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. Adventurers usually choose one journey activity for the entire region, although some are instead broken down by weeks or days spent. 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 Pace 2]]. Note that if a character wishes, they can extend an activity into the next region. See [[13-Journeys-A5E/Journey Activities A5E/Activities That Span Regions]] for more details. When making an ability check for a journey activity, the check is made between encounters, though sometimes this needs to align with the start of the region. An adventurer may achieve a success or a failure, or a critical success or a critical failure. The consequences of each result will indicate whether it lasts for a number of weeks, or for the remainder of the current region (or even the entire Journey). ### Modifiers #### Difficulty Class The DC of a journey activity is often 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 advantage or disadvantage. For example, the [[13-Journeys-A5E/Journey Activities A5E/Scout]] journey activity in a tier 2 Blasted Badlands is DC 14 and the check is made with advantage. #### 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 activities 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. # Desert Rules This is shorthand for rules that are only required in extremely harsh terrains, away from civilization, water or food are hard to come by, etc. We'll only track Supply in these circumstances, and abilities noted as "Desert Rules Only" will only be needed in these specific circumstances. # Bonding See [[Campcraft#Bonding|Bonding]] # Extended Tests Extended Tests are more involved and time consuming activities, where the outcome may not be the result of a single success or failure. Extended Tests require you to make multiple Tests and track your progress. The process for making an Extended Test is outlined below. - **Time Required and Number of Tests:** The GM determines the time required for the Extended Test and the number of Tests you can make. Most Journey Activities take a week and allow you to make three Tests. - **Determine DC and Skill(s):** The GM determines the Test’s DC and the Skill or Tool required. The Skill or Tool may vary throughout the Extended Test, such as using Survival to find a rare plant and then using Alchemist’s Supplies to process it. - **Determine Goal:** The GM determines the Goal for the Extended Test. You must meet or exceed this value to succeed on the Extended Test. You gain and lose progress towards your Goal based on how well or poorly you roll on each Test (see below). - **Track Progress:** Each time you make an attempt during an Extended Test, note the difference between the DC and the result of your roll. This is your Progress towards your Goal. If the result of a Test exceeds the DC, you add to your Progress; if the result is less than the DC, you subtract from your Progress; if you equal the DC, you neither make nor lose Progress. For example, if you roll 13 on a DC 10 Test, you would add 3 to your Progress; if you roll 8 on a DC 10 Test, you subtract 2 from your Progress. Your Progress can go below 0. - **Determine Success:** If your Progress equals or exceeds the Goal at the end of the Extended Test, you succeed. If you do not meet the Goal, you fail the Extended Test. Depending on the type of Extended Test, you may be able to try again, retaining any Progress you have already made. Endeavours and Campcraft that require Extended Tests list the DC, Goal, and the Skill or Tool required to succeed. *Example: Zinnia is making an Extended Test to engrave decorative flairs into her greaves, where the DC is 12, and the Goal is 15. She makes three Dexterity (Smith’s Tools) Tests, for which she has a +7 modifier. Her three results are 21, 8, and 25.