Travel Rules
3 Parts of a Travel Day
For each part of the travel day, characters get to choose a role that they will be serving for the group. They can choose a different role each day of travel. However, once chosen for the day, they cannot change to a different role.
Travel Phase
A party chooses their rate of travel for each day and that cannot be changed until the next day of travel. Difficult terrain will reduce this movement by half. Weather can cause the difficult terrain condition. A party can choose to end the travel phase early, entering the encampment phase (and loose the remaining travel distance) after an encounter.
It is important to note that the travel speed is not the same nor effected by the character's movement speed.
Traveling Speed
Slow Pace
Each day a group can travel 10 miles at a slow speed. Doing so allows the party to travel in stealth. The party can roll a group stealth check with the Scout character making the stealth roll for the group, presuming that they are going ahead of the group and then circling back to provide the group with important information. Additionally, the guide rolls their checks with advantage. Lastly, the party does not roll a fortitude roll at the end of the day.
The down side to slow travel is that it is slow and thus takes longer to get where ever the party is going. This means that the party will need more food and water to survive the trip. Carrying more supplies brings logistical challenges of possible over encumbrance, vehicles or pack animals.
Normal Pace
Each day a group can travel 20 miles at a normal speed. The party does not get any benefits or penalties for moving at this pace.
Fast Pace
A party can rush to move 30 miles in one day, but risk taking levels of exhaustion. If the party chooses to rush, they will make a fortitude save at the end of each 10 miles of travel. This means that there is a total of 3 fortitude checks related to rushing. These are in addition to the fortitude check made at the end of the day.
Encumbrance
If you or any of your traveling companions are Encumbered you cannot travel at a fast pace. If you or any of your traveling companions are Heavily Encumbered you can only travel at a slow pace. The party is allowed to split up during travel with faster and slower groups moving separately.
Traveling Jobs
The Guide
There can only be one guide in a party and they cannot benefit from the help action.
It is the guide's job to make sure that the party doesn't get lost. They can be tracking, using a map or following the stars. They are the character that knows how to travel through the landscape and keep track of where the party is in the world. They will be rolling survival checks to determine how well they are navigating the landscape. The DC will depend on the circumstances of the travel (see the table below for examples). A successful check means that the party is moving in the right direction. If the guide succeeds by 5 or more, they will optimize the route. They might avoid a hazard, find a short cut or provide superior pacing for the group. The end result is that the party travels an additional 10 miles without making any additional rolls (no other jobs roll for this either). Failure means that the party cannot move. Failure by 5 or more means that the party is moving in the wrong direction. The checks are rolled for each 10 miles of movement.
Modifiers
- Using a compass while serving as a guide offers a +2 bonus to checks.
- Having a tracking dog (or other such animal) assisting you in following a trail provides advantage on checks. However, this is only situationally helpful in the context where you are following a person or animal.
Travel Circumstances | DC |
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-Following a well-maintained and marked trail through open terrain in ideal weather. -Traveling in daylight through flat grasslands with no obstructions. -Spotting a large landmark, such as a mountain or tower, visible from far away. | 5 |
-Navigating a lightly forested area with occasional but clear trails. -If the road is still partially intact, with recognizable features like faded markers or remnants of buildings along the way. -Identifying safe places to camp in a temperate region with minimal predators. -Crossing a shallow, slow-moving river with visible stepping stones. | 10 |
-Traversing a dense forest where the trail has been overgrown but is still faintly visible. -Climbing a moderately steep hill while carrying a medium load. -If the road is heavily overgrown, obscured by debris, or intersected by collapsed structures. | 15 |
-Traveling through a dense swamp filled with hidden hazards like sinking mud and poisonous plants. -Marching through a desert in the middle of the day with limited access to water. -Climbing a sheer rock face with minimal handholds while burdened with a pack. | 20 |
-Navigating a snowstorm or blizzard in an alpine region without prior preparation or specialized gear. -Finding a hidden path through a canyon riddled with illusions or natural mirages. -Navigating through a thick fog that obscures visibility in a large space that distorts sounds without magical guidance. | 25 |
-Scaling a vertical cliff face during a torrential downpour with no climbing tools. -Finding a safe route through an active lava field without magical assistance. -Crossing an endless expanse of sand dunes in the middle of a sandstorm with no clear direction. | 30 |
Note: hazardous terrain, environmental events (wandering zombie troop) or the weather could also impact the DC rating for the travel check.
