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
Terrain | Exploration Time |
Plains | 2 hours |
Forest / Hills / Swamp | 4 hours |
Mountains | 8 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.
Terrain | Visibility |
Forest/Swamp | Only your current hex |
Plains | See all adjacent (1 hex away) hexes |
Hills | See up to 2 hexes away |
Mountains | See 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)
Terrain | Navigation DC |
Roads | Automatic success |
Plains | DC 10 |
Hills / Forest / Swamp | DC 12 |
Mountains | DC 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
Terrain | Exploration Time |
Plains | 4 hours |
Forest / Hills / Swamp | 8 hours |
Mountains | 16 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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