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Travel Check
The Travel Check is Lookfar’s travel event tool for quickly determining whether a journey produces a danger, discovery, or no incident, as outlined in The Fabula Ultimate Core rules (Pg. ??). It is designed to be fast during play: choose a threat level, set a few travel modifiers, roll, and then either keep the result or reroll it before posting the final result to chat.
Players and GMs can find it in the Project FU system toolbar as one of Lookfar’s tool buttons. Use the hiking icon to open the Travel Check dialog.
The Travel Check dialog includes several controls that affect the result.
Threat Level determines the die that will be rolled, and are outlined in the Fabula Ultima Core rules (Pg.??).
Minimal = d6
Low = d8
Medium = d10
High = d12
Very High = d20
Higher threat levels use larger dice, which makes danger more likely under the default rules and increases the chance of major danger under the variant rules.
Group Level is used when Travel Check generates a result that includes a {dmg} placeholder. The appropriate damage is calculated as outlined in the Fabula Ultima Core (Pg.??) and supports the same group levels listed:
5+
20+
40+
The selected Group Level changes the hidden damage value used when a danger or discovery effect includes dynamic damage text.
When making a travel check, a character with the Treasure Hunter skill (Core Pg. ??), they may select the appropriate level using the star control in the dialog. Under the standard travel rules, Treasure Hunter increases the chance of generating a discovery.
The current rule is:
Discovery if roll <= 1 + Treasure Hunter
That means:
- 0 stars: discovery on
1 - 1 star: discovery on
1-2 - 2 stars: discovery on
1-3 - and so on
Clicking the currently selected star again resets Treasure Hunter back to 0.
Well-Traveled reduces the effective die size before rolling, if a character possess the Well-Traveled skill (Core Pg.). The dialog will change the results visually to reflect what dice size will be used for the roll:
d8 -> d6
d10 -> d8
d12 -> d10
d20 -> d12
A d6 remains d6. This makes danger less likely by lowering the die used for the roll.
Travel Check remembers the following values locally on each client:
- Group Level
- Treasure Hunter
- Well-Traveled
This means the next time that user opens Travel Check, those settings are restored automatically.
If Use Variant Travel Rules is turned off, Travel Check uses the standard outcome logic.
If roll >= 6: Danger
Else if roll <= 1 + Treasure Hunter: Discovery
Else: No Incident
This means:
- high rolls tend to create danger
- low rolls can create discovery
- middle rolls usually result in no incident
Threat Level: Medium (d10)
Treasure Hunter: 2
Roll 8 -> Danger
Roll 3 -> Discovery
Roll 4 -> No Incident
If Use Variant Travel Rules is turned on, Travel Check uses a different outcome structure.
Roll 1 -> Major Discovery
Roll 2-3 -> Minor Discovery
Roll 4-5 -> No Incident
Roll 6+ -> Danger
If the result is danger, the final danger severity depends on the selected threat die.
Minimal (d6) -> always Minor Danger
Low (d8) -> 25% Major Danger, 75% Minor Danger
Medium (d10) -> 50% Major Danger, 50% Minor Danger
High (d12) -> 75% Major Danger, 25% Minor Danger
Very High (d20) -> always Major Danger
Under variant rules, Lookfar only shows the Effect text for:
- Major Danger
- Major Discovery
Minor outcomes still produce a valid result, but the detailed effect text is intentionally hidden.
After the roll, Travel Check opens the Travel Result dialog which shows the outcome, the effect, source text
- optional keyword prompts
- a GM prompt or player waiting message
If the viewer is the GM, the result dialog includes:
- Keep — posts the result to chat and closes the dialog
- Reroll — generates a new result of the same outcome type without re-rolling the travel die
If the viewer is not the GM, they do not get Keep or Reroll buttons.
Instead, they see the result based on the module’s visibility rules and a waiting message while the GM decides whether to keep or reroll it.
Travel Check result visibility is controlled by the Result Visibility setting.
public -> all players can see the Travel Result dialog
gmOnly -> only the GM can see the Travel Result dialog
If visibility is set to gmOnly, non-GM users do not see the result dialog at all.
Keep finalizes the result and posts the rendered Travel Result to chat.
This is the version that should be treated as the final travel event for play.
Reroll does not roll the travel die again.
Instead, it keeps the same outcome type and generates a fresh result inside that category.
Examples:
- Danger -> rerolls into another danger
- Discovery -> rerolls into another discovery
- Major Danger -> rerolls into another major danger
- Minor Discovery -> rerolls into another minor discovery
If the outcome was No Incident, reroll does nothing.
Travel Check can build its results in two ways:
If no custom RollTable is selected, Lookfar uses its built-in localized data pools for:
- danger effects
- danger sources
- discovery effects
- discovery sources
These are loaded from the module’s data files.
You can override the built-in data by choosing your own RollTables in Settings.
The supported Travel Check RollTable settings are:
Discovery Effect Roll Table
Discovery Source Roll Table
Danger Effect Roll Table
Danger Source Roll Table
If a selected RollTable cannot be found, Lookfar falls back to the built-in default data.
If Enable Keywords is turned on in Settings, Travel Check can add flavor prompt keywords to the result.
These keywords are drawn from the localized keyword data and currently include:
- trait keywords
- terrain keywords
When enabled, Lookfar selects:
3 to 4 trait keywords
3 to 4 terrain keywords
These are displayed as comma-separated prompts in the Travel Result.
Keywords are optional and are meant to help the GM improvise details, tone, scenery, or complications.
Some danger or discovery effect text may include the placeholder:
{dmg}
When this appears, Lookfar replaces it automatically with a hidden damage value based on:
- the selected Group Level
- a randomly chosen hidden severity:
- minor
- heavy
- massive
Group Level 5+
- minor = 10
- heavy = 30
- massive = 40
Group Level 20+
- minor = 20
- heavy = 40
- massive = 60
Group Level 40+
- minor = 30
- heavy = 50
- massive = 80
This replacement happens automatically before the result is shown.
Threat Level: Low
Group Level: 5+
Treasure Hunter: 0
Well-Traveled: Yes
Use this for familiar routes, protected roads, or repeated journeys.
Threat Level: High
Group Level: 20+
Treasure Hunter: 1
Well-Traveled: No
Use this for hostile terrain, unstable frontiers, or risky expeditions.
Threat Level: Very High
Group Level: 40+
Treasure Hunter: 2
Well-Traveled: No
Use this for legendary regions, world-ending routes, or dangerous final-act travel.
Travel Check is directly affected by these world settings:
Controls whether results are visible to everyone or only to the GM.
Adds randomized trait and terrain keywords to the result.
Switches Travel Check from the standard rules to the variant minor/major system.
Lets you replace built-in discovery and danger data with custom RollTables.
- Use Well-Traveled for routes the party has already mastered
- Increase Treasure Hunter when the party is actively searching or especially lucky
- Use Group Level that matches the current campaign tier, especially if your result text includes
{dmg} - Turn on Keywords if you want more improvisation prompts
- Use custom RollTables if you want Travel Check to match a specific region, dungeon, chapter, or biome
Travel Check is built as a fast GM-facing utility, but its final result display can be shared with players depending on your world settings.
If you want the GM to control pacing and reveal results manually, use:
Result Visibility = gmOnly
If you want travel results to feel more immediate and shared, use:
Result Visibility = public