The Scout
If you have level 2 or more of exhaustion, you cannot serve the party as the scout.
There can only be one scout in a party and they cannot benefit from the help action.
This character roams ahead of the party to watch for danger. The scout will make either a stealth or a perception check for each 10 miles of travel. A successful roll means that the party avoids all encounters. If the scout succeeds by 5 or more, the party can choose to ambush or avoid the encounter. Failure on a scout check means that the party will face an encounter. If the scout fails the roll by 5 or more the party must roll perception checks to determine if they are surprised by the encounter.
Modifiers
- Using binoculars or a spy glass will give the scout a +2 bonus on their checks.
- Being in light or no armor while unencumbered gives the scout advantage on their checks.
Scouting Circumstances | DC |
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-Spotting a group of travelers or animals on an open plain under clear weather conditions. -Hearing distant noise, such as a caravan or river, in a quiet environment -Noticing a well-marked warning sign or cairn indicating danger ahead on a clear and well-maintained trail. | 5 |
-Detecting a small group of non-hostile creatures, such as deer or wandering merchants, traveling through light forest. -Spotting a potential encounter along a well-traveled road with some visual obstructions (e.g., shrubs or a low hill). -Noticing warning signs like tracks or recently disturbed foliage indicating recent activity. -Avoiding detection while attempting to move past a group without being seen in an area that provides cover. | 10 |
-Listening for quiet noises, like whispers or muffled footsteps, in dense woods or ruins. -Spotting movement or potential ambush points in uneven terrain, such as rolling hills or rocky outcrops. -Tracking a band of travelers through the underbrush without alerting them. -Avoiding detection while scouting near an area with hostile creatures that are engaged in activities other than patrolling. | 15 |
-Approaching a camp of hostile creatures and determining their numbers and patterns without being detected. -Identifying the exact location of a concealed predator, such as a stalking wolf pack or a zombie troop in a dark forest. -Distinguishing friend from foe when observing a group of humanoids at a distance. -Avoiding detection while scouting near an area with actively patrolling guards or sentries. | 20 |
-Moving through dangerous terrain, such as unstable ruins or a crumbling canyon, while staying silent and undetected. -Locating a hidden enemy group using magical concealment, such as invisibility or magical fog. -Spotting an ambush in pitch darkness where enemies are using advanced concealment tactics, such as blending into shadows or positioning themselves in elevated terrain. -Keeping track of the patrol routes of a highly organized enemy camp, where numerous sentries and lookouts are constantly scanning for intruders. -Evading detection while observing a creature with superior hunting instincts, like an apex predator in its natural habitat. | 25 |
-Identifying a hidden ambush prepared by creatures with extraordinary camouflage, such as chameleonic monsters or magically cloaked assassins. -Remaining undetected while observing creatures with superior senses (e.g., blindsight or truesight). -Scouting a top-secret government building or a heavily guarded military installation with numerous sentries, watchtowers, and surveillance systems. -Moving through a combat zone with ongoing skirmishes between rival factions. | 30 |
Note: not all travel encounters are hostile. But scouting is the only way that a party is given the choice about engaging with the encounter or not.
The Cartographer
There can only be one cartographer in a party and they cannot benefit from the help action. This character is responsible for mapping or recalling knowledge about the area that they are traveling through. The cartographer makes either a history or survival check. A successful check means that the cartographer was able to recall the area or has this area mapped. The map can be one that they have made or one that they have otherwise acquired. Having an area mapped means that the guide of the party is granted advantage on their checks. Failure means that this character does not recall the area or have the area mapped. Success of 5 or more grants the party additional knowledge about the area. They would know the common plants and creatures in the area. They would know any significant history or lore about the area.