* *Comparing the results to the DC, she adds 9, subtracts 4, and adds 13 to their total successes, resulting in a total of 18. This exceeds the Goal of 15, meaning Zinnia has succeeded in her Extended Test and skillfully embellished the greaves over the course of the evening.* # Journey Activity Overview | Journey Activity | # | Skill | Only in a Populated Area? | Region Notes | Weather Impacts | Possible Boon or Discovery? | Notes | Source | | --------------------------------- | -------------------------------------------------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------ | --------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------------------------------------------------------- | | [[13-Journeys-A5E/Journey Activities A5E/Antiquing]] | #money #medicinal #alchemicalComponents #magicItem | [[03-Mechanics/6-Ability Scores/Culture\|Culture]], [[03-Mechanics/6-Ability Scores/Deception\|Deception]], or [[03-Mechanics/6-Ability Scores/Investigation\|Investigation]] | Y | | | N | | Temple Originals | | [[13-Journeys-A5E/Journey Activities A5E/Artistic Expression]] | #gainInspiration | Dexterity <br>or Wisdom (appropriate set of tools) | | | | | | ALWL | | [[13-Journeys-A5E/Journey Activities A5E/Befriend Animal]] | #perceptionBonus | [[Animal Handling]] | | **Impossible:**<br>--<br>**Disadvantage:**<br> - Blasted Badlands<br>**Advantage:**<br>-- | | Y | | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Busk]] ** | #money | [[Acrobatics]], [[Athletics]], or [[Performance]] | Y | **Impossible:**<br> - Blasted Badlands<br> - Fiery Hellscape<br> - Flowing River<br> - Frozen Wastes<br> - Parched Sands<br> - Restless Sea (open waters)<br>**Disadvantage:**<br> - Wartorn Kingdom<br>**Advantage:**<br> - Country Shire<br> - Urban Township (expertise instead of advantage) | +2 to DC during inclement weather (fewer travelers), +4 to the DC in hostile territory (difficult to interact with the locals) | Sorta | Must be in a populated area such as a Country Shire, Open Roads, or an Urban Township | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Calm Mind]] | #strife #vsStrife | [[03-Mechanics/6-Ability Scores/Insight\|Insight]] | N | **Impossible:**<br>--<br>**Advantage:**<br> - Country Shire<br>**Disadvantage:**<br> - Haunted Lands<br> - Urban Township<br> - Wartorn Kingdom | | N | | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Chronicle Region]] | #historyBonus #survivalBonus | [[History]] | | **Impossible:**<br>--<br>**Disadvantage:**<br>--<br>**Advantage:**<br> - Country Shire<br> - Rolling Grasslands | | Y | Must spend the entire region undertaking this activity | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Cook]] | #supply #hitDice | Cook’s Utensils or [[Survival]] | | -- | | N | | T&T (Supply Dice: Road Worthy Pursuits) | | [[13-Journeys-A5E/Journey Activities A5E/Cover Tracks (Journeys)]] | #travelStealth | [[Survival]] | | **Impossible:**<br>--<br>**Disadvantage:**<br> - Frozen Wastes (if in snow)<br>**Advantage:**<br>--<br>**Automatic Success:**<br> - Flowing River<br> - Restless Sea | | N | Must be moving at a [[Travel Pace]] of Slow or Crawl, gain Advantage when at a Crawl. | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Entertain]] | #vsStrife #fatigue #strife | [[Performance]] | | **Impossible:**<br>--<br>**Disadvantage:**<br> - Haunted Lands<br>**Advantage:**<br>-- | | N | Each party member can only benefit from this journey activity once per week. | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Find Shortcuts]] | #travelPerception | [[03-Mechanics/6-Ability Scores/Survival\|Survival]] | N | **Impossible:**<br>--<br>**Disadvantage:**<br> - Flowing River<br> - Restless Sea (difficult to find advantageous currents)<br> - Underland Realm<br> **Advantage:**<br> -- | +2 