Adventurers have the option to participate in activities while traveling in order to pick up some extra resources, improve the conditions of their journey, or learn more about the world around them. Difficulty Class. The DC of a journey activity is based on the region’s tier: tier 0 — DC 10, tier 1—DC 12, tier 2—DC 14, tier 3—DC 16, tier 4—DC 18. Depending on the region, some journey activities are made with either advan- tage or disadvantage. For example, the Scout journey activity in a tier 2 Blasted Badlands is DC 14 and the check is made with advantage. *Story: 1.10 Tiers of Play Experienced Travelers. The Busk and Rob journey activities are most profitable for novice adventurers, but experienced travelers can sometimes pick out a mark carrying confiden- tial materials instead of gold, and nobles seek out performers of note wherever they might be. Additionally, when an adventurer is attempting to gather a specific component of 100 gold or less with Gather Components, they can roll with disadvantage, finding it on a success. Modifying DC. The Narrator can raise the DC on a journey activity based on extenuating circumstances. Here are some suggestions for modifying a journey activity’s difficulty class: • Inclement Weather (+2) may impede an adventurer’s ability to search for things with the Scout activity, or lead to fewer people on the road (making the Busk and Rob activi- ties more difficult). • Multitasking (+3) such as attempting a journey activity while trying not to be discovered, may make it harder to attempt the check. • Hostile Territory (+4) may make it difficult to interact with the locals, impeding a check made to Busk or Gossip. It may be dangerous to stop, so taking the Pray activity or using Scout is harder to do. Adventurers usually choose one journey activity for the entire region, and many activities grant additional rewards based on the time spent doing them. For example, when using the Busk activity, a PC gains gold for each day they perform that activity. The number of days spent is determined by the size of the region and the party's travel speed. When making an ability check for a journey activity, the check is made at the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome which applies while the party remains in that region. # Duplicate? Adventurers have the option to participate in activities while traveling in order to pick up some extra resources, improve the conditions of their journey, or learn more about the world around them. Experienced Travelers. The Busk and Rob journey activities are most profitable for novice adventurers, but experienced travelers can sometimes pick out a mark carrying confidential materials instead of gold, and nobles seek out performers of note wherever they might be. Additionally, when an adventurer is attempting to gather a specific component of 100 gold or less with Gather Components, they can roll with disadvantage, finding it on a success. Adventurers usually choose one journey activity for the entire region, and many activities grant additional rewards based on the time spent doing them . For example, when using the Busk activity, a PC gains gold for each day they perform that activity. The number of days spent is determined by the size of the region and the party's travel speed. When making an ability check for a journey activity, the check is made at the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure, each with a different outcome which applies while the party remains in that region. [Activity] [Skill] [Success] [Befriend Animal] [Animal Handling] [The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make a Perception check contested by the hidden creature’s Stealth check in order to spot the danger.] [Busk Note: To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or an Urban Township.] [Acrobatics, Athletics, or Performance] [The adventurer gains 1 gold per day of travel plus 1 gold for each point they beat the DC by.] [Chronicle] [History] [The adventurer gains an expertise die on current or future History or Survival checks made within or about the region.] [Cook] [Survival] [The daily Supply requirement to feed the party is reduced by one-quarter (round down to a minimum of 1 Supply) up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus.] [Cover Tracks] [Survival] [The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.] [Entertain] [Performance] [The first time the adventurer or an ally, up to a number of creatures equal to the adventurer's proficiency bonus, would suffer a level of strife, they do not. When there is more than one member of the party that can benefit from this journey activity (like when the entire party makes saving throws against strife at the same time), the adventurer that performed it chooses who benefits.] [Gather Components] [Arcana or Nature] [The adventurer finds 1d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.] [Gossip] [Investigation or Persuasion] [For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new side- quest or support the main plot of the campaign.] [Harvest] [Medicine or Nature] [The adventure finds plants to refill 1 use of a healer’s satchel for each day spent doing this journey activity.] [Hunt & Gather] [Survival] [The adventure gains 1 Supply per day spent doing this journey activity.] [Pray Note: The Success entry listed here is the errata. I confirmed, the intent is each PC gets this once.] [Religion] [The entire party gains advantage to one ability check or attack made while within this region, and the gods lead the adventurer to a Boon or Discovery.] [Rob Note: To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or Urban Township. This journey activity usually takes a week to complete.] [Intimidation or Sleight of Hand] [The adventurer gains 1d8 gold per week of travel. When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).] [Scout] [Perception] [The party automatically learns which regions adjoin the current region. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them while journeying through this region.] [Track Note: This ensures that the party remains on the trail of their prey.] [Survival] [The party continues to follow their prey.]