5e Revised Travel System

by Iceblade

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Travel System

Version 0.7


Created by Iceblade [@GMBinder | @Reddit]

Format: DIN A4

Table Of Contents

Topic Page
Journey 2
Travel Segments 2
.   Travel Segment Sequence 2
.   Route 2
.   Travel Time and Distance 3
Travel Roles 4
.   Pathfinder (Land) 4
.   Helmsman (Ocean) 4
.   Navigator (Ocean) 4
.   Scout/Lookout 4
.   Forager 5
.   Leader 5
.   Caravan Manager 5
Tasks 5
.   Hunting 9
.   Fishing 9
.   Short Rests 9
.   Setting up Camp 9
.   Exploring a Site 9
.   Other Tasks 9

There and Back Again

For any Travel System, two major components must be established. How should the trip to the dungeon or the next town over be broken up into smaller segments? How should each of these segments be processed?

The first question is all about the broader Journey that the party and any npcs will be taking and how many Travel Segments the Journey will be broken up. The second question is answered through defining the mechanics of each Travel Segment.

For the party to engage with these segments, certain activities will be quite long and repetitive and should thus be handled as a Travel Role. Other activities are rather more distinct and engaging occurring once every day or more. These Tasks often involve the whole party spending an hour or more to accomplish a goal.

Lastly, of course, are the Encounters or Events the party will come across. These incidents include a broad range of challenges and occurrences. The party may need to overcome a navigational obstacle, fight off an ambush by bandits, help a 'simple' old lady living in a cabin in the woods, explore a small cave, or converse with the merchant caravan heading the other direction.

Journey

A Journey is defined as the trip an adventuring group takes to go one significant location to another location in their adventure. Commonly, groups will travel between City A and Town B or Town B and Dungeon C or Dungeon C to City A (because your quest started in City A not Town B). Ocean Travel works fairly similarly using the same basic structures with a few additions or changes.

Any Journey that requires significant attention by the players should be broken down into a set of Travel Segments. How the Journey is broken up can vary between player groups, campaigns, adventures, or even Journeys; however, consistency is generally preferred within adventures. For this Travel System, Journeys can be broken into Daily, Multi-day, or Narrative segments. The main body of rules are intended for day-by-day journeys in generally hex-crawl style games where the Journey is a major part of the adventure. Generally, each segment can be any time length, but 1 to 10 days per segment are best.

Common segment sizes to consider: 1 day, 2 days, 5 days, 7 days, or variable days. With variable days, each segment varies in size from segment to segment. Narrative segments are similar to variable sized segments where the Journey is broken up by Narrative Events. Narrative Journeys are far more focused on keeping the travel segments simple and quick while the Events are the main focus of the Journey itself. Events are generally more engaging versions of the encounters or off-road sites commonly encountered in more travel-focused games.

Narrative Travel

For play groups desiring fast travel sessions, a more streamlined approach can be employed. First, the party decides on their destination, abstracting away the Route's details. The Dungeon Master then decides how many narrative segments are required for the journey. Each segment includes a few optional checks and ends with a significant Encounter or Event. An event could be a pre-defined combat, a social encounter, an exploration/terrain challenge, or an engaging site to briefly explore.

Narrative Segments

The steps below describe a fast and simple set of checks to process a travel segment. Many of these steps are optional for the degree of depth desired.

  1. (OPT) Navigation Check
    • DM sets the Navigation DC
    • DC: 10, 15, or 20 based on weather/terrain difficulty.
    • Navigator PC rolls Survival (Wisdom)
    • Navigator: +4 for a Ranger navigation feature
    • Navigator: +2 for other navigation feature
    • On a Failure: add one travel segment
  2. (OPT) Scout Check
    • Scout PC rolls Stealth (Dexterity) vs DC 10 in heavy cover environments and DC 15 in minimal cover environments
    • Scout PC rolls Perception (Wisdom), which determines party's passive perception
    • Scout PC gets advantage on Perception if successful on Stealth check.
  3. (OPT) Forage Check
    • DM sets DC as 10/15/20 due to environment
    • Forager PC rolls Survival (Wisdom)
    • Success: finds enough food for party
    • Success + 5: finds 3x food for party
    • Failure: finds only enough food for half of the party
  4. Process the Event/Encounter for the Travel Segment
  5. Process Short Rest for party
    • Assume sufficient rest to avoid exhaustion
    • Exhaustion from events should linger
    • A Resting Travel Segment = full recovery

The travel segments do not have to be equal blocks of time nor measured in days, so pace and miles are not significant with this approach. The number of travel segments chosen should instead be reflective of how long and arduous the journey should feel for the group. A moderate length trip along well traveled roads may only consist of only one or two events, likely social encounters with interesting or unusual travelers. A shorter length trip through jungles, however, should feel more involved, so 2-3 segments/events would be a better fit. Events associated with these travel segments should be a variety of encounters including visiting any major sites along the way. Long treks should be more packed with events, splitting up the trip into 4 or 5 segments.

