Jun 292011


The current Leader (use the Leader from the last Adventure if a new one hasn’t been chosen) must make a decision. Make an Initiative Test for the Leader, requiring a 7+ to pass (1d6 + Initiative characteristic, a total of 7 or more is a pass). If the Leader passes the test, then they pick the correct road and make good time. A fail indicates that the wrong road has been chosen and the Warriors must add 1d3 weeks to their journey! If one of the Warriors in the party has a compass (for example, purchased from a Sea Port), then the Leader may add a +1 bonus to this roll.