Compil TRAVEL SCALE WILDERNESS de Player's Handbook (10th Print)
Compil TRAVEL SCALE WILDERNESS de Player's Handbook (10th Print)
PART 2 ADVENTU RI N G
r82
Encountering Creatures. If the DM determines SPLITTI N G U P TH E PA RTY
that the adventurers encounter other creatures while Sometimes, it makes sense to split an adventuring party,
they're traveling, it's up to both groups to decide what especially if you want one or more characters to scout ahead.
happens next. Either group might decide to attack, You can form multiple parties, each moving at a different speed.
initiate a conversation, run away, or wait to see what the Each group has its own front, m iddle, and back ranks.
other group does. The d rawback to this approach is that the party will be split
Surprising Foes. If the adventurers encounter a
i nto several smaller groups in the event of an attack. The
advantage i s that a small group of stealthy characters moving
hostile creature or group, the DM determines whether
slowly m ight be able to sneak past enem ies that clumsier
the adventurers or their foes might be surprised when characters would alert. A rogue and a monk moving at a slow
combat erupts. See chapter 9 for more about surprise. pace are m uch harder to detect when they leave their dwarf
paladin friend behind.
OTHER ACTIVITIES
Characters who turn their attention to other tasks as the
group travels are not focused on watching for danger. For example, a creature with a Constitution of 14 can
These characters don't contribute their passive Wisdom hold its breath for 3 minutes. If it starts suffocating, it
(Perception) scores to the group's chance of noticing has 2 rounds to reach air before it drops to 0 hit points.
hidden threats. However, a character not watching for
danger can do one of the following activities instead, or VI S I O N A N D L I GHT
some other activity with the DM's permission. The most fundamental tasks o f adventuring-noticing
Navigate. The character can try to prevent the group danger, finding hidden objects, hitting an enemy in
from becoming lost, making a Wisdom (Survival) check combat, and targeting a spell, to name just a few
when the DM calls for it. (The Dungeon Master's Guide rely heavily on a character's ability to see. Darkness
has rules to determine whether the group gets lost.) and other effects that obscure vision can prove a
Draw a Map. The character can draw a map significant hindrance.
that records the group's progress and helps the A given area might be lightly or heavily obscured. In
characters get back on course if they get lost. No ability a lightly obscured area, such as dim light, patchy fog,
check is required. or moderate foliage, creatures have disadvantage on
Track. A character can follow the tracks of another Wisdom (Perception) checks that rely on sight.
creature, making a Wisdom (Survival) check when the A heavily obscured area-such as darkness, opaque
DM calls for it. (The Dungeon Master's Guide has rules fog, or dense foliage-blocks vision entirely. A creature
for tracking.) effectively suffers from the blinded condition (see appen
Forage. The character can keep an eye out for ready dix A) when trying to see something in that area.
sources of food and water, making a Wisdom (Survival) The presence or absence of light in an environment
check when the DM calls for it. (The Dungeon Master's creates three categories of illumination: bright light, dim
Guide has rules for foraging.) light, and darkness.
Bright light lets most creatures see normally. Even
TH E ENVIRO N M E N T gloomy days provide bright light, as do torches, lan
By its nature, adventuring involves delving into places terns, fires, and other sources of illumination within a
that are dark, dangerous, and full of mysteries to be specific radius.
Dim light, also called shadows, creates a lightly
explored. The rules in this section cover some of the
most important ways in which adventurers interact with obscured area. An area of dim light is usually a
the environment in such places. The Dungeon Master's boundary between a source of bright light, such as
Guide has rules covering more unusual situations. a torch, and surrounding darkness. The soft light
of twilight and dawn also counts as dim light. A
FALLI NG particularly brilliant full moon might bathe the land
in dim light.
