TEXT: DISTANT JOURNEYS
  RULES AND GUIDELINES FOR LONG TRAVELS
  Journeys in fantasy or post-apocalyptic games are lengthy and
  often dangerous ordeals. Most commoners prefer to stay in
  their home city, town, or collection of farms. Adventurers and
  merchants, however, spend as much time traveling as they do
  staying in civilized areas. Distant Journeys provides you with
  a simple system for Savage Worlds to provide a more detailed
  experience for those long days on the road (or hills, if you
  prefer to travel cross country).
  The Roles
  A well planned journey requires certain roles be filled to go as
  smoothly as possible. Ideally each role is filled by a hero, but
  allied Extras can also participate. Each role can only be filled
  by a single person, as every occupation on a Distant Journey
  is a full–time job.
  The Guide
  The hero designated as The Guide is responsible for planning
  the trek. They need to have a good working knowledge of the
  land, the general route the group wants to take, where good
  resting spots usually can be found, and what dangers can be
  expected on the journey.
  To accomplish this, they roll Common Knowledge.
  The Scout
  While the guide is tasked with making the plans, it’s the job of
  The Scout to actually navigate the road and land to get the
  group to their destination, find safe routes around unexpected
  obstacles, and lead them safely through rough terrain.
  To ensure a smooth journey, they roll Survival.
  The Hunter
  Traveling groups are assumed to be unwilling or unable to
  sustain themselves on trail rations for the whole trek, so they
  are dependent on a steady supply of fresh water, meat, and
  fruit found along the way.  The Hunter spends their time
  foraging and hunting while on the move.
  To make sure nobody has to go hungry, they roll Survival.
  The Lookout
  While the scout is focusing their attention on the lay of the
  land and the route to take, The Lookout will keep a keen eye
  open for all sorts of dangers lurking along the way, whether
  they are people or animals.
  To keep the group safe from harm, they roll Notice.
  The Journey
  The actual journey is based on Staged Encounters found in
  Savage Worlds Adventure Edition. Every participating hero
  rolls their respective skill  to contribute their share of  the
  journey’s burden. Each roll is modified by the circumstances
  of their journey, and good preparation may help them perform
  their tasks more efficiently. See the Journey Circumstances
  Table on page 2 for guidelines to apply bonuses or penalties,
  or just make up your own using the guidelines in SWADE.
  Resting  during  the  Journey  is  also  a  great  time  to  run
  Interludes for the group.
  First the Guide makes a Common Knowledge roll. If they are
  strangers to the traveled lands, haven’t been there in quite
  some time, or are just starting out as a guide, they suffer a
  penalty. If on the other hand they have access to accurate maps
  and first hand reports of the area they wish to travel, they may
  roll with a bonus.
  Next up is the Scout to make a Survival roll. Navigating lands
  unknown to them, or terrain they have little experience with,
  may inflict a penalty. But should a scout need to cross lands
  and terrain they are deeply familiar with that may warrant a
  bonus on their roll.
  Then it’s the  Hunter’s time to also make a  Survival roll.
  Hunting  in  sparsely  populated  or  scant  lands,  not  having
  access to gathering tools, or hunting tools like traps or a bow,
  may result in penalties. Traveling through lands rich in game
  and fruit, on the other hand, may grant a bonus on their roll.
  Last is the  Lookout to make their  Notice roll. If they are
  unfamiliar with the local fauna or the political situation they
  may  falsely  assume  an  approaching  animal  or  group  is
  harmless, while in reality they are a dangerous predator or
  highwaymen. Having access to high quality tools however
  may grant them a bonus to spot distant dangers and redirect
  the trek.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com.
  Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission.
  Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
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  DISTANT JOURNEYS
  JOURNEY CIRCUMSTANCES TABLE
  Guide 
  Modifier
  Stranger in these lands
  –1
  Hasn’t traveled the route in years
  –1
  Access to recent maps
  +1
  First hand scout reports
  +1
  Scout
  Modifier
  Unknown lands
  –1
  Inexperienced with terrain
  –1
  Very familiar with land and terrain
  +1
  Woodsman Edge
  +2 as per Edge
  Hunter
  Modifier
  Sparse animal population
  –1
  Scant lands
  –1
  No gathering or hunting tools
  –1
  Woodsman Edge
  +2 as per Edge
  Lookout
  Modifier
  Unfamiliar with fauna or locals
  –1 each
  Impaired senses
  As per Hindrance(s)
  Good tools (binoculars, for example)
  +1
  Alertness Edge
  +2 as per Edge
  Results
  Every  role  contributes  a  vital  part  to  the  overall  journey.
  Success or Failure on each roll will have consequences which
  can potentially affect everyone partaking in the trek.
  The Guide
  On a success they plan an optimal route, accounting for good
  places to rest and good areas for the hunter to keep the trek
  supplied. With a raise they managed to obtain a bit of extra
  food or gear, giving a +1 bonus to a single other Journey roll
  of their choosing.
  On a failure their plans are lacking in some regards. The trek
  either takes double the time planned, or a single other Journey
  roll suffers a –2 penalty. A Critical Failure results in a much
  longer trek and every other Journey roll suffering a –2 penalty.
  The Scout
  A  success leads  the  trek  safely  along  the  many  roads  or
  through the wild lands. On a  raise they actually manage to
  find a shortcut or other way to make good time on the Journey.
  The travel time is reduced by 25%.
  A failure means a grave misjudgment on the part of the scout,
  leading to everyone suffering 1 level of Fatigue from traveling
  through rough terrain. On  a  Critical Failure the  territory
  becomes  outright  hostile,  leading  to  everyone  suffering  a
  wound instead.
  The Hunter
  With a success they gather
  and hunt enough food, and
  find  an  ample  supply  of
  fresh  water  to  keep  the
  whole  group  well  fed
  through the Journey. On a
  raise they even manage to
  find something very rare to
  sell at their destination, be
  it  the  pelts  of  a  seldom
  seen  animal,  or  only
  sparsely growing herbs.
  A failure results in lacking
  supplies and food requiring
  rationing. Everyone suffers
  1  level  of  Fatigue  from
  hunger.  On  a  Critical
  Failure the  Hunter  also
  attracted a pack of dangerous predators, which need to be
  fought off. This can either be played out as a normal battle, or
  resolved with another Quick Encounter roll.
  The Lookout
  On  a  success the  Lookout  does  a  good  job  of  detecting
  dangers  way  before  they  reach  the  trek,  so  they  can  be
  avoided. On a raise they may lay an ambush themselves if the
  group so desires, either starting combat with The Drop, or with
  a +2 bonus for everyone participating in a combat Quick
  Encounter.
  With a failure the group has to fight their way out. Everyone
  suffers a Wound during the combat. A Critical Failure means
  the group was surprised in their sleep while resting and in
  addition to the Wound suffered important items were stolen,
  either personal gear of the characters or valuable trade goods.
  Writing and Layout: Manuel “ManuFS” Sambs (Veiled Fury Entertainment)
  Thanks and contributions: Donavon Bailey and the Savage Worlds Discord #brainstorming crew
  Art: Jeshields (illustrations) and Lord Zsezse Works (page background)
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SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Core/SWADE/SWADE - Distant Journeys.pdf