Modifiers
- If you have cartographer tools and are proficient with them, they allow you to add your proficiency bonus to your rolls.
- If the cartographer is already in possession of a map of the area, then they automatically give the guide advantage on their rolls. They can acquire this type of map by purchasing or trading for it before travel. If a player is proficient with cartographer tools and has the tools with them while serving as the party cartographer, it is assumed that the character is creating a map of the area they are traveling in and they should make this notation on their character sheet.
The Traveler
There is no limit to the number of travelers there can be in a party. Travelers can assist other travelers in their responsibilities. This is reflected by having a single character making the traveler rolls for the party while the other travelers provide assistance with the help action, granting an instance of advantage for each helper. The other roles cannot provide assistance to the traveler and the travelers cannot provide help to the other roles.
Travelers are responsible for making sure that the gear and animals are being managed appropriately. They carry the bulk of the gear so that other characters can better manage their roles. If pack animals or draft animals are being used, it is their job to ensure that these animals are being cared for and are staying calm during the journey. If vehicles are being used, it is their job to keep them maintained.
The traveler makes the most varied of roles, calling upon any of the skills. If the party is surprised, they might need to make a check in animal handling to keep the animals from bolting. They might need to make a strength or constitution check to maneuver the gear and animals over tricky parts of the terrain like broken bridges or steep inclines. They might need to make an athletics check to clear an area so that animals or vehicles can pass.
Traveler Tasks | DC |
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-Preventing skittish animals from bolting during a mild, unexpected noise, such as a small animal rustling in the bushes. -Ensuring gear and animals are organized when the terrain is clear and free of obstacles, such as a wide, well-maintained road. -Fixing a minor issue with a vehicle, like tightening a loose bolt or adjusting the reins of a draft animal. | 5 |
-Keeping animals calm during a brief surprise encounter, such as a passing traveler or a non-threatening animal nearby. -Ensuring gear is properly secured while traveling on an even, smooth path or during a calm day of travel with minimal distractions. -Managing a small obstruction, such as a fallen branch or small rocks, allowing animals or vehicles to pass without issue. | 10 |
-Calming animals after a more intense surprise, like a loud noise or sudden movement in the environment that causes them to become nervous or skittish. -Navigating gear and animals over moderate terrain, such as a gentle incline or a rocky patch that requires a bit of maneuvering. -Repairing a vehicle or tending to animals when they experience a moderate issue, such as a wheel that needs adjusting or a saddle that has slipped. | 15 |
-Keeping animals calm and ensuring their safety during a truly unexpected surprise, such as an ambush or loud, dangerous event that could cause them to panic. -Maneuvering animals or vehicles across difficult terrain, such as a broken bridge or steep incline, requiring extra strength or endurance to avoid mishaps. -Clearing a path through a dense area where obstacles like fallen trees or large boulders need to be moved for the animals to pass. | 20 |
-Preventing animals from bolting during a terrifying surprise, such as a major predator sighting or magical disturbance, requiring expert handling to keep the animals calm. -Maneuvering animals or gear across extremely treacherous terrain, like a dangerous cliffside or a deep marsh, where slipping could cause injury or loss of valuable resources. -Making emergency repairs on a vehicle under duress, such as in a dangerous area where parts are unavailable and the damage is severe, requiring ingenuity and quick thinking. | 25 |
-Ensuring the animals remain calm while traveling through an environment filled with overwhelming threats, like a magical storm or a wild, untamable region that threatens to break the animals' spirits. -Navigating an impassable stretch of terrain, such as a narrow, rocky ledge or collapsing bridge, while carrying important gear and ensuring the safety of all animals. -Fixing a major mechanical issue with a vehicle or gear during a crisis, such as in the middle of a dangerous encounter or during a particularly treacherous time when failure could lead to disaster. | 30 |
Encamping Phase
This is the part of the day where the party finds a suitable location for camp, does any hunting or gathering for food, sets up their tents, makes a fire, cooks their meal. Camp can be pitching a tent, fashioning shelter from natural resources or utilizing existing structures in the world.