A fall from a great height i s one o f the most common Darkness creates a heavily obscured area. Charac
hazards facing an adventurer. At the end of a fall, a ters face darkness outdoors at night (even most moonlit
creature takes ld6 bludgeoning damage for every 10 nights), within the confines of an unlit dungeon or a sub
feet it fell, to a maximum of 20d6. The creature lands terranean vault, or in an area of magical darkness.
prone, unless it avoids taking damage from the fall.
BLINDSIGHT
SUFFO C ATI NG A creature with blindsight can perceive its surroundings
A creature can hold its breath for a number o f minutes without relying on sight, within a specific radius.
equal to 1 + its Constitution modifier (minimum Creatures without eyes, such as oozes, and creatures
of 30 seconds). with echolocation or heightened senses, such as bats
When a creature runs out of breath or is choking, it and true dragons, have this sense.
can survive for a number of rounds equal to its Consti
tution modifier (minimum of 1 round). At the start of DARKVISION
its next turn, it drops to 0 hit points and is dying, and Many creatures in the worlds of D&D, especially those
it can't regain hit points or be stabilized until it can that dwell underground, have darkvision. Within a
breathe again. specified range, a creature with darkvision can see in
PART 2 ADVENTU R I NG
dim light as if it were bright Jight and in darkness as if by physical and magical attacks much like creatures
it were dim light, so areas of darkness are on! y lightly can. The DM determines an object's Armor Class and
obscured as far as that creature is concerned. However, hit points, and might decide that certain objects have
the creature can't discern color in that darkness, only resistance or immunity to certain kinds of attacks. (It's
shades of gray. hard to eut a rope with a club, for example.) Objects
always fail Strength and Dexterity saving throws, and
TRUESIGHT they are immune to effects that require other saves.
A creature with truesight can, out to a specifie range, When an object drops to 0 hit points, it breaks.
see in normal and magical darkness, see invisible A character can also attempt a Strength check to
creatures and objects, automatically detect visual break an object. The DM sets the DC for any such check.
illusions and succeed on saving throws against them,
and perceives the original form of a shapechanger or
a creature that is transformed by magic. Furthermore,
the creature can see into the Ethereal Plane.
RES TING
Heroic though they might be, adventurers can't spend
FooD AND WATER every hour of the day in the thick of exploration, social
Characters who don't eat or drink suffer the effects of interaction, and combat. They need rest- time to
exhaustion (see appendix A). Exhaustion caused by lack sleep and eat, tend their wounds, refresh their minds
of food or water can't be removed un til the character and spirits for spellcasting, and br ace themselves for
eats and drinks the full required amount.
further adventure.
Foon Adventurers, as weil as other creatures, can take
A char acter needs one pound of food per day and can short rests in the midst of a day and a long rest to end it.
make food last longer by subsisting on half rations.
Eating half a pound of food in a day counts as half a day SHORT REST
without food.
A character can go without food for a number of days A short rest is a period of downtime, at least 1 hour long,
equal to 3 +his or her Constitution modifier (minimum during which a char acter does nothing more strenuous
1). At the end of each day beyond that limit, a char acterthan eating, drinking, reading, and tending to wounds.
automatically suffers one leve! of exhaustion. A character can spend one or more Hit Dice at the end
A normal day of eating resets the count of days
of a short rest, up to the character's maximum number
without food to zero.
of Hit Dice, which is equal to the character's level. For
WATER each Hit Die spent in this way, the player rolls the die
A char acter needs one gallon of water per day, or two and adds the character's Constitution modifier to it. The
gallons per day if the weather is hot. A character who character regains hit points equal to the total (minimum
drinks only half that much water must succeed on a
of 0). The player can decide to spend an additional Hit
DC 15 Constitution saving throw or suffer one leve! of
exhaustion at the end of the day. A character with access Die after each roll. A character regains sorne spent Hit
to even less water automatically suffers one leve! of Di ce upon finishing a long rest, as explained below.
exhaustion at the end of the day.
If the character already has one or more levels of LONG REST
exhaustion, the character takes two levels in either case.