to DC during inclement weather | Y | | Road Worthy Pursuits | | [[Gather Cabbac's Third Eye]] ** | #additionalCharges | [[Arcana]] or [[Nature]] | N | **Impossible:**<br> - Urban Township **Disadvantage:**<br> - Fiery Hellscape<br>**Advantage:**<br> - Feywood<br> - Haunted Lands | | N | Must spend the entire region undertaking this activity | Road Worthy Pursuits | | [[Gather Crafting Ingredients]] | #magicItemComponents #spellComponents | [[03-Mechanics/6-Ability Scores/Survival\|Survival]] or [[03-Mechanics/6-Ability Scores/Nature\|Nature]] | | | | | | ALWL | | [[13-Journeys-A5E/Journey Activities A5E/Gossip]] | #plotThickens | [[Investigation]] or [[Persuasion]] | Y | **Impossible:**<br>--<br>**Disadvantage:**<br> - Blasted Badlands<br>**Advantage:**<br> - Country Shire<br> - Rolling Grasslands | +4 to the DC in hostile territory (difficult to interact with the locals) | Y | | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Harvest Medicinals or Poisons]] | #healersSatchel #medicinal #poison | [[Medicine]], [[Nature]], [herbalism kit](https://a5e.tabletopbytheik.nl/compendium/items/herbalism_kit) check, or [poisoner’s kit](https://a5e.tabletopbytheik.nl/compendium/items/poisoners_kit) check | | **Impossible:**<br> - Blasted Badlands<br>**Disadvantage:**<br> - Fiery Hellscape<br> - Parched Sands<br>**Advantage:**<br> - Country Shire<br> - Feywood<br> - Rolling Grasslands<br> - Tangled Forest<br> - Unrelenting Marsh (see Notes column) | | N | - Plants harvested have a 75% chance to be very rare.<br> - On a critical failure, the plants are carnivorous, and the adventurer suffers one level of fatigue. | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Hold Friendly Competitions]] | #vsFear #gainInspiration | -- (or check to win! Deception, Insight, Sleight of Hand, etc) | N | -- | | N | | Road Worthy. Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Hunt & Gather]] | #supply | [[03-Mechanics/6-Ability Scores/Survival\|Survival]] | | **Impossible:**<br> - Blasted Badlands<br>**Disadvantage:**<br> - Fiery Hellscape<br> - Parched Sands<br>**Advantage:**<br> - Feywood<br> - Flowing River<br> - Restless Sea<br> - Tangled Forest | | N | | T&T (Supply Dice: Road Worthy Pursuits) | | [[13-Journeys-A5E/Journey Activities A5E/Light Fervent Fire]] | #vsInsects #reroll | [[03-Mechanics/6-Ability Scores/Arcana\|Arcana]], Alchemist's Supplies, or Herbalism Kit | N | **Impossible:**<br> - Restless Sea (open waters)<br> - Urban Township **Disadvantage:**<br> - Fiery Hellscape<br> - Frozen Wastes<br> - Parched Sands<br>**Advantage:**<br> - Feywood<br> - Tangled Forest<br>- Unrelenting Marsh (see Notes column) | | N | - On a critical failure, the plants are carnivorous, and the adventurer suffers one level of fatigue. | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Maintain Vehicle]] | #maintenance #enhancedVehicle | Tools appropriate for the fix | N | **Impossible:**<br> - Lofty Mountains<br>**Disadvantage:**<br>--<br>**Advantage:**<br>-- | | N | | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Medical Care]] | #hitDice #fatigue | [[03-Mechanics/6-Ability Scores/Medicine\|Medicine]] w/ Healer's Satchel | | | | | | Perilous Journeys in 5e | | [[13-Journeys-A5E/Journey Activities A5E/Network]] | #connections | [[Deception]] or [[Persuasion]] | Y | See Notes | | N | Must be in a populated area such as a Country Shire, Open Roads, or an Urban Township | GPG | | [[13-Journeys-A5E/Journey Activities A5E/Pray]] | #abilityCheckBonus #attackBonus | [[Religion]] | | **Impossible:**<br>--<br>**Disadvantage:**<br> - Pray (to Good-aligned deities)<br>**Advantage:**<br>-- | +4 to the DC in hostile territory (difficult to stop) | Y | This is the confirmed errata. Also, 1 day max per region. | T&T+(Supply Dice: Road Worthy