The daily Fortitude roll is made at the end of this phase, prior to the long rest.
Encamper
There is no limit to the number of encampers in a party. Encampers can assist other encampers in their responsibilities. This is reflected by having a single character making the encamper rolls for the party while the other encampers provide assistance with the help action, granting an instance of advantage for each helper. The other roles cannot provide assistance to the encamper and the encampers cannot provide help to the other roles.
Encampers make a stealth or survival check. Success means that the camp has been set up securely and there are no encounters during the rest. If the encamper succeeds by 5 or more, the party benefits from secure rest during the Long Rest Phase. This means that each party member can roll one additional hit die to restore hit points in addition to the hit die pool already granted to them. When they roll for hit points during the long rest, they use this temporary hit die first. On a failure, there are encounters during the rest and the rest is at risk of being interrupted. This means that the party might be required to restart their rest to gain the benefits of a long rest. If the Encamper fails the roll by 5 or more the party must roll watch checks with disadvantage.
Encamper Conations | DC |
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-Setting up camp in a well-known and safe location (e.g., a frequently used campsite or a sheltered area within a cleared zone with no visible threats). -Pitching a tent or setting up basic shelter in a flat area without any obstructions, requiring little to no adjustment. -Securing a partially intact building in a safe, well-maintained ruin, with only minor adjustments needed, such as clearing a small amount of debris or setting up basic sleeping arrangements. | 5 |
-Choosing a good campsite in a mildly wooded area or near a safe water source, avoiding obvious dangers (e.g., predators or unstable terrain). -Building a fire in an open area with dry wood, requiring only basic knowledge of how to create a spark or light a match in ideal conditions. -Setting up tents or shelters in a moderately sheltered area where the ground is mostly even and natural barriers provide some protection from wind and rain. -Converting a ruin into a campsite by setting up tents inside a mostly intact structure, such as a stone building with a solid roof and walls. Some small adjustments are needed, like clearing away debris or blocking small gaps to keep out the wind or animals, but the structure provides shelter with minimal effort. | 10 |
-Choosing a suitable campsite in an unfamiliar area, where resources may be less predictable (e.g., a forest with dense underbrush, or an area near a body of water with potential flooding risks). -Building a fire in a damp or slightly windy area where it’s harder to ignite and keep the fire going, requiring more skill and time to ensure the fire is stable. -Pitching a tent or creating shelter in an area with uneven or rocky terrain, or in a partially sheltered location requiring adjustments to the tent structure or arrangement. -Turning a dilapidated ruin into a safe campsite by fortifying an unstable building or structure. This may involve using available materials to reinforce walls or roofs, patching holes, or creating a makeshift shelter within the ruin. It might take some time and effort, and there’s a risk of parts of the building collapsing or being exposed to the elements. | 15 |
-Adapting a crumbling ruin into a secure campsite by reinforcing walls, creating barriers to keep out wildlife or hostile forces, and ensuring there is enough shelter to protect the party from the elements. -Finding a secure campsite in a potentially dangerous or unfamiliar environment, such as a dense, unexplored forest or a rocky ridge with limited space and shelter from the elements. -Building a fire in a challenging environment like a wet forest or during inclement weather (e.g., rain or snow), requiring specialized techniques to gather dry material or build a safe fire pit. -Pitching a tent or making shelter in an area with significant environmental challenges (e.g., a steep slope, unstable ground, or extreme weather), requiring creative solutions and extra effort to stabilize and secure the camp. | 20 |
