STAGE 2: PREPARE
This stage is when Survivors Assign Roles and determine their responsibilities during the Journey. It also presents the opportunity for the party to Make Preparations in the days and hours before their departure. The Survivors do not need to make preparations before their Journey; some or all of them can skip that stage if they wish. However, ignoring these opportunities is ill-advised, as making preparations is one of the only ways to reduce the Journey’s Difficulty. A high Difficulty makes a Journey significantly more risky, so any opportunity to reduce it could be the difference between a successful and disastrous expedition.
Assign Roles
A successful journey requires cooperation and understanding from all party members. To help with this, Journeys use Roles which represent a Survivor’s responsibilities throughout a Journey. Any Survivor can take on any Role, regardless of their Class. The four Roles are Leader, Outrider, Quartermaster, and Sentry. Each Survivor must have a different Role.
• If there are fewer than four party members, a Survivor can occupy up to two Roles. They choose one as their primary Role and one as their secondary Role. They have Disadvantage on Tests they make for their secondary Role, but they can use the Role Ability of each.
• If there are more than four party members, up to two Survivors can occupy each Role. Only one player rolls when their Role must make a Test (taking turns is recommended), but they do so with Advantage. However, only one Survivor can use their Role’s Ability during the Journey.
Example: The party are discussing who should take on which Role. Lucoye puts herself forward as the Leader, offering her diplomatic and linguistic skills. The party agrees, remembering the last time she got them out of a scrape. Arturius takes on the role of Quartermaster due to their meticulous nature and resolute strength. With their knowledge of the lands outside the Haven, Finlay is a natural fit as the Outrider. Finally, Baskar takes the role of Sentry due to his keen eyes.
Each Role has a Role Ability that they can use once per Journey. These unique abilities can be the difference between success and failure, particularly on long and gruelling journeys, so choosing the right time to use them is vital.
As well as their Role Ability, each Role lists options for the type of Tests the Role makes during the Group Travel Test step of a Journey. These are Skill Tests or Tool Tests that contribute to the overall success of the Journey. At the GM’s discretion, Survivors may propose a different type of Test if it makes sense for the Role and as part of the story.
LEADER
The Leader’s primary goal is to keep up the party morale and lead their allies to safety. Typically, a Leader aids their fellow party members in pushing past harrowing obstacles, keeping spirits high on the road, and resolving tense interactions with other travellers.
Leaders are typically wise and have a strong spirit. They may often do the talking for the party but can also be a keen strategist who devises plans to tackle the party’s challenges. A calm and level-headed leader can excel at negotiating conversations and labyrinths alike.
INSPIRATIONAL RESOLVE
You inspire your allies and lift their spirits, driving them forward to push beyond their limits. As a Reaction while on a Journey, you can allow another party member to reroll a failed Saving Throw or Test. You can do this once per party member per Journey.
GROUP TRAVEL TEST
You can make one of the following Tests during the Group Travel Test step of a Journey:
• Outward Confidence: You are a bastion of hope and optimism to those around you. Make a Charisma (Persuasion) Test to inspire others for the journey ahead.
• Inward Resolve: You look inward, steeling yourself for what is to come and the trials you must face. Make a Wisdom (Insight) Test to prepare yourself for the journey.
• A Song in Your Heart: You sing or tell a grand tale of the pre-Breaking world. Make a Charisma (Performance) Test or a Dexterity Test with any Musical Instrument to fill your allies’ hearts with hope and heroism.
OUTRIDER
An Outrider aims to find the path through dangerous terrain and lead the party to safety. The Outrider watches for signs of nearby movement, assessing any threats based on perceived evidence and spotting other travellers along the road before they notice the party.
Outriders typically have a strong knowledge of the wilds and are at home in nature. They usually take point on Journeys and will often be away from most of the party, searching for signs of danger or opportunity.
FIND THE PATH
You have a keen sense of the perils that lie ahead and can guide your party along a safer route. Once per Journey, when the GM rolls 1d20 to determine the Encounter, you can also roll. The GM tells you the Encounter you both rolled but not the specifics. You can then decide which Encounter the group has next. The GM then prepares the chosen Encounter as normal.
GROUP TRAVEL TEST
You can make one of the following Tests during the Group Travel Test step of a Journey:
• Blaze the Trail: You trek ahead of the rest of the party, navigating the wilderness and finding the best routes. Make a Wisdom (Survival) Test to find the ideal starting point.
• Leave No Stone Unturned: Your expertise with the Broken World allows you to predict the potentially dangerous wildlife you will encounter along the way. Make an Intelligence (Natural Lore) Test to research the local flora and fauna before you set out.
