Random Event.
Navigation: Roll Air-Travel (or suitable Geographic skill). ∗ 10
, you cross the hex this turn. ∗ 7-9, you may cross the Hex by spending extra food or water (or any combination) equal to ten minus the result. ∗ 6-, you get lost do not cross the hex. Terrain may mean multiple such checks are needed.
Campsetting: You set up camp and perform basic tasks such as cooking and firemaking if required/possible. No roll is required. (A fire is not necessary but does have benefits).
Foraging: Air and Survival-related skills accepted. 10+, you gain 6+2d6 units. 7-9, you gain 8 units but half the Food is kobold-grade only. On <6,><6><6,><6,><6, either lose one warmth or encounter a danger, do not choose one from the list below
When Hunkered Down successfully, you may choose one of the following benefits:
-Rest enough to give medical care and bring a comatose person around;
-Heal one Toxin level each;
-Halve food requirements (round up) but NOT water requirements;
-Take +1 to the next turn’s rolls;
-Regain one Warmth. 
MISHAPS: Roll 1d4.
1: Lose two of a random resource you carry
2: A random party member marks off a toxin level
3: A random party member loses one Warmth
4: Roll again twice and suffer both results (ignore any further 4s)

RANDOM EVENTS: Roll 1d10. The GM will slightly modify the roll by terrain type.
1: Weather worsens (roll 1d4; 1, blizzard ends the turn immediately; 2-3, snow gives -1 to further Moves this turn; 4, high winds cause frostbite, all lose one Warmth)
2-3: Suffer a Mishap
4-5: Local area has hidden hazards; gaining food or water here requires someone to mark off a Toxin level and someone to lose one Warmth
6: A cliff blocks progress. Either do not cross the Hex this turn, or take -2 to Navigation and Pathfinding next turn. (If you have climbing gear this result can be ignored).
7: Local area has hidden advantages; gain +1 of the next resource you acquire in this hex
8-9: Take +1 forward on the next Move made
0: Wildlife encounter (effects depend on terrain but may be hostile wildlife – but usually edible)
Stats presented are for Winter. In roughly four months the signs of Spring will be more evident. Three months later there will be a single month of Summer weather; then the Autumn will begin and last for a further three months. Then Winter conditions will prevail again.
Springtime: Gain +2 Food and Fuel when these are gained from moves. Severe weather is very unlikely, and events like rainstorms may grant free, non-frozen water at times. Wildlife becomes more active and risks of encountering hostile wildlife rise.
Summertime: Gain +4 Food, Fuel and Water when these are gained from Moves. Severe weather is not likely and the lowland deserts and forests no longer have snow and ice in them; you cannot lose Warmth in lowlands during summer. (Badlands, Mountains and higher-altitude deserts retain permafrost).
Autumn: Gain +2 Food and Fuel when these are gained from moves. Severe weather is at its most likely but beneficial warm weather may also occur regularly.

Forest: -When gaining Food, Fuel or Water from Moves, add +3 to the amount gained.
-Higher risk of encountering wildlife.
Mountains: -When gaining Food, Fuel or Water from Moves, subtract 2 from the amount gained.
-Pathfinding and Navigation each suffer -1 on the roll
-Higher risk of severe weather.
-Higher risk of cliffs and other terrain obstacles obstructing progress.
Glacier: -When gaining Food or Fuel from Foraging, halve the amount gained.
-Hunting suffers a -3 penalty in Glacier
-When Dowsing, gain +5 water in addition to the result of the Move.
-Higher risk of crevasses and terrain obstacles obstructing progress.
Desert: -When gaining Food, Water or Fuel, halve the amount gained.
-Severe Weather is dry
Badlands: -Food and Fuel gained from Moves is halved in Badlands
-Water gained from Moves is halved in Badlands and is entirely frozen – Eat Snow or Cook Ice must be used on it. Eat Snow and Cook Ice may only be used in conjunction with Dowsing or after gaining water from e.g. events
-Navigation checks are made with a -2 penalty in Badlands.

Overland Travel Game

Fireborn: Dark Phoenix JtheC