-Transforming a ruin or ruined building into a defensible campsite under difficult conditions, where the structure is on the verge of collapse or partially exposed to outside threats like weather or wildlife. The encamper may need to use advanced construction techniques, gather difficult-to-find materials, and take extra care to ensure the group’s safety for the night, such as creating traps or a defensive perimeter around the ruins. -Finding a safe campsite in a region with environmental hazards (e.g., a canyon, a rocky desert, or an active volcanic area) where finding suitable shelter or a safe place is difficult, and extra precautions are needed. -Building a fire in extreme conditions like a snowstorm, heavy rain, or high winds, where keeping the fire going without significant damage to the surrounding environment is a difficult and time-consuming task. -Pitching a tent or creating shelter in a highly exposed or risky location (e.g., on a cliffside, during a thunderstorm, or in an area with predators nearby) | 25 |
-Converting a dangerous, half-destroyed ruin into a fully functional campsite in an area that is hazardous (e.g., near active threats, unstable architecture, or magical disturbances). The ruin may be barely standing, with parts of it about to collapse. -Finding a safe campsite in a hostile or extremely dangerous environment (e.g., a frozen tundra, a volcanic region with frequent eruptions, or a magical wasteland) where failure to properly set up could result in disaster or loss of life. -Building a fire in conditions like a massive blizzard, torrential downpour, or within a magical storm that actively resists any attempt to start or maintain a fire. -Pitching a tent or creating shelter in an environment where survival is at risk, such as on the edge of an active battlefield or in a location with ongoing environmental disasters | 30 |
Note: Your camp is where ever the party chooses to take their rest during travel. Encamping is whatever activities the party chooses to take to prep that space.
Foragers
There is no limit to the number of foragers in a party. Foragers can assist other foragers in their responsibilities. This is reflected by having a single character making the forager rolls for the party while the other foragers provide assistance with the help action, granting an instance of advantage for each helper. The other roles cannot provide assistance to the forager and the foragers cannot provide help to the other roles.
Foragers make a survival or nature check to gather supplies like food, water and firewood. Success means that party gains one day of rations for each person in the party. Success of 5 or more grants the party two days of rations for each person in the party. Failure means that they do not find any additional rations for the party. Failure by 5 or more means that they bring back food that wasn't safe to consume and all the party members need to roll an additional fortitude save at the end of the phase.
Foraging Tasks | DC |
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Gathering food and firewood in a well-established area where resources are abundant, such as a forest near a settlement or along a well-traveled trail. The forager can easily find edible plants, clean water, and dry firewood with little effort, allowing the party to secure sufficient rations for the day. | 5 |
Foraging in a common area with plenty of natural resources, like a temperate forest or meadow where food and water are abundant but not overly plentiful. The forager might need to search for a while or make a few decisions about what to gather, but there is no immediate danger from predators or unsafe resources. | 10 |
Searching for food and water in a less fertile region, such as a forest with some overgrowth or an area that has been lightly scavenged by other travelers. The forager may need to get creative with what they find and might come across scarce or less nutritious food, but still manages to gather enough rations to feed the party for the day. | 15 |
Foraging in a region with scarce resources, like a dry forest, a rocky hill, or a swamp where food and clean water are more difficult to find. The forager has to put in extra effort, search a larger area, and may even have to make difficult choices between less-than-ideal sources of nutrition or water. | 20 |
Foraging in a harsh environment, such as a cold mountain pass, a dense jungle, or a desert where food and water are extremely limited. The forager might need to rely on survival instincts and advanced knowledge of the environment to find enough supplies for the party. | 25 |
Foraging in an extremely dangerous or barren environment, like a poisonous marshland, an area plagued by extreme weather conditions, or a forest teeming with aggressive predators. | 30 |
Modifiers
- If you are proficient with the herbalism kit and carry it with you, it grants advantage when foraging for food.
- If you are proficient with the carpenter's tools and carry them with you, they grant advantage when foraging for wood.
Cook
There can only be one cook in a party and they cannot benefit from the help action.
