Travel and Encounters
The team will arrive in the Windwoods by plummeting down in their Bird house with Bab. This will leave the Bird house damaged and require the team to find the Resistance’s HQ on foot. Bab will be able to arrive at the Resistance in the Bird House later.
Foot travel
When the PCs travel from any one location to another by foot create a clock/tracker of 6 spaces.
The team must make a plan to try to find and move to their destination. Once they have a plan one player makes an appropriate action roll (or a tag team action) for the plan. This determines their success, outcomes are below:
- Failure: One encounter.
- Partial success: One encounter & mark one space on the clock/tracker.
- Success: One encounter & mark two spaces on the clock/tracker.
- Ultra Success: Mark two spaces on the clock/tracker.
After the last space is marked on the clock/tracker the team has reached their destination.
Note: Each travel plan needs to be unique in one journey.
Bird house travel
Travel in the Windwoods is much easier by Bird house. When travelling from one location they have only one encounter before reaching their destination.
Encounters
When the characters travel through the Windwoods roll for an encounter.
First roll a D6
On a 1-4 roll once on the encounter table. The players encounter that one group.
On a 5-6 roll twice (rerolling any duplicates). Both groups are meeting and the players are there whilst it happens.
Encounter table:
Meet a random living Merchant originally from Summitville
A group of refugees trying to find the Resistance
A large Fossil reef blocks the way
A swarm of Flytoplankton are blown through in a gale making vision and hearing difficult
Flying raccon tries to sneakily steal food
Dust devil containing a Smack of Tumble jellies