--- title: Astral Travel description: Notes and rules for traveling in the astral plane. date_pub: 2024-04-08T22:39:32.000-04:00 section: astral content_type: feature short_code: atr --- ### Travel Resolution Procedure The steps to take for each phase of astral travel: 1. **Setup**: Referee describes the situation 2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day. 3. **Complication Check**: Referee makes a complication check. 4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter. 5. **Actions / Responses / Complications** - Party declares actions, referee describes the results. 6. **End of Phase**: The referee updates time records. 7. **Repeat**: Return to step 2 and repeat until travel ends. #### Complication Check Roll 1d6, ignoring results of 4+ for the first 2 checks. 1. **Encounter**: Wandering creature or vessel, social encounter, or some other random interaction. 2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, indications of a creature nearby, etc. 3. **Locality**: Some environmental or external event that affects the PCs - psychic storm, fragment, etc. 4. **Pilot / Ship Issue**: Pilot / power source exhaustion or some other ship complication, takes 1d6 shifts to resolve and resume travel (50% chance the ship will have to remain in dock for 1d6 phases to make additional repairs). 5. **Lose Direction**: Each phase spent moving in the wrong direction adds 1d4-1 additional phases of travel. 6. **No Complications** **Distance** - Astral encounters between ships usually start 1400 + (1d6 x 100) yards out (about a mile, the distance at which two ships will pull each other out of travel speed). - Wandering creatures are encountered 4d6 × 10 yards away, and are usually not surprised by astral vessels. - If either side is surprised (see [Encounter procedure](/rules/adventuring.html#encounter-procedure)), this is reduced to 1d4 × 10 yards. **Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day. **Frequency of Check** - In the deep astral, check once every other day (once every 6 phases, roll 1d6 to determine which phase). - Near a [port](./adventuring.html#portals) or [outpost](./adventuring.html#outposts) (within 1-2 days travel), check once per day, or even once per phase (for busy outposts). ### Psychic Clouds Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance. - Psychic Storms are enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid. ### Surprise Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (ex: thick astral clouds, or a psychic storm) may alter this. ### Travel Times Travel by astral cruiser (via the [astral currents](./adventuring.html#currents)) to any known location within the astral plane usually takes 3-30 days. - Travel between most ports under the control of the Astral Trade Union only takes 1d6+2 days. - Without a ship, the vast distances between landmarks means one could go for weeks, months, or even years before coming across anyone (or anything) else. - It takes 1 turn for a ship to dock, and 1 turn for it to disembark. - An astral cruiser cannot travel by currents while within 1 mile of another active vessel or large astral body (like an island). - If a cruiser comes within a mile of a large astral object while traveling. it will automatically reduce its speed to normal movement (in yards). ### Visibility - An astral body (such as a [fragment](./adventuring.html#fragments), island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size). - Vessels (and large creatures) may be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane. - Identification is usually limited to tactical range (approximately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm.