Travel & Exploration Lite

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Travel & Exploration Lite

Travel & Exploration Lite

Version 3.2

Travel & Exploration Lite is a lightweight ruleset for use in D&D 5e campaigns featuring exploration. The complexity and mechanical heft of other travel rules are traded for streamlined simplicity.

The intent is to invoke the feeling of being separated from the comforts of civilization without bogging down the game.

Created by Eric J. Earley using GM Binder

Last updated 2020/12/07

A Day in the Wilds

This ruleset assumes a 24-hour day, and differentiates between travel days and camping days.

Travel Day

A travel day consists of 8 hours of travel. There are two travel speeds for wilderness travel:

  • Slow pace: 2 miles per hour, 16 miles per day
  • Normal pace: 3 miles per hour, 24 miles per day

While traveling, adventurers can select from several Travel Activities. Traveling at a Slow pace grants advantage on some Travel Activities such as gathering and navigation. Such modifiers are detailed in the corresponding Activities sections.

Setting Up Camp

Though inns are generally much preferred (excepting those outlander types), a campsite can serve as an adventurer’s home away from home.

It takes 2 hours to set up or break down a camp. This time may be spent locating a suitable campground, clearing underbrush, setting up and taking down camp equipment, gathering firewood, and preparing meals.

Camping Day

Circumstances may warrant staying in place for a day or two. Stocking up on rations, exploring an area of interest, or recuperating from battle are all possible reasons travelers may set up camp for longer than just one night.

A camping day consists of 12 hours of Camping, replacing the time normally dedicated to travel and camp set-up and take-down. While camping, adventurers can select from several Camp Activities.

Mixing Travel and Camping

Some adventurers, particularly those sent on cartographic expeditions or otherwise not in a rush, might prefer a shorter travel day and more time at camp.

These travelers can choose to travel for only 4 hours and allocate the other 4 hours for Camp Activities.

Skill Trounces Luck

Travel and exploration are lengthy activities, thus success in the wilds is more often attributable to skill and training than to luck. This also means that certain environments may not pose a challenge to an adventuring party, and exploration checks made to navigate or survive in these environments may unnecessarily bog down play.

When making an ability check for any Travel Activity or Camp Activity, you can choose to instead use your passive ability score, which is calculated as:

10 + all modifiers that normally apply to the check

Add 5 if you have advantage on the check, and subtract 5 if you have disadvantage on the check.

A Night in the Wilds

After a long day of travel, there is nothing adventurers anticipate more than taking time off their feet to enjoy a hot meal around a fire with their companions.

Free Time

Free Time is low-effort, but otherwise unstructured. Travelers who do not take Travel or Camp Activities during the day may also use this time for Free Time.

Free Time is up to player choice and DM discretion. Some examples of Free Time activities include sleeping or trancing, identifying or attuning to magic items, reading a book, writing, painting, crafting an item, sharpening weapons, maintaining armor, bathing, and grooming.

Resting

This module draws inspiration from the Gritty Realism resting variant in the DMG (pg. 267).

During travel, every 8-hour Rest period is considered a short rest and every third Rest period is considered a long rest.

Part 1 | A Day in the Wilds

Travel Activities

For every 4 hours of travel, an adventurer can select one of the following Travel Activities. Each character rolls the appropriate ability check to determine their success.

Navigate

INT (Navigator's Tools)

Unless you are trekking the well-signed highways between cities, someone will need to take point and direct the party during their travels. The Navigation difficulty depends on the surrounding terrain:

DC Description
None Terrain has clear roads
5 Terrain has winding paths or is in flat, open landscape
10 Terrain lacks paths and is in rolling, open landscape
15 Terrain lacks paths and is in dense foliage
20 Terrain is obfuscated using illusions or other magic
25 Terrain is obfuscated using powerful magic

When traveling at a Slow pace, Navigation checks are made with advantage. If the navigator fails the Navigation check, the party gets lost.

Getting lost

The DM can select a random direction for the party to travel, or can roll a d6 to make this decision; on a 6, the party may only slightly veer off course, but on a 1 the party may make no progress or even travel farther from their destination.

Track

WIS (survival)

Instead of traveling towards a known destination, sometimes adventurers need to track down another creature. The tracking difficulty is the higher of the Sneak DC of the tracked creature, or the Navigation DC of the terrain.

When traveling at a Slow pace, Tracking checks are made with advantage.

If the tracker fails the check by less than 5, they move in the direction of the tracked creature, but their speed is halved. If the check is failed by 5 or more, the party gets lost.

Keep Watch

WIS (perception)

When traveling in dangerous territory, the prudent adventuring party will have at least one person dedicated to Keeping Watch for threats.

Characters engaged in other actions may use their passive perception scores to Keep Watch.

When traveling at a Slow pace, Watch checks are made with advantage.

Sneak

DEX (stealth)

Tables can turn without warning, and the hunter can find themselves the hunted. When this happens, travelers can attempt to cover their tracks and lose their pursuers.

A character makes a DEX (stealth) check for the entire party. If the party is moving at an Normal pace, this check is made at disadvantage.

