Travel and Exploration

Travel Guidelines

  • A typical day allows for 8 hours of travel.
  • Pushing beyond that requires each party member to make a Constitution saving throw. Failure results in exhaustion, and regardless of the outcome, the day counts as two for exhaustion purposes.
  • Partial hexes cannot be completed unless the full time cost is spent.
  • Roads reduce the travel time for the terrain they pass through by half, but only if following the road.
  • Severe weather or poor visibility can increase travel time by hours per hex depending on severity (GM discretion).
  Travel across the world map is measured in 3-mile hexes. Each terrain type affects how long it takes to move through a single hex. For increased travel speed or greater carrying capacity, refer to Horses, Wagons, and Carts.    

Travel Time by Terrain

TerrainExploration Time
Plains2 hours
Forest / Hills / Swamp4 hours
Mountains8 hours
 

Visibility by Terrain

Visibility is determined by the terrain of the hex you are currently in. You can see into adjacent hexes based on elevation and line of sight.  
TerrainVisibility
Forest/SwampOnly your current hex
PlainsSee all adjacent (1 hex away) hexes
HillsSee up to 2 hexes away
MountainsSee up to 3 hexes away
 

Line of Sight and Blocking Terrain

  • Higher terrain blocks line of sight beyond it.
  • Terrain of equal or lower elevation does not block line of sight.
  • Example: From a hill, a mountain in an adjacent hex will block visibility to hexes beyond it in that direction.
   

Navigating the Wilderness

When traveling through unmapped, wild, or unfamiliar terrain (hills, forests, swamps, or mountains), the party must rely on a guide to successfully navigate. Severe weather, fog, or night travel increase the DC for navigation checks by 1–5, at the GM’s discretion.   Whenever the party sets out, the designated guide must make a Survival check to navigate. On a failure, the group either makes no progress or, on a significant failure, becomes lost.    

Getting Lost

Traveling through unfamiliar terrain carries the risk of getting lost.  
  • If the guide fails a navigation check by 5 or more points, the party becomes lost.
  • The party unknowingly moves 1 hex in a random direction instead of their intended destination.
  • The party remains lost until they reach a road, landmark, higher ground (hills or mountains), or some other place where they can reorient themselves.
  Upon reaching such a place:
  • A character proficient in Navigation or Survival may attempt a navigation check (GM sets DC) to regain their bearings.
     

Difficulty Navigating (per hex traveled)

TerrainNavigation DC
RoadsAutomatic success
PlainsDC 10
Hills / Forest / SwampDC 12
MountainsDC 14
   

Scouting and Hex Exploration

To fully explore a hex (e.g., locate hidden features, gather information, prepare to map it accurately):  
  • Spend twice the amount of time it takes to travel through that hex.
  • Roads do not reduce exploration times.
  • A single Navigation roll is still used during exploration.
 

Exploration Time by Terrain

TerrainExploration Time
Plains4 hours
Forest / Hills / Swamp8 hours
Mountains16 hours
   

Mapping

Parties that wish to create accurate maps must dedicate time to properly chart their surroundings.  

Mapping a Hex

  • A hex can only be mapped after it has been fully explored (see exploration rules).
  • Once exploration is complete, a character may make a Craft: Cartography check.
  • Mapped hexes: No Navigation checks are required when traveling through them.
 

Pathfinding

A skilled Ranger can leave marks, cairns, or trail signs while exploring a hex, granting advantage on future Navigation checks for that hex or route, even without a map.   The Wardens are particularly skilled at this, using a coded system of symbols and markings to communicate information about the surrounding area and leave supply caches.

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