A long rest is a period of extended downtime, at )east 8
INTERAC'"!:ING WITH ÜBJECTS hours long, during which a character sleeps for at least
A character's interaction with objects in an environment 6 hours and performs no more than 2 hours of light
is often simple to resolve in the game. The player tells activity, such as reading, talking, eating, or standing
the DM that his or her character is doing something, watch. If the rest is interrupted by a period of strenuous
such as moving a lever, and the DM describes what, if activity-at )east 1 hour of walking, fighting, casting
anything, happens. spells, or similar adventuring activity-the characters
For example, a char acter might decide to pull a lever,
which might, in turn, raise a portcullis, cause a room to
must begin the rest again to gain any benefit from it.
flood with water, or open a secret door in a nearby wall. At the end of a long rest, a character regains ali lost
If the lever is rusted in position, though, a character hit points. The character also regains spent Hit Dice, up
might need to force it. In such a situation, the DM might to a number of dice equal to half of the character's total
cali for a Strength check to see whether the character number of them (minimum of one die). For example, if a
can wrench the lever into place. The DM sets the DC for character has eight Hit Dice, he or she can regain four
any such check based on the difficulty of the task.
Characters can also damage objects with their
spent Hit Dice upon finishing a long rest.
weapons and spells. Objects are immune to poison and A character can't benefit from more than one long rest
psychic damage, but otherwise they can be affected in a 24-hour period, and a character must have at )east
1 hit point at the start of the rest to gain its benefits.
PART 2 1 ADVENTURING
185
REST FOR THE W EARY ÛARK COMMUNION ,
ln D&D Se certain classes are designed to regain their ' Available to Warlocks
powers after a long rest while others regain powers
after a short rest or do not req uire rests at ali. This can You perform a dark ritual to appease your Otherworldly
lead to a dynarrùc where players of characters whose power and they gift you with additional power. Once
power resets on long rests set the pace of the game before your next short or long rest you can cast a spell
as they quickly use ali of their powers and then have you know from your Otherworldly Patron's expanded
little else to add to the adventun:: until they complete spell list without expending a spell s lot.
a long rest again. This dynarrùc can create a feedback
loop where classes built around regaining their powers D EEP SLEEPER
Jess often are setting the pace of resting negating what Available to al/ classes
is ostensibly supposed to be a limiting factor to their
power. You recover a leve] of exhaustion. You may use this idle
The DM's Guide offers an interesting rule that has the talent again after you complete a long rest.
potential to change this dynamic sim ply by changing the
length of short and long rests. In the Player's Handbook D EEPER SLEEPER
the length of a short rest is at !east one hour and a long Available to Barbarians and Pugifists
rest is 8 hours (with a few caveats). The "Gritty Realism"
resting variant presented in the DM's Guide (pg. 267) You recover a leve] of exhaustion. You may use this id le
changes the ti me required for rests, making a short rest talent again after yo u complete a long rest.
take 8 hours and a long rest takes 1 week. While this
change does work to dis rupt the dynamic of taking a DIVINE FAVOR
long rest after every combat or three it adds additional Available to Clerics, Monks, and Paladins
balance concerns as classes that require short and long
rests get those opportunities significantly Jess frequently You spend your ti me resting in prayer and moral
than their class design assu mes they will. reflection, appeasing you r higher power. Once before
The ru les presented here, Rest for the Weary, are your next short or long rest after you make a saving
intended to patch that consequence a llowing the "Gritty throw but before tht: DM declares whether or not it is
Realism" resting v<~ riant to be ust:d with a Jess dramatic a success you can choose to reroll and keep the second
effect on class balance by ad ding in a system of ldle result.
Talents.
EARTH'S BOUNTY
Available to Druids
GRITI'Y R EALISM
Using the Gritty Realism resting variant presented in You may only use this skill if you take a rest in
the Dungeon Master's Guide short rests require 8 hours wilderness. Beasts will not interrupt you and your allies'
of light activity and long rests require 7 days of light rest unless magically compelled to do so and at the
activity. end of the rest you can cast the spell goodberry without
using a spell slot.