Hunt & Forage

WIS (survival)

Shelter, food, and water are the three vital resources needed to survive. Adventurers can attempt to Hunt and Forage while traveling towards their destination.

The ease of Hunting and Foraging depends on the abundance of resources in the surrounding terrain. Make a WIS (survival) check and consult the table below to determine how many rations are gathered:

Rations 1 2 3 4 5 6 7 8
Fertile 15 16 17 18 19 20 21 22
Average 17 19 21 23 25 27 29 -
Scarce 20 23 26 29 - - - -
Barren 25 29 - - - - - -

One ration is equivalent to one pound of food and one gallon of water, enough to sustain a small or medium creature for one day.

When traveling at a Slow pace, Hunting and Foraging checks are made with advantage.

Travelers will find greater success Hunting and Foraging if they do so while Camping, instead of Traveling. For more details, see the Hunt & Forage Camp Activity on the next page.

Part 2 | Travel Activities

Camp Activities

For every 4 hours at camp, an adventurer can select one of the following Camp Activities. Each character rolls the appropriate ability check to determine their success.

The Treat Wounds and Meditate/Pray/Weave activities are made at disadvantage for each attempt after the first.

Explore

INT (investigation)

Travelers simply passing through a region may encounter superficial landmarks, but discovering landmarks off the beaten path requires time dedicated to methodical Exploration. Those who take time to Explore can search for landmarks within a 4-mile radius.

Some landmarks can be easy to find (such as a river or a hamlet), while others are hidden from all but the most keen-eyed pedestrian (such as the meeting place of a secret cult or an archmagi tower hidden by powerful illusions). The Exploration difficulty depends on the landmark:

DC Description
None Landmark is unmistakable
5 Landmark has a winding path
10 Landmark lacks path and is in rolling, open terrain
15 Landmark lacks path and is in dense terrain
20 Landmark is hidden, with active efforts to conceal existence through mundane means
25 Landmark is hidden using illusions or other magic
30 Landmark is hidden using powerful magic

Keep Watch

WIS (perception)

Even when taking a day off from traveling, threats can appear at a moment’s notice if one is not vigilant.

Characters engaged in other actions may use their passive perception scores to Keep Watch. If the watchperson spots a threat, they may alert others who are away from camp.

Camouflage

DEX (stealth)

Hiding one's tracks can be an effective method of ensuring an uneventful day at camp stays exactly that - uneventful. Characters may spend their time Camouflaging their camp and creating false tracks while covering their own to throw pursuers off their scent. A character makes a DEX (stealth) check for the entire party.

Hunt & Forage

WIS (survival)

Skilled survivalists may be able to Hunt and Forage on the move, but many find it easier to keep rations stocked by dedicating a day or two to gathering food and water.

The ease of Hunting and Foraging depends on the abundance of resources in the surrounding terrain. Make a WIS (survival) check, add +5 to the check, and consult the table for the Hunt & Forage Travel Activity on the previous page to determine how many rations are gathered.

Treat Wounds

WIS (medicine)

The wilds can be unforgiving, full of environmental dangers and unexpected encounters. Travelers sometimes find it necessary to take time to tend to their wounds and aches.

Make a DC 15 WIS (medicine) check. On a success, a number of creatures up to your WIS modifier (minimum 1) regain 1 hit die.

This increases to 2 hit dice at level 5, 3 hit dice at level 9, 4 hit dice at level 13, and 5 hit dice at level 17.

Meditate/Pray/Weave

Spellcasting Ability

Spells can be a valuable commodity in the wilds, and with rugged camping conditions making long rests an infrequent affair, some spellcasters may choose to spend their time at camp drawing from their source of magical power.

Make an ability check using the caster's spellcasting ability + proficiency bonus. The result from this ability check determines the number of spell points gained:

Spell Points 1 2 3 4 5 6
Full Caster 12 14 16 19 22 26
Half Caster 14 19 26 - - -
Third Caster 16 26 - - - -

Spell points can be used to restore expended spell slots. The spell slots can have a combined level that is equal to or less than the number of spell points gained, and none of the slots can be of 6th level or higher.

Part 3 | Camp Activities

Variant Rules

The following rules are optional, but may enhance the game by providing additional strategic choices.

Forced Activity

There are times when adventurers must stay one step ahead of an enemy in pursuit, or spend every waking hour to secure enough rations to not go hungry. When such a time comes, they can forfeit 4 hours of Free Time to complete one additional Travel or Camp Activity. Each character must make a DC 10 Constitution saving throw (with disadvantage if performing the Hunt & Forage or Explore Camp Activities).

Likewise, for every 4 hours of Rest forfeited, characters must make a DC 15 Constitution saving throw (with disadvantage if performing the Hunt & Forage or Explore Camp Activities).

Characters suffer a level of exhaustion on a failed save.

Permanent Camps

When far from the comforts of civilized society, adventurers may wish to set up a more permanent base of operations from which they can recuperate and resupply. Such a base might have a permanent firepit, dedicated food preparation space, sitting areas, or even constructed shelters.

