Navigation and Tracking
Navigation
Unless they are following a path, or something like it, adventurers traveling in the wilderness run the risk of becoming lost. The party's navigator makes a Wisdom (Survival) check when you decide it's appropriate, against a DC determined by the prevailing terrain, as shown on the Wilderness Navigation table. If the party is moving at a slow pace, the navigator gains a +5 bonus to the check, and a fast pace imposes a -5 penalty. If the party has an accurate map of the region or can see the sun or stars, the navigator has advantage on the check.If the Wisdom (Survival) check succeeds, the party travels in the desired direction without becoming lost. If the check fails, the party inadvertently travels in the wrong direction and becomes lost. The party's navigator can repeat the check after the party spends 1d6 hours trying to get back on course.
Tracking
Adventurers sometimes choose their path by following the tracks of other creatures-or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom (Survival) check. You might require trackers to make a new check in any of the following circumstances:- They stop tracking and resume after finishing a short or long rest.
- The trail crosses an obstacle, such as a river, that shows no tracks.
- The weather conditions or terrain changes in a way that makes tracking harder.
On a failed check, the character loses the trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors.
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