Whether it cornes from a lifetirne of fighting, a deep The fust time during a rest you s pend a hit die to regain
comrnitment to ideals, or an uncomfortable familiarity hit points you regain that hit die.
with s uffering, you use your rest to shore up your own
inn er strength. Once be fore your next long or short rest SHARPEN THE KNIFE
when you take damage from an attack you take only half Available to Rogues
that amount of damage. You choose to apply this effect
after damage has been rolled. You spend part of your time resting sharpening your
dagger or other otherwise preparing a weapon for battle.
MAESTRO OF REST Choose one weapon yo u possess. Once before your next
Available to Bards short or long rest when you deal damage with a weapon
attack using this weapon you can choose to reroll the
When you use your Song of Rest feature, roll the extra damage di ce after you see the result. You m ust use the
healing die twice and use the higher result. second result. You may use this idle talent during a long
rest.
MAKE MERRY
Available to Dwarves, Barbarians, Bards, and Pugilists SORCEROUSRENEWAL
Available to Sorcerers
You and your companions drink and swap tales of
heroism to forget your worries and awake the next day You regain up to half your sorcerer levels in sorcerer
renewed. You and each of your companions can s pend points. Vou cannot use this idle talent again until you
and roll a hit die. Add your Constitution modifier and complete a long rest.
gain that many temporary hit points.
SPARRING
M E DITAT ION Available to Fighters, Monks, and Pugilists
Available to Monks
You use sorne of your ti me resting to spar with your
You spend your rest in deep concentration. At the companions or run drills. Once before the next time
conclusion of the rest you may cast the spelllesser you tak.e a short or long rest, after you make a weapon
restorat:ion on yourself without expending a spell slot. a ttack roll but before the DM declares whether or not it
was successful you can choose to reroll the attack and
NIGHT'S WAT CH use the second result.
Available to Elves, Fighters, Rangers, and Rogues
SPELL PREPARATION
You and your companions gain ad van tage on ali rolls Available to Wizards
to perceive enemy creatures as they approach this
short rest. If en emy creatures approach without Wh en you complete a short rest you can change your list
being detected, neither you nor your corn panions are of prepared spells as ifyou had completed a long rest.
surprised.
SPELLCASTER' S RECOVERY
Prcx Poc K.ETS Available to Bards, Clerics, Dniicls, Sorcei"ers, and
Available to Rogues Wizards
When you are in a settlement you can use part of your Wh en you finish a short rest you can choose expended
ti me resting to steal from the guileless chumps who s pell slots to recover. The spell s lots can have a
work for their gold. Make a Dexterity or Charisma combined level that is equal to or Jess thau half of your
(Sleight of Rand) ability check and gain half the result cleric, druid, sorcerer, and wizard (combined) Jevels
in gold pie<.:es. You may use this jdJe talent during a long (rounded up), and none of the s lo ts can be 6th leve!
rest and, when you do, you gain the result of the ability or higher. You may use this .i dle talent again after you
check rather than half. complete a long rest.
Once be fore the next time you take a short or long rest When you take a short rest you can use two id le talents
when yo u fail an ability check on a roll you added your instead of one.
proliciency bonus to, you may reroll that ability check
and use the second result instead. W ELL- TRAVELED
Available to Rangers
RESTORATIVE AURA
Available to Cleric-S, Druids, and Paladins Choose an idle talent available to rangers and any other
idle talent. You gain those idle talents.
After this rest, you and your companions regain 1 spent
hit die. A creature can only benefi.t from this ski!! once Rest For The Weary by
per rest. Vou can use thjs id le talent aga in after you Benjan1in Huffinan
complete a long rest. Art Credits in Order of Appearance
"The Party" by Ioana-Muresan
Mts' ELl..\NEous REsT FoR THE WE \RY
-
')
Improved Travel
This cheat sheet is based on The Angry GM's article Getting there is Half the Fun. Read that before using this page.
