The road does not ask where you came from. It asks only whether you will cross it. There is ground ahead that was not yours this morning. By nightfall it will be behind you, or you will not have reached the far side.
Setup
Place terrain to fill the board: ruins, hedgerows, rocky outcrops, whatever the road warrants. Avoid open ground at the centre; the board interior should feel inhabited and contested.
Place Waymarks using standard placement rules.
Roll for Initiative, then randomly determine a board edge for the side that lost to deploy from — these are the Defenders. The side that won are Attackers and deploy from the opposite side.
Major Trial
The Defenders must move at least half their Oathband (rounded up) off the opposite board edge. The Attackers must make it impossible for the Defenders to do so. The Trial ends when the Major Trial is fulfilled by the Defenders, or becomes impossible for them.
Minor Trial
A side needs to interact with at least 3 Waymarks — or all Waymarks, if fewer than 3 were placed — before the Major Trial is completed.
Special Rules
Roll on the Sight, Shroud, and Light tables as normal for Season, Time, Light, and Weather.
Events
The Defender rolls at the start of each Turn.
| D12 | Event |
| 1–2 | The weather shifts. Reroll the current Weather condition on the Sight, Shroud, and Light tables and apply it immediately for the remainder of the Battle. |
| 3 | Gone before you reached it. Remove the nearest Waymark from the board. |
| 4 | Difficult going. All Move Deeds cost 1 additional Deed until end of Turn for characters not yet across the centreline. |
| 5–6 | No effect. The road holds its breath. |
| 7–8 | A clear path opens. One Pilgrim of your choice makes a free Move Deed immediately. |
| 9–10 | Something catches the eye. One Waymark of your choice, if investigated this Turn, adds +2 to the Waymark table roll. |
| 11–12 | More than you thought. Place one Waymark using standard placement rules. |
Outcomes
In the Aftermath, if the Major Trial is completed, roll for Battlefield Finds at Advantage; if not, at Disadvantage. Add +1 for each Waymark interacted with beyond the first. If the Minor Trial was completed, add +2.