For Narrative Travel, time should not be precisely managed. Events often occur during the daytime, which makes for awkward break points for time estimation. For any Journey, assume the party travels around 20 miles per day. Simply divide the estimated direct distance between points by 20 to determine total days. If desired, divide the time by the number of desired travel segments for the average length of a travel segment. Whenever the party fails a Navigation Check, just add an extra travel segment of time.

Travel Segments

For Journeys focused on the details of the travel, the Travel Segments can evaluated with varying degrees of depth. Travel Segments are the mechanical and choice-based element of the Journey. Each segment involves a series of steps and decisions the players make regarding about their Journey. Before setting off, the party plans their general route assuming they have a destination in mind. Additionally, the party needs to decide their Primary and Secondary Roles during the Journey. Travel Roles will rarely change between segments baring some major event.

Once the party plans their Journey and preps their bags (and wagons), the party sets out and starts to process the first Travel Segment. Each Travel Segment involves a sequence of steps primarily focused on Navigation. For customizability, many steps are optional (OPT). A quick reference page is provided in the addendum.

Travel Segment Sequence:

Land Travel

Three main roles: Pathfinders handle navigation and cartography, Scouts observe and scout, and Foragers collect food/water for the group while traveling.

  1. (OPT) Adjust Route and/or Travel Roles
  2. DM determines the Route's current DC
    • current Weather and Road/Terrain Conditions
  3. Navigation Check - multi-step process
  4. (OPT) Scout Check
  5. (OPT) Forage Check
  6. Process any Tasks, Encounters, or Events that occurred during or at the end of the Travel Segment
Navigation Check
  1. (OPT) Calligraphy:Cartography (Intelligence) Check using local maps
  2. (OPT) Mitigate Harsh Travel Conditions and/or Gather Information
  3. (Larger Groups) Leadership or Animal Handling Checks to mitigate penalties
  4. Set Pace (Default: Normal Pace)
  5. Add any circumstantial/Background/Class travel bonuses from Primary and Secondary Pathfinders
  6. Include any other bonuses/penalties
  7. Survival (Wisdom) Check
  8. DM calculates the Time and/or Distance traveled
Scout Check
  1. Stealth Check - Primary and Secondary Scouts hide
    • If all succeed: +5 to Perception Check
  2. Perception Check - Becomes Passive Perception Score
Ocean Travel

Though similar to Land Travel, there are a few changes when traveling by water vehicle:

  • Calligraphy:Cartography (Intelligence) becomes Seamanship:Navigator's Tools (Intelligence)
  • Pace is not adjustable and remains Normal
  • Pathfinders become one Helmsman assisted by Navigators
  • Survival (Wisdom) becomes Seamanship (Dexterity)
  • Scouts become one Lookout (no Stealth Check).
  • There is no Foraging while at sea.

Route

The DC of the Route being traveled during the current Travel Segment is the average difficulty of traveling across that Route for a given Time Segment. The longer the Time Segment, the more abstract the DC is in representing the Route's difficulties. There are two major components to consider when developing a DC: Travel Impediments and Weather Impediments.

Travel Impediments

Travel Impediments largely consist of conditions that make movement more difficult. Anything defined as difficult terrain is a major limitation when walking. Traveling by ship is also more difficult than basic overland travel, though wagons carry their own penalties to Navigation Checks. The basic Travel DC assumes the group is following well-worn trails and simple paths. If the party favors major and well-maintained roads during their travels, the DC of the route decreases significantly.

DC Path
15 Land Route
12 Ocean Travel
+2 Minor Difficult Terrain
+6 Major Difficult Terrain
-4 Regular Roads

Difficult Terrain can vary considerably by environment. Occasional hills and thick underbrush can limit movement speed, but good navigation can mitigate or even bypass such impediments. Regular, harsh difficult terrain often comes in the form of rocky terrain, sandy deserts, murky swamps, steep hills, and thick forests.

Weather Impediments

Weather is a major factor in any journey. In fact, the highly variable nature of weather conditions encourages splitting up Journeys into more segments to avoid facing 5 days of heavy weather from a poor weather roll. However, 5 days of bad weather could result in interesting narrative consequences. Weather (W) is also a major factor in ocean travel since few vessels employ propulsion methods other than sailing.

DC Weather W
+2 Minor Weather 1.25
+4 Moderate Weather 1.00
+6 Heavy Weather 0.75
+6 No Weather/Wind (Ocean) 0.25

Weather can carry significant penalties in a variety of Tasks and Encounters. The impact of significant weather conditions can cause varying effects depending on the nature of local environment. Compare the impacts on characters when facing thick desert-storms versus raging blizzards.

Extreme weather carries with it more significant negative effects for the party. The hazards from bad weather vary considerably depending on the terrain and climate. See the Poor Weather Section for specifics.

Pace

While traveling, a group can move at a normal, fast, or slow pace. Paces impact the overall travel rate the party