Set up for Travel A Day of Travel
1. Determine Time for each possible path of travel. Distance The instructions below outline how to run a single day of
is measured in days, not miles. travel.
2. Determine Danger Level for each possible path of travel.
3. Determine Navigation DC and Resource DC for each Setup the Day
possible path of travel. Determine Pace. The party informs you of the speed they
4. Determine Discovery Level for each path of travel. wish to take. This can vary between each time period.
5. Have party choose a path for travel. Determine Encounters. Roll 6d6. Each die corresponds
Time with a time of day: Morning, Afternoon, Evening, Dusk,
Midnight, Predawn.
Pace Consequences Distance Each die that is the Danger Level or lower is one potential
Slow Advantage to Perception checks. 2/3 random encounter for the day. Assign it to a time of day.
Disadvantage to be perceived or tracked. Danger Level determines maximum encounters for the day.
Advantage on Navigation checks. Forage Determine Discoveries. Roll 1d6. If this number is equal
with no penalties. to or below the Discovery Level for the path of travel, the
Normal Straight rolls to Perception checks and 1 players will come across a discovery this day.
being perceived or tracked.
Disadvantage to forage. Play Out the Day
Fast Disadvantage to Perception checks.
Advantage to be perceived or tracked.
1 1/3 Play out the encounters for the day. If the party short rests
Disadvantage on Navigation checks. No after a fight, don't worry about tracking that in terms of
opportunity to forage. distance covered.
Advantage and Disadvantage can be replaced with +4 or -4 Making Camp
respectively. Determine Location. If the party has not been following
landmarks or set paths, have the party's navigator roll a
Danger Level Survival check against the Navigation DC.
Level Description Determine Distance Covered. Pace determines how far
the party got, so log 2/3, 1, or 1 1/3 days accordingly. If the
1 Relatively safe, civilized region or a barren, desolate
region
party stopped to investigate a discovery, subtract 1/3 of a day.
If the party spent all day on the discovery, or did something
2 A dangerous frontier or a wild forest unexpected, log no travel or use your best judgement.
3 Enemy territory Determine Rations. Have every member of the party make
a check against the Forage DC. If someone fails the check,
4 Regularly patrolled, extremely hostile territory they must consume rations from their supply (1 pound of
5 The sort of terrain which is filled with monsters that food). If every member of the party fails the forage check, the
are actively trying to destroy all intruders and can party failed to find a clean water source and everyone has
detect the intruders with supernatural means drained their waterskin and will start dehydrating until they
find a water source.
Navigation and Forage Difficulty
DC Navigation Forage Play Out the Night
5 Farmland Farmland Play out the encounters for the night. If the long rest is
interrupted by a fight, it may impact on the next day's travel. A
10 Flatlands, Grasslands Lush forests, meadows long rest is two consecutive parts of the day.
15 Forests, Jungles Grasslands, Jungles
20 Mountains, Deep Jungles Mountain Ranges Being Lost
25 Desert, Tundra Desert, Tundra When the party makes camp, log zero progress and roll a
check for the navigator. If this check succeeds, the navigator
will recognize that the party has become lost the next
Discovery Level morning as the party is starting to set out. Otherwise, the
Level Description party will just continue to make no progress every day.
1 Within a day's travel from a city or town
Once they realise they are lost, it is up to the party to
decide how to get back on track by looking for landmarks or
2-3 Off the beaten track trying to backtrack. At this point they are on a new path and
4 An ancient area are no longer considered "lost".
Unearthed Arcana: Into the Wild
This Is Unofficial Material Resolving Travel
The material here is presented for playtesting and to
spark your imagination. These game mechanics are in These optional rules break overland travel down
draft form, usable in your campaign but not refined by into four different phases.
final game design and editing. They aren’t officially part
Wilderness Travel Phases
of the game and aren’t permitted in D&D Adventurers
Choose destination
League events.
