The final stage of the Journey is known as Journey’s End. Here the GM and players: - Determine the Outcome of their Journey, - What occurs upon their Arrival, and - Any Rewards they may receive for their Journey. ### Outcome A Journey ends in one of the following ways: #### Arrive Successfully The party completes all of the Encounters and arrive at their destination, either buoyed by a successful expedition or drained by the events that have occurred. **Each party member** must make a Constitution saving throw, adding the Quartermaster’s Strength or Intelligence modifier to the result. On a success, the character gains temporary hit points equal to their level. On a failure, they gain a level of exhaustion. If the entire party succeeds, each character gains Inspiration. If the entire party fails, each character loses Inspiration. The party then arrives at their destination, ending their Journey and resuming play as normal. See Arrival below for more information. #### Abandon the Journey If things are not going well, the party may choose to abandon the Journey between Encounters. Each party member must make a Constitution saving throw, adding the Quartermaster’s Strength or Intelligence modifier to the result. On a success, the character manages to endure and suffers no adverse effects of their failed expedition. On a failure, they gain a level of Exhaustion. If the entire party fails, each character also loses all their remaining Hit Dice. The party then arrives at a destination determined by the GM. This location should be somewhere between the origin and the intended destination, possibly in the middle of nowhere and far from safety — potentially a more dangerous situation than finishing out the Journey. See Arrival below for more information. #### Catastrophic Failure The party’s expedition has suffered catastrophic failure. A number of the party members may have been lost, maimed, captured, or killed. The party is broken, the Journey ends, and any remaining characters suffer a level of Exhaustion, as well any other effects as determined by the GM. ### Arrival By the end of their Journey the party will be longing for a soft bed and a hot meal. However, as much as they yearn for a well-earned rest, they may not always receive the warmest welcome upon their arrival. When the party arrives at their destination, the Sentry rolls Xd12, where X is equal to their Wisdom modifier (minimum 1), and takes the **highest** result. The GM then refers to the Arrival Table to determine the circumstances awaiting the party. If the party has the option to rest, they may do so but are not obligated to if they would prefer to do something else upon arrival. If the party enters a dangerous situation, the GM decides the exact circumstances. Combat with hostile creatures, stumbling into environmental hazards, and discovering narrative complications that make the party’s goals harder to achieve are all good examples of dangerous situations a party might encounter on a roll of 1–7. | 1d12 | Circumstances | | ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | | 1-2 | **Unforeseen Danger.** The party unknowingly stumble into a dangerous situation, such as walking into an ambush or entering a town overrun by plague. They are unaware of the hazards that await them and have no time to prepare. Any hostile creatures are aware of the party’s arrival and have at least one round to prepare before making an Initiative check. | | 3-5 | **Immediate Danger.** The party arrive during a perilous situation, such as a violent civil war or a fire rapidly spreading through a settlement. Neither the party nor any hostile creatures are surprised, but no one has a chance to prepare. Roll Initiative as normal if the situation requires it. | | 6-7 | **Imminent Danger.** The party arrive on the cusp of a dangerous situation, such as when an ally is about to be executed or a storm is about to hit a coastal village. The party has at least one round to prepare or act before they are noticed by hostile creatures, and the party may notice hazardous conditions before being exposed to them. | | 8-9 | **Unsafe.** The party ends their Journey safe from immediate danger but with a looming threat on the horizon, such as a hostile army preparing to attack or a nearby volcano about to erupt. The danger is close enough to prevent the party from taking a Short or Long Rest in the area but they have some time to prepare. | | 10-11 | **Relative Safety.** The party arrives at a relatively safe time. Perhaps a dragon was spotted nearby but doesn’t pose an immediate threat, or there is a vampire stalking the streets at night but they arrive while the sun is high in the sky.<br><br>It is safe enough to take a Short Rest without significant risk, but danger is near enough to preclude a Long Rest. | | 12 | **Safety.** The party ends their Journey in a safe location, far from danger. This may be a well fortified city during peacetime, or an arcane institute kept safe by powerful wards. It is safe to take a Short or Long Rest without significant risk. |