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.