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Travel

Travel Roads Simple Terrain (Light Forest / Low Hills / Plains / Ford) Difficult Terrain (Dense Forest / Swamp / Heavy Hills / River / Steep Valley) Extreme Terrain (Mountains)
On Foot (Slow) 1 Hex / 8 Hours 1 Hex / 12 Hours 1 Hex / 24 Hours 1 Hex / 40 Hours
On Foot 1 Hex / 6 Hours 1 Hex / 8 Hours 1 Hex / 16 Hours 1 Hex / 24 Hours
On Foot (Fast) 1 Hex / 5 Hours 1 Hex / 6 Hours 1 Hex / 8 Hours 1 Hex / 16 Hours
Cart 1 Hex / 4 Hours 1 Hex / 6 Hours N/A N/A
Horseback 1 Hex / 4 Hours 1 Hex / 4 Hours 1 Hex / 8 Hours N/A


Walking for more than 8 hours each day becomes exhausting. Each member of the party must make a Constitution Saving throw at the end of each hour beyond the 8th. The save DC is 10 + the number of hours beyond 8 they have walked without rest. Once the DC is 13, it increases by 2 for each additional hour. On a success, they suffer no consequences; on a failure, they suffer 1 point of exhaustion.

The DC for tracking is 10 + (5 - the number of creatures you are tracking (minimum of 1)) + (1 for every 8 hours since the creature(s) were in the area you are). This number may change depending on the environment (i.e. Much more difficult across mountains, much easier through snow).

When moving slowly, the party may be stealthy. When moving stealthily, the DC for tracking them increases by the Stealth (Dex) modifier of the party. This value is whichever is highest from the party.

While moving quickly, all members of the party suffer one point of exhaustion after 8 hours without rest. When moving quickly, the DC for tracking them decreases by 5.

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