Choose activities
If we decide to make this material official, it will be
Resolve activities and travel
refined based on your feedback, and then it will appear
Camp
in a D&D book.
The rules for wilderness travel in chapter 5 of
the Dungeon Master’s Guide and chapter 8 of the
Choose Destination
Player’s Handbook allow a DM to track a party’s Before the party begins traveling for the day, the
progress for each hour of travel. Those rules players must choose a destination. A destination
work similarly to the rules for dungeon can be a place the party can reach that same day,
navigation, in that the players pick a direction or one that requires several days of travel.
and strike off in search of adventure, adjusting If the characters want to wander an area
their path as they go. without a specific destination, use the standard
What I noticed in my own campaigns, though, rules for wilderness travel and exploration from
was that players tended to focus primarily on the Dungeon Master’s Guide and the Player’s
their destination in wilderness travel. In a Handbook as they venture across your map.
dungeon, players think in terms of opening the
door to the east, or investigating the passage to Navigation DC
the north. Their choices are tactical in nature, These rules introduce a new concept called the
and based on the immediate environment. navigation DC. Some destinations can be found
Adventurers might be seeking a lost shrine in a automatically, but others have a DC that
dungeon, but the decisions they make along the measures the difficulty of finding a path to reach
way are all important and interesting. them. The Navigation DC table provides some
In the wilderness, most situations allow the examples.
characters to travel in any direction they choose. Some locations might be difficult or even
Their choices are circumstantial rather than impossible to find without the characters first
tactical. So when the characters decide to seek meeting a specific prerequisite. Reaching an
out a ruined temple in the forest, the choices invisible tower floating in the air might require a
they make along the way matter less than that special magic item that leads the characters to it.
initial big-picture decision. Or if a mundane location is hidden within a thick
The following approach to wilderness mist that fills a valley, characters who find a way
exploration and travel provides a new overlay to disperse the mist can lower the navigation DC
for the existing rules from the Dungeon Master’s for that location significantly.
Guide and the Player’s Handbook. They’re built
around the idea that the players have a specific
destination in mind as the party sets out for the
day. They also require that you take a new
approach to designing the wilderness regions of
your campaign as a DM.
Walled City
.......-
........
Desert
Hardwood Foré!St
:==~
(600-6,000 feet)
Water: 1,000-2,000 Fathoms
(6,000- 12,000 feet)
:==~ Water: 2,000-3,000 Fathoms
0 Walled Town Bright Desert ~lountain Pa!>s
(12,000- 18,000 feet)
@ Town Grasslands
:==~ \vater: 3,000-4,000 Fathoms
,
.____, ( 18,000- 24.000 feet)
:\1ountains .....~~.· Swamp
r---1 Water· +.000-5,000 Pathoms
L.__l (24,000- 30,000 feet)
\\':uer: 5,000 + Fat homs
llills ~ Tropical Jungle (30,000 + feet)
C Copyright 1983 TSR, Inc. All Rights Reserved. Printed ln the United States of America. First printing. second edition: July 1983
Distrlbuted to the boole trade in the U nited States by Random House, Inc., and in Canada by Random House of Canada, Ltd.
Oistributed in the U nited Kingdom by TSR (UK) Ltd. Distribuced to the toy and hobby trade by regional distributors.
This boole is protected under the copyright laws of the United States of America. Any reproduction or other unautborized use of the
material or anwork contained herein is prohibited wlthout the elCpress written permission ofTSR, Inc.
WORLD OF OREYHAWK, AD &D, and ADVANCED DUNOEONS & DRAGONS are ttademarks owned by TSR, lnc.
SIETTlLEMlENT
0
IP01PULATIONS Figures show total human population.
determine Multiply by 20% to determine the
the number of number of males fit to bear a rms,
total inhabitants multiply by 10% to get the numher of
of any settlement, males in prime condition and suitable for man-
use the following at-arms status. Ali figures show only
table: - inhabitants and do not indude any
garrisons. Only towns and cities are
indicated on the map of the Flanaess.