• Chart the Course: Using your knowledge and understanding of the world, you sketch a map indicating the terrain and hazards you will all face along the journey. Make an Intelligence (Seeker’s Tools) Test to determine the accuracy of your work.
QUARTERMASTER
The Quartermaster ensures the party are well equipped, well-fed, and well-prepared for the road ahead. Having enough supplies and equipment to complete the journey is crucial, and having the right tools to deal with complications can be the difference between the expedition grinding to a halt or overcoming a minor setback.
Quartermasters usually have a strong back and can intuit the group’s needs. Their attention is typically focused on the party rather than the world around them. They spend their time monitoring and hauling supplies, offering aid, and looking for additional resources.
WELL PREPARED
You always come prepared and have the right tools, gear, and food to keep everyone going and give a muchneeded boost when things get tough. At the start of Stage 3: Make the Journey, you gain a number of Supply Dice equal to your Proficiency Bonus. For example, a 5th-level Quartermaster departs with three Supply Dice. The Supply Dice is a d6.
At any time throughout the Journey, as a Reaction to an ally making a Test, you can spend a Supply Die to improve the ally’s Test, adding 1d6 to the result. You can decide to spend the Supply Die after your ally has rolled but before the GM declares whether the Test succeeds or fails.
GROUP TRAVEL TEST
You can make one of the following Tests during the Group Travel Test step of a Journey:
• Share the Load: You take a few extra things from your fellow Survivors, lightening their load and allowing them to excel at their tasks. Make a Strength or Constitution (Athletics) Test to carry some of your ally’s gear.
• Good As New: You inventory your and your ally’s equipment, sharpening blades, tightening straps, mending saddles and stirrups, and reshaping dented armour. Make a Strength or Dexterity (Smith’s Tools) Test to ensure the quality of the party’s gear.
• A Warm Meal: You prepare a hearty feast or stiff drink for the group as you embark on your journey, ensuring everyone starts the expedition with a warm meal in their bellies and a spring in their step. Make a Dexterity or Intelligence (Cook’s Tools) Test to start your journey off right.
SENTRY
The Sentry acts as the lookout for the party. They cover the party’s trail and watch for pursuit and ambushes. A Sentry’s senses are always on the world about them, keeping an eye open for danger and staying in the shadows to turn the tables on those who would sneak up on the party.
Sentries have sharp senses and a keen mind and can easily remain hidden and alert for long periods. They stay close to the party while travelling but often stray off the road to watch for danger. Of all the groups, they are usually the most keenly aware of the threats lurking at night when the party makes camp.
EVER VIGILANT
You are always alert to danger and keep a close eye out for ambushes, hazards, and traps. At the start of Stage 3: Make the Journey, you gain a number of Focus Dice equal to your Proficiency Bonus. For example, a 5th-level Sentry departs with three Focus Dice. The Focus Die is a d6.
At any time throughout the Journey, as a Reaction to an ally making a Saving Throw, you can spend a Focus Die to improve the ally’s roll, adding 1d6 to the result.
You can spend the Focus Die after your ally has rolled but before the GM declares whether the Saving Throw succeeds or fails. Additionally, you can spend a Focus Dice to grant an ally +1d6 on their Initiative Test at the start of combat.
GROUP TRAVEL TEST
You can make one of the following Tests during the Group Travel Test step of a Journey:
• First Watch: As the party embarks on the journey, you watch for any dangers lurking on the road ahead. Make a Wisdom (Perception) Test to spot early problems along the route.
• Slip the Noose: You keep to the shadows and out of sight as the party departs, making it hard for anyone to follow your trail. Make a Dexterity (Stealth) Test to ensure the party is not followed.
• Hide in Plain Sight: You know the best way to avoid becoming a target for trouble is to make yourself seem unimportant and not worth the effort of ambushing. Make a Charisma or Dextiry (Actor’s Tools) Test to disguise the party as simple travellers carrying nothing of value.
Make Preparations
Once Roles are assigned, each Survivor participating in the Journey may attempt one Preparation. A Survivor can choose to make one additional Preparation, but they skip the Rest step (see page 141) and gain one Level of Exhaustion. Players choose a Preparation from the following list, or they can work with the GM to develop a new Preparation to befit the situation.
Resolve Preparations with a DC 13 Test using the pertinent Skill or Tool, though the GM may adjust the DC as needed to account for beneficial or detrimental circumstances. Additionally, the GM may decide that a Preparation is simply impossible at the current location — such as asking for directions in a place with no inhabitants! If this happens, the player can simply choose a different Preparation.
Each Preparation has an effect if successful, and some also have effects upon failing. Unless otherwise noted, the party cannot attempt the same Preparation more than once per Journey.
