Optional Exploration & Rest Rules in Elturia | World Anvil
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Optional Exploration & Rest Rules

Though settlements have begun to take hold in different places throughout the region, travel between these places is dangerous and there is still much unexplored within the borders of Elturia. Who knows what is found past the borders of the map the Cartographer's Guild pain stakingly created?  

Resting During Overland Travel

Players do not need to worry about the following rules if they find themselves with the amenities of civilization,such as a small settlement or larger. Unless they are ostrizated from the settlement for whatever reason, it is assumed that the players have what they need on hand or can easily obtain it.

Supplies

In order for each player to recieve the benefits of a long rest each player must have a total of 10 supplies. Additionally, the supplies must include one of each type: Food, Fluids, First Aid. If the character took no damage or suffered no ill effects, as determined by the game master, the First Aid requirement may be waived. For players to recieve the benefits of a short rest they must expend at least one supply of any type. If players wish to regain hit points during a short rest they must expend a supply with the "First Aid" type.   It is up to the GM to come up with additional supply options and work with players on what feels right for their game. Below is a sample supply table.   Sample Supply Table  
Name Type Supply Cost Rarity
Ale Mug / Keg Fluids 1 / 40 2 cp / 10 gp Common
**Boldir loaf Food 50 n/a Rare
*Canteen/Waterskin Fluids up to 6 2 sp Common
Linen Bandage (10) First Aid 2 1 gp Common
Ration Food 5 5 sp Common
**Runecloth Bandage First Aid 4 10 gp Rare
*Wild Game Food 1 - 20 Varies Common
Wine (common) Fluids 2 1 sp Common
*Aventurers must ensure that their water is drinkable and that their wild game that has been caught is edible. Meaning they must take time while at camp to sanitize water, and clean/prepare wild caught game.   **Magical Supplies  

Hunting and Gathering

Players can hunt or gather their own food while traveling. If the group is moving at a slow pace for the day the group may forage for food together throughout the days travels, or at the end of the traveling day the group may designate 1 individual to forage for food while the others set up camp. For each adventurerer that helps look for food, increase the set up time of camp by 30 minute. The GM determines the amount of time it takes to forage for food depending on the abundance or scarcity in the area, but the following list provides some suggestions. To forage for food, make a Wisdom (Survival) Check. The DC and amount of supply you recieve is determined by the following list:   Abundant Food and Water Sources, 1 - 2 hours
  • DC 8, you find enough food and water to cover 15 supplies
  • DC 14, you find enough food and water to cover 25 Supplies
  • DC 20, you find enough food and water to cover 40 Supplies
Limited Food and Water Sources, 2 - 3 hours
  • DC 10, you find enough food and water to cover 10 supplies
  • DC 15, you find enough food and water to cover 20 Supplies
  • DC 21, you find enough food and water to cover 30 Supplies
Scarce Food and Water Sources, 4+ hours
  • DC 13, you find enough food and water to cover 5 supplies
  • DC 18, you find enough food and water to cover 15 supplies
  • DC 25, you find enough food and water to cover 20 supplies
  There are some items that can help with hunting and gathering. For example, hunting traps will provide advantage on Wisdom (Survival) checks to forage, as well as reduce the time needed to be actively hunting. Perhaps local mages or druids have devised a magical means to help search for edible plants, such as a monacle that lets the wearer know if a fruit is poisonous or not.  

Spellcasting During Travel

 

Spell Alterations

Create and Destroy Water
This spell reduces the need to find potable drinking water as written. Instead the spell does not create potable water. The water created must still take the time to sanitize the water created.   Good Berry
As written, the spell completely negates the need to track rations and supplies in current 5e. For the purposes of overland travel, good berry does not negate the need for other supply. Rather, it provides 10 food supply.  

Preparing Spells

In order for spell casters to successfully change their prepared spells in overland travel they must succeed on a DC 18 concentration check. This is to account for the fact that spell casters do not have the amenities they are used to to aid in their preparation. A wizard does not have their desk and scrolls, and a cleric does not have the peace of the monastary. Rangers are exempt from this rule, and other magical effects may help other spell casters prepare their spells. For example, if a wizard casts Magnificient Mansion, it provides them with a environment necessary to prepare thier spells without any distraction from the wilderness.  

Level Advancement

In order for characters to recieve the benefits of a level advancement they must spend a week of downtime in settlement. This is to account for the adventuring party honing its skills, and taking the necessary time to implement their experience through training. During this time, the party may participate in other normal downtime activities such as research, intrigue, philanthropy, etc.
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