Settlement Map Symbol Population Di ce
RATES F TRAVJEL
Afoot,
0
5
5
5
20
45
5
5
5 30
20 L KES
falls when moving downstream!)
* Roads through hills, barrens, Use road movement as a hase rate for
mountain, desert, or marsh/swamp afoot, unencumbered rate unies.~ the barges (afoot, unencumbered) and rafts
terrain are considered as tracks. horsed rate is Jess, in which case that is (afoot, encumhered). Merchant craft with
** Heavy forest is treated as jungle for
movement.
Each map hexagon is 10 leagues across
(30 miles). Travel rates are given in miles
R VERS
their rate of movement. sails move at road speed for Œrts/wagons.
Sailing warships move at road speed for
horses. Galleys move at the same speed,
but they can move at 10% for one hour.
per day.
3
ACTIVITY WH ILE TRAVELING
-------
MARCHING ÜRDER Encountering Creatures. If the DM determines
The adventurers should establish a marching order. that the adventurers encounter other creatures while
A marching order makes it easier to determine which they're traveling, it's up to both groups to decide what
characters are affected by traps, which ones can spot happens next. Either group might decide to attack,
hidden enemies, and which ones are the closest to those initia te a conversation, run away, or wait to see what the
enemies when a fight breaks out.
other group does.
A character might occupy the front rank, one or more
Surprising Foes. If the adventurers encounter a
middle ranks, or the back rank. Characters in the front
hostile creature or group, the DM determines whether
and back ranks need enough room to travet side by side
with others in their rank. When space is too tight, the the adventurers or their foes might be surprised when
marching order must change, usually by moving charac- combat erupts. See chapter 9 for more about surprise.
ters to a middle rank.
ÜTHER ACTIVITIES
Fewer Than Three Ranks. If an adventuring party
arranges its marching order with only two ranks, they Characters who turn their attention to other tasks as the
are a front rank and a back rank. If there's on! y one rank, group travels are not focused on watching for danger.
it's considered a front rank. These characters don't contribute their passive Wisdom
(Perception) scores to the group's chance of noticing
STEALTH hidden threats. However, a character not watching for
Wh ile traveling at a slow pace, the characters can danger can do one of the following activities instead, or
move stealthily. As long as they're not in the open, they sorne other activity with the DM's permission.
can try to surprise or sneak by other creatures they Navigate. The character can try to prevent the group
encounter. See the rules for hiding in chapter 7, "Using from becoming !ost, making a Wisdom (Survival) check
Ability Scores." when the DM calls for it. (The Dungeon Master's Guide
has rules to determine whether the group gets !ost.)
NOTICING THREATS
Draw a Map. The character can draw a map
Use the passive Wisdom (Perception) scores of the char-
that records the group's progress and helps the
acters to determine whether anyone in the group notices
characters get back on course if they get !ost. No ability
a hidden threat. The DM might decide that a threat can
check is required.
be noticed only by characters in a particular rank. For
Track. A character can follow the tracks of another
example, as the characters are exploring a maze of tun-
nels, the DM might decide that only th ose characters in creature, making a Wisdom (Survival) check when the
the back rank have a chance to hear or spot a stealthy DM calls for it. (The Dungeon Master's Guide has rules
creature following the group, white characters in the for tracking.)
front and middle ranks cannot. Forage. The character can keep an eye out for ready
White traveling at a fast pace, characters take a -5 sources of food and water, making a Wisdom (Survival)
penalty to their passive Wisdom (Perception) scores check when the DM calls for it. (The Dungeon Master's
to notice hidden threats. Guide has rules for foraging.)
,., You cana Iso strap items, such as a bedroll or a coil of rope,
to the outside of a backpack.
PART 2 ADVENTURING
!8!