If adventurers spend at least 4 hours a day for 3 days developing a campsite, it becomes a Permanent Camp. Normal resting rules are used in Permanent Camps - every 8-hour Rest period is considered a long rest.

Rangers and Outlanders

Adventurers who are at home in the wilds are granted advantages above and beyond their proficiency in survival.

Characters with the Outlander background make Hunt & Forage checks with advantage.

Rangers with the Natural Explorer feature take Navigate, Track, and Sneak Travel Activities with advantage. Furthermore, they can Keep Watch while simultaneously performing other Activities. Lastly, the number of rations received from Hunt & Forage Activities is doubled.

Hunting Dogs

Dogs can provide more than just companionship and protection. When properly trained, they can be invaluable members of an expedition into the wilderness by helping track and hunt. When a hunting dog helps an adventurer with a Track, Hunt & Forage, or Keep Watch check, that check is made with advantage.

A trained hunting dog can be purchased from trainers for 100gp. Hunting dogs use the Mastiff stat block in the PHB (pg. 307) and require one ration of food and water per day.

Spell Rebalancing

Spellcasters may find they are at a disadvantage without the regular comforts of a long rest. To counter this, choose one of the following two options to boost spellcasters during travel.

Spell Recovery on Short Rests

At the end of each 8-hour short rest, full casters restore a number of expended spell slots with a combined level that is equal to or less than their proficiency modifier. None of the slots can be of 5th level or higher.

Long Spell Durations during Travel

Spells with an 8-hour duration are in effect for the same 8-hour window across three travel days (or until the beginning of the next Long Rest).

Spells with a 24-hour duration are in effect for 72 hours (or until the end of the next Long Rest).

Weather

Beautiful weather can lighten the spirits of travelers just as much as lousy weather can impart despair and fatigue.

Windy weather can interfere with ranged attacks. At the top of each round of combat, roll a d4. On a 4, ranged attacks are made at disadvantage.

Likewise, precipitation can make tracking difficult. When it is precipitating, the Track Activity is made at disadvantage, but Sneak and Camouflage Activities are made at advantage.

Stormy weather combines wind and precipitation. In addition, checks to Keep Watch are made at disadvantage.

Alternative Travel Rules

For DMs interested in a different travel and exploration experience, consider the following modules:

Art Credits
Part 4 | Variant Rules

Travel & Exploration Quick Reference

Travel Activities

Activity Ability Check Slow Pace Normal Pace
Navigate INT (Navigator's Tools) Advantage -
Track WIS (Survival) Advantage -
Keep Watch WIS (Perception) Advantage -
Sneak DEX (Stealth) - Disadvantage
Hunt & Forage WIS (Survival) Advantage -

Hunt & Forage

Rations 1 2 3 4 5 6 7 8
Fertile 15 16 17 18 19 20 21 22
Average 17 19 21 23 25 27 29 -
Scarce 20 23 26 29 - - - -
Barren 25 29 - - - - - -

Track

If the check is failed by less than 5, the party moves in the direction of the tracked creature, but speed is halved. If the check is failed by 5 or more, the party gets lost.

Navigate

DC Description
None Terrain has clear roads
5 Terrain has winding paths, or lacks paths but is in flat landscape
10 Terrain lacks paths but is in open landscape
15 Terrain lacks paths and is in dense foliage
20 Terrain is obfuscated using illusions or other magic
25 Terrain is obfuscated using powerful magic

Camp Activities

Activity Ability Check
Explore INT (Investigation)
Keep Watch WIS (Perception)
Camouflage DEX (Stealth)
Hunt & Forage WIS (Survival) + 5
Treat Wounds WIS (Medicine)
Meditate/Pray/Weave Spellcasting Ability

Hunt & Forage

Rations 1 2 3 4 5 6 7 8
Fertile 15 16 17 18 19 20 21 22
Average 17 19 21 23 25 27 29 -
Scarce 20 23 26 29 - - - -
Barren 25 29 - - - - - -

Treat Wounds (DC 15)

On a success, a number of creatures up to your WIS modifier (minimum 1) regain 1 hit die.

This increases to 2 hit dice at level 5, 3 hit dice at level 9, 4 hit dice at level 13, and 5 hit dice at level 17.

Meditate/Pray/Weave

Spell Points 1 2 3 4 5 6
Full Caster 12 14 16 19 22 26
Half Caster 14 19 26 - - -
Third Caster 16 26 - - - -

Explore

DC Description
None Landmark is unmistakable
5 Landmark has clear path
10 Landmark lacks path but is in open terrain
15 Landmark lacks path and is in dense terrain
20 Landmark is hidden, with active efforts to conceal existence through mundane means
25 Landmark is hidden using illusions or other magic
30 Landmark is hidden using powerful magic

Travel

&

Exploration

Lite

Travel and Exploration Lite is a lightweight ruleset for use in D&D 5e campaigns featuring exploration. The complexity and mechanical heft of other travel rules are traded for streamlined simplicity.

The intent is to invoke the feeling of being separated from the comforts of civilization without bogging down the game.

For more entries in the Homebrew Lite series, check out:

Crafting & Imbuing Lite

Learning & Language Lite

Dueling Lite