It’s possible to accomplish an activity that counts as a Preparation before the Journey, such as finding an accurate map of the surrounding lands during a prior adventure, perhaps before the party even decided to undertake the Journey. If the GM agrees that a previous activity counts as a Preparation, that Preparation is automatically successful during this step.
Once the party is finished making Preparations, they record the benefits and penalties they have gained on the Journey Chronicle (see page 303), and the party may Rest (see page 141). Regardless of how many Preparations succeed, the party cannot reduce the Journey Difficulty below 10.
Example: With their Roles decided, the party set about making preparations. Lucoye decides to Rally the Party, granting them all +1 to all Tests until the end of the Journey. Arturius decides to Pack Up, reorganising the party’s equipment to be more efficiently distributed, reducing the Journey Difficulty by 2. Finlay undertakes the Speak with Seekers Preparation, further reducing the Journey Difficulty by 5. And Baskar decides to Procure Supplies to improve Arturius’ Role Ability.
ASSIST ALLY
You assist an ally with their Preparations. One other Survivor can make the Test for their Preparation with Advantage.
BREW TONICS
You bolster your party with fortifying brews, salves, or tinctures. Make an Intelligence (Alchemist’s Tools, Cook’s Tools, or Herbalist’s Tools) Test. On a success, each party member has Advantage on Constitution Tests and Saving Throws until the Journey ends. A Survivor loses this benefit the first time they fail a Constitution Test or Saving Throw.
CELEBRATE
You decide the best way to prepare for the road ahead is to enjoy life now — just in case you don’t get another chance. You visit friends, treat yourself to a fine meal, and swap stories with members of the community. Make a Constitution (Athletics or Performance) Test or a Charisma Test with any Kinship Tools:
• On a success, you are filled with a love for life. You have Advantage on all Tests during the first Encounter on the Journey.
• On a success of 5 or more, you had a joyful and memorable time. As well as Advantage on all Tests during the first Encounter, you also learn something valuable about the Journey. Decrease the Journey Difficulty by 2.
• On a failure, you are a little worse for wear. You have Disadvantage on all Tests during the first Encounter on the Journey.
• On a failure of 5 or more, you grow mournful of the life you risk leaving behind. As well as Disadvantage on all Tests during the first Encounter on the Journey, you skip the Rest step (see page 141) and begin the Journey with a maximum of half your total Hit Dice.
CONSULT THE ELDERS
You spend a few hours speaking with the elders and Sages of the community. They give advice and share experiences of life on the road from the past. Make a Wisdom or Charisma (Insight) Test. On a success, each party member may reroll a failed Saving Throw once before the end of the Journey.
RECRUIT HELP
You recruit a skilled companion to aid you in your journey. When you take this Preparation, you speak with a known Ally and ask for their aid on the Journey. The Ally is an NPC Survivor (see page 236) controlled by the GM but follows your directions unless it conflicts with their beliefs or breaks any agreements.
Allies can be used to fill vacant Roles for a Journey and gain the use of that Role’s Ability. The Ally has +3 for all Tests and Saving Throws relating to their Role.
When choosing this Preparation, work with the GM to see if one of the Allies you created during the Lifepath (see page 32) is suitable for this help. At the GM’s discretion, the Ally may refuse to join a particularly dangerous venture.
PACK UP
You lug, haul, and consolidate the party’s supplies, then painstakingly organise and pack them tightly to make them as easy to carry as possible. Make a Strength or Constitution (Athletics) Test. On a success, reduce the Journey Difficulty by 2.
PREPARE A FEAST
You prepare a simple, hearty, elaborate, and decadent feast, lavishing your party with good food and company to lift their spirits before the Journey begins. Make a Wisdom or Charisma (Cook’s Tools) Test. On a success, the first time each party member suffers an effect that makes them gain a Level of Exhaustion during the Journey, they do not gain Exhaustion.
PROCURE BEASTS OF BURDEN
You take time to find capable creatures to bear your party’s supplies on the Journey ahead. Make a Charisma (Investigation) Test to locate and purchase pack animals from a populated origin. Alternatively, make a Strength or Wisdom (Animal Handling) Test to find and wrangle useful pack animals from the surrounding area. On a success, reduce Journey Difficulty by 2.
PROCURE MOUNTS
You search for riding animals to carry your party throughout the Journey. Make a Charisma (Investigation) Test to locate trained mounts and riding gear and to come to an agreement about their return. The GM determines what kinds of mounts are available. Alternatively, make a Dexterity (Stealth) Test to steal mounts rather than purchasing them.
On a failure, you are spotted before you can steal the mounts and must abandon your plans. You can’t make another Preparation. If you fail by 5 or more, you were caught in the act, likely resulting in hostility, a hit to your reputation, or other narrative complications. If you are caught stealing from your own Haven, you can’t use Hope during this Journey.