TRAVEL PACE Characters in wagons, carriages, or other land
While traveling, a group of adventurers can move at a vehicles choose a pace as normal. Characters in a
normal, fast, or slow pace, as shown on the Travel Pace waterborne vesse( are limited to the speed of the vesse(
table. The table states how far the party can move in a (see chapter 5, "Equipment"), and they don't suffer
period of time and whether the pace has any effect. A penalties for a fast pace or gain benefits from a slow
fast pace makes characters less perceptive, while a slow pace. Depending on the vesse( and the size of the crew,
pace makes it possible to sneak around and to search an ships might be able to travel for up to 24 hours per day.
area more carefully (see the "Activity While Traveling" Certain special mounts, such as a pegasus or griffon,
section la ter in this chapter for more information). or special vehicles, such as a car pet offlying, allow you
Forced March. The Travel Pace table assumes that to travel more swiftly. The Dungeon Master's Guide
characters travel for 8 hours in day. They can push on con tains more information on special methods of travel.
beyond that li mit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, TRAVEL PACE
the characters cover the distance shown in the Hour
Distance Traveled per •..
column for the ir pace, and each char acter must make
a Constitution saving throw at the end of the hour. The Pace Minute Hour Day Effect
DC is 10 + 1 for each hour past 8 hours. On a failed Fast 400 feet 4 miles 30 miles -5 penalty to
saving throw, a character suffers one level of exhaustion passive Wisdom
(see appendix A). (Perception) scores
Mounts and Vehic/es. For short spans of time (up Normal 300 feet 3 miles 24 miles
to an hour), many animais move much faster than Slow 200 feet 2 miles 18 miles Able to use stealth
humanoids. A mounted character can ride at a gallop
for about an hour, covering twice the usual distance for You move at half speed in difficult terrain- moving
a fast pace. If fresh mounts are available every 8 to 10 DIFFICULT 1 foot in difficult terrain costs 2 feet of speed- so you
miles, characters can cover larger distances at this pace, TERRAIN can caver only half the normal distance in a minute,
but this is very rare except in densely populated areas. an hour, or a day.
WEIRD LOCALES
Weird locales make the fantastic and the supernatural
an intrinsic part of your wilderness adventures.
WE I R D L O C A L E S
d20 Locale
1 -2 Dead magic zone (similar to an anti magic field)
3 Wild magic zone (roll on the Wild M agic S u rge
table in the Player's Handbook whenever a spell is
cast with in the zone)
4 Boulder carved with talking faces
5 Crystal cave that mystically answers questions
6 Ancient tree containing a trapped spirit
7-8 Battlefield where lingering fog occasionally
assu mes h u manoid forms
9-1 0 Permanent portal to another plane of existence
11 Wishing wel l
12 G iant crystal shard protruding from the ground
13 Wrecked ship, which m ight be nowhere near water
1 4-1 5 Haunted h i l l or barrow mound
16 River ferry guided by a s keletal captain
17 Field of petrified soldiers or other creatures
18 Forest of petrified o r awakened trees
19 Canyon containing a dragons' graveyard
20 Floating earth mote with a tower on it
W ILDERNESS SURVIVAL
Adventuring in the wilderness presents a host of
perils beyond the threats of monstrous predators and
savage raiders.
WEATHER
You can pick weather t o fit your campaign o r roll o n the
Weather table to determine the weather for a given day,
adjusting for the terrain and season as appropriate.
WEAT H E R
d20 Temperature
1-14 N ormal for the season
1 5-1 7 l d4 x 10 degrees Fahrenheit colder than normal
1 8-20 l d4 x 10 degrees Fah renheit hotter than normal
d20 Wind
1 -1 2 N one
1 3-1 7 Light
1 8-20 Strong
d20 Precipitation
1 -1 2 None
1 3-1 7 Light ra in or l ight snowfall
1 8-20 H eavy rain or heavy snowfall
WILDERNESS NAVIGATION
Terrain DC
Forest, j ungle, swamp, mountains , or open sea 15
with overcast skies and no land in sight
Arctic, desert, hills, or open sea with de ar skies 10
and no land in sight