The Guide’s primary goal is to be the finder of paths, circumnavigate unwanted difficulties, and keep the party from getting lost. Typically, a Guide provides additional knowledge about hazards, obstacles, and likely encounters along the route.
Guides are typically wise and have a strong knowledge of the roads ahead. They may detect signs of danger, but can also have special insight to develop plans to tackle challenges the party may face. A calm and level-headed Guide can excel at directing and warning the party of things to come.
>[! important] For water vehicle travel, use the altered [[Open Waters - Altered Roles#Bosun|Bosun]] role.
#### Classes Excelling at a Guide role
- Clerics often have good insights for sensing danger, as well as a fine-tuned sense of the strengths of the group
- Druids have keen insight and adaptability, and can fill this role if the need arises.
- Heralds may fill this role well enough.
- Rangers often have enhanced senses or abilities in the natural world, and are often wise enough to know what not to face.
- Arcane spellcasters are often keen to avoid most physical challenges, and are often full of uncommon facts and information about strange regions.
### Find the Path
You have a keen sense for the perils that lie ahead, and can guide your party along a safer route. Once per Journey when the GM rolls 1d12 to determine the [[Stage 3 - Make the Journey#Resolving Encounters|Encounter Type]], you can also roll. The GM tells you the type of Encounter you both rolled, but not the specifics. You can then decide which type of Encounter the group has next. The GM rolls on that table and prepares the Encounter as normal.
### Group Travel Check
You can make one of the following checks during the [[Stage 3 - Make the Journey#Group Travel Check|Group Travel Check]] step of a Journey:
- **Watch for Signs:** As the party enters a new region, you know the signs for potential hazards. Make a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]] check to spot early problems along the route.
- **Local Lore:** You're familiar with some helpful information not found in books. Make a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Culture|Culture]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]] check to associate local legends and lore with your route.
- **Examine the Terrain:** Make a [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature|Nature]] or [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]] check to plan the best paths to take.
#journeyRole