Regardless of the specific approach, if the Preparation succeeds, the party acquires a mount for each Survivor. Mounts can be any properly equipped riding animal, such as Strongbacks (see page 249) and other large beasts that survive in the Broken World. The GM determines the type of mount from those listed below. The mounts may all be the same type, or each Survivor may have a different mount type.
• Agile: Agile mounts are sure-footed and nimble, quickly navigating precarious terrain. A Survivor riding an agile mount can make Wisdom (Animal Handling) Tests instead of Dexterity Tests and Dexterity Saving Throws during the Journey.
• Rugged: Rugged mounts are hardy creatures, enduring arduous travel conditions without complaint. A Survivor riding a rugged mount can make Wisdom (Animal Handling) Tests instead of Constitution Tests and Constitution Saving Throws during the Journey.
• Strong: Strong mounts are powerfully muscled and capable of incredible feats of strength. A Survivor riding a strong mount through the Journey can make Wisdom (Animal Handling) Tests in place of Strength Tests and Strength Saving Throws during the Journey.
PROCURE SUPPLIES
You spend time inventorying the party’s supplies and procuring the proper provisions to outfit the group for the challenges ahead. Make a Charisma (Investigation) Test to locate and procure the necessary supplies from the Haven. The GM determines the equipment required in exchange, if any. Alternatively, you can make a Wisdom (Survival) Test to harvest useful supplies from the surrounding area.
Alternatively, you may attempt to steal supplies rather than procure or harvest them. Make a Dexterity (Sleight of Hand or Stealth) Test. On a failure, you are spotted before you can steal the supplies and must abandon your plans. You can’t make another Preparation. If you fail by 5 or more, you were caught in the act, likely resulting in hostility, societal consequences, or other narrative complications. If you are caught stealing from your own Haven, you can’t use Hope during this Journey.
Regardless of the specific approach, if the Preparation succeeds, each of the Quartermaster’s Supply Dice increases from a 1d6 to a 1d8.
RALLY THE PARTY
You speak to or perform for your party members, mentally and emotionally preparing them for the long road ahead. Choose one of the following approaches and make a Charisma (Performance) Test. On a success, your party gains one of the following bonuses:
• Hopeful: The party gains +1 Hope.
• Galvanising: Party members gain +1 to all Tests until the end of the Journey.
• Encouraging: Party members gain Advantage to Tests and Saving Throws made during the first Encounter of the Journey.
• Resolute: Each party member gains Temporary Hit Points equal to twice their Proficiency Bonus. These temporary Hit Points remain until they are lost due to damage or when the Journey ends. They are not lost when the Survivor rests.
• Solemn: Party members gain +1 to Saving Throws until the end of the Journey.
SEEK ADVICE
You ask locals or other travellers to provide advice about the Journey you are about to make. Make a Wisdom (Insight) or Charisma (Persuasion) Test. On a success, each party member has Advantage on Wisdom Tests and Saving Throws until the Journey ends. A Survivor loses this benefit the first time they fail a Wisdom Test or Saving Throw.
SPEAK WITH THE SEEKERS
You confer with the Seekers in the community and identify the best route for your Journey. Make an Intelligence (Seeker’s Tools) or Charisma (Survival) Test. The DC of the Test is equal to 10 + average Decay of the Journey. On a success, reduce Journey Difficulty by 5. On a failure, increase Journey Difficulty by 2.
STUDY THE WEATHER
You survey the state of nature around you and do your best to forecast the weather, allowing you to prepare accordingly. Make an Intelligence or Wisdom (Natural Lore) Test. On a success, reduce Journey Difficulty by 2.
Rest
Starting a Journey fresh maximises the chances for a successful expedition, so once all Preparations have been made, the party should take a Short or Long Rest. The party will have minimal opportunities to rest again during the Journey (see below), so it is strongly recommended that the whole party use this opportunity to rest while they can. If a Survivor does not take a Long Rest during this step, they suffer a Level of Exhaustion but can make one additional Preparation.
RESTING DURING A JOURNEY
Once the party is on the road, opportunities to rest and recuperate are severely limited. While the party no doubt stops moving and makes camp periodically, there simply isn’t enough safety and security to relax and recover while travelling. During a Journey, Short and Long Rests are limited in the following ways:
• Short Rest: Once per Journey, the party can take a Short Rest. If they do so, the GM rolls an additional Encounter to represent the party pausing long enough to recuperate at the expense of extending their trip.
• Long Rest: The party can’t take a Long Rest during a Journey unless an Encounter specifies they can, such as from A Place to Rest Encounter. When you take a Long Rest on a Journey, you can perform Campcraft Activities as normal.