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Wilderness Travel

This table assumes the PCs are moving at a walking pace and are not doing a forced march extending their travel time beyond 8 hours in the day. If the travel is along clear terrain such as a trail, road or along a body of water an extra 50% of ground. Mounted characters traveling along clear terrain can gain another bonus doubling the amount of miles covered. Any travel in difficult terrain moves at the same pace whether it is on horseback or walking. Travel in carts can only be achieve along relatively flat terrain. Traveling in the dark is the same as traveling in difficult terrain. Travel speed is halved if any party members are encumbered with too much load.

Each day, characters should choose a pace of travel. Traveling fast gets the party farther, but leaves it vulnerable to ambush and raises the chance that they get lost. Careful travel gives the party options to sneak to surprise others themselves, forage for food along the way, explore any hidden points of interest or navigate to recover from getting lost.

Daily PaceMiles Covered Per DayNotes
Fast18Disadvantage to Perception checks
Normal12 -
Careful6Able to Explore, Forage, Navigate or Sneak

Sneaking, Navigating, Foraging, and Exploring

PCs may choose to travel slowly in order to perform one or more of these tasks. PCs who wish to sneak as they travel may scout ahead of the group and attempt to identify wilderness encounters ahead of time. By doing so, the group may use that PC’s Stealth proficiency to see if they sneak up on any encounter along the way. They may not spend their time doing any other tasks such as foraging or exploring.

For each province passed through on a day of travel, a navigation check should be made by the leader based on the terrain type. Any PCs who navigate while they travel may do so with advantage, at the cost of the entire group traveling slower. This check may be made with help from other PCs, and might have advantage depending on PC capabilities and how fast the party is traveling. The consequences for getting lost could be an extra encounter, lost time, making any mapping that was done worthless, and putting the PCs in the wrong place. Those consequences may be chosen by the GM.

PCs who forage while traveling may make a Survival check against the DC for the appropriate terrain type to see if they can find appropriate food or water. Foraging PCs also have advantage on their first shot to hunt any wild game. PCs who wish to explore will have a chance to find any hidden features along their route of travel, and they may map the subsquare terrain types along their route of travel through the 12-mile province.

travel.1578194713.txt.gz · Last modified: 2020/01/05 03:25 by andrew