Pursuits)<br><br>+note errata | | [[13-Journeys-A5E/Journey Activities A5E/Research the Area]] | #lore #culture | [[03-Mechanics/6-Ability Scores/History\|History]] or [[03-Mechanics/6-Ability Scores/Culture\|Culture]] | N | **Impossible:**<br> - Restless Sea (open waters)<br>**Disadvantage:**<br>--<br>**Advantage:**<br> - Country Shire<br> - Open Roads<br> - Urban Township | | N | | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Rob]] ** | #money | [[Intimidation]] or [[Sleight of Hand]] | Y | **Impossible:**<br>--<br>**Disadvantage:**<br> - Blasted Badlands<br>**Advantage:**<br> - Country Shire<br> - Rolling Grasslands<br> - Urban Township (expertise instead of advantage) | +2 to DC during inclement weather (fewer travelers) | Sorta | Must be in a populated area such as a Country Shire, Open Roads, or an Urban Township | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Scout]] | #perceptionBonus #localKnowledge #travelBonus | [[Perception]] | | **Impossible:**<br>--<br>**Disadvantage:**<br> - Restless Sea<br>**Advantage:**<br> - Blasted Badlands | +2 to DC during inclement weather, +4 to the DC in hostile territory (difficult to stop) | N | | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Seek Assistance]] | #localHelp #contact | [[03-Mechanics/6-Ability Scores/Investigation\|Investigation]] or [[03-Mechanics/6-Ability Scores/Culture\|Culture]] | Y | | | | | ALWL | | [[13-Journeys-A5E/Journey Activities A5E/Shopping for Deals]] | #discounts #rareItem | [[03-Mechanics/6-Ability Scores/Persuasion\|Persuasion]] | Y | | | Y | | ALWL (originally "Go Shopping") | | [[13-Journeys-A5E/Journey Activities A5E/Smear Reputation]] | #plotThickens #localHelp #prestige | [[03-Mechanics/6-Ability Scores/Deception\|Deception]], [[03-Mechanics/6-Ability Scores/Persuasion\|Persuasion]], or [[03-Mechanics/6-Ability Scores/Culture\|Culture]] | Y | | | N | | Temple Originals | | [[13-Journeys-A5E/Journey Activities A5E/Sneak (Journeys)]] | #reroll | [[03-Mechanics/6-Ability Scores/Stealth\|Stealth]] | N | --<br>+3 DC for rest of party's Journey Activities | | N | - 1+ random encounters remaining in region<br> - Travel Pace must be either Crawl or Slow/Wagon | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Sniff out the Arcane]] | #lore #research | [[03-Mechanics/6-Ability Scores/History\|History]] or [[03-Mechanics/6-Ability Scores/Arcana\|Arcana]] | Y | | | | | Temple Originals | | [[13-Journeys-A5E/Journey Activities A5E/Teach Companion]] | #animalCompanion | [[03-Mechanics/6-Ability Scores/Animal Handling\|Animal Handling]] | N | **Impossible:**<br>--<br>**Advantage:**<br> - Country Shire<br> - Feywood<br>**Disadvantage:**<br> - Fiery Hellscape<br> - Haunted Lands<br> - Wartorn Kingdom | | Y | | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Tell Campfire Tales]] | #skillBonus | Character determines ability used | N | **Impossible:**<br>--<br>**Disadvantage:**<br> - Haunted Lands<br> - Wartorn Kingdom<br> **Advantage:**<br> -- | | N | | Road Worthy Pursuits | | [[13-Journeys-A5E/Journey Activities A5E/Track (Journeys)]] | #tracking | [[Survival]] | | **Impossible:**<br> - Flowing River<br> - Restless Sea<br>**Disadvantage:**<br>--<br>**Advantage:**<br> - Frozen Wastes (if in snow) | | N | Disadvantage when your [[Travel Pace]] is a Gallup | T&T | | [[13-Journeys-A5E/Journey Activities A5E/Trailblaze]] | #difficultTerrain #vsTerrainEffects | Nature, Investigation, Perception | N | **Impossible:**<br> - Urban Township **Disadvantage:**<br> - Underland Realm<br>**Advantage:**<br>-- | +2 to DC during inclement weather | Y | | Road Worthy Pursuits | \*\***Experienced Travelers.** The [[13-Journeys-A5E/Journey Activities A5E/Busk]] and [[13-Journeys-A5E/Journey Activities A5E/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.