The cook will make a cooking check. This is a straight d20 roll. If they are proficient with the Cook’s Utensils, you roll with advantage. As part of the encampment phase you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain 1 extra hit point per Hit Die spent during the long rest, provided you have access to sufficient food, and fire. The food cannot be travel rations to gain this benefit. The meal served must be of a typical quality or higher. Rolling less than 10 on the check means that the party does not gain any bonus from their meal. Rolling 5 or less means that the meal was ruined and cannot be eaten. The party must either eat rations or the cook must attempt to cook another meal. If there are no rations and the cook cannot cook another meal for the lack of ingredients, the party goes hungry.
Cooking Activity | DC |
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Create a typical meal | 10 |
Spot poison or impurities in food | 15 |
Create a gourmet meal | 15 |
If the cook is proficient with the Cook’s Utensils they can make an additional check before starting to cook to check the quality of the ingredients they are using. If they pass this check, they can negate the need for the party to roll a fortitude save as a result of the foraging group failing their check by 5 or more. This is considered an action that all knowledgeable cooks would engage in. Thus they will automatically gain the chance to make this roll if the foraging party fails their roll by 5 or more.
Malnutrition Hazard
A creature needs an amount of food per day based on its size, as shown in the Food Needs per Day table. A creature that eats but consumes less than half the required food for a day must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level at the day’s end. A creature that eats nothing for 5 days automatically gains 1 Exhaustion level at the end of the fifth day as well as an additional level at the end of each subsequent day without food.
Exhaustion caused by malnutrition can’t be removed until the creature eats the full amount of food required for a day.
Fortitude Saves
These are constitution saving throws made for each day of travel that reflect the character's ability to endure travel. The DC starts at 10. Each time a character passes a save, the DC increases by 2. Taking a long rest will lower the DC by 2. Failing a save inflicts a level of exhaustion. This check is made at the end of the day, before any long rest taken. This check is in addition to any checks made for rushing or other circumstances that require an exhaustion check. All Fortitude checks are rolled at the same time during the phase of travel.
Long Rest
Resting on the road is different and more difficult then resting in the comforts of a safe location. While resting during travel, the character does not restore their hit points to full as they normally would. They still regain their expended hit dice, but do so at the end of the rest. A character can use their hit dice to restore hit points during a long rest in the same manner that they would during a short rest.
A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity — running around, fighting, casting spells, or similar adventuring activity — the characters must begin the rest again to gain any benefit from it.
Watch
Each long rest is broken into 4 watch shifts that last 2 hours long. Each character taking watch must also indicate which watch shift they are taking. There is no limit to the number of watchers in a party or the number of watchers per a watch shift. Watchers can assist other watchers in their responsibilities. This is reflected by having a single character making the watcher rolls for the party while the other watchers provide assistance with the help action, granting an instance of advantage for each helper. Anyone that is not on the watch shift cannot help.
Watchers make perception checks. One check is rolled for each shift. Failure means that the party is surprised by any encounters during the rest. Success means that the party is not surprised by any encounters during the night.
Watch rolls are only played out in the condition that it has been determined that there will be encounters during the Setup Phase. If it has been determined that there will be no encounters during the Setup Phase, then the watcher rolls are not required and it is assumed that the rest passes without interruption.
Going without a Long Rest
A long rest is never mandatory, but going without sleep does have its consequences. If the party chooses, they can skip the Setup Phase and Rest Phase of the day. If they choose to do so, they can travel an additional 10 miles that day. However, since they have not stopped to make camp or rest, they are assumed to have gone without food for that day. Additionally, since they have not rested, they must make a Fortitude Save DC 10. It becomes harder to fight off exhaustion if you stay awake for multiple days. After the first 24 hours, the DC increases by 5 for each consecutive 24-hour period without a long rest. The DC resets to 10 when you finish a long rest. These rules also apply if the long rest is interrupted and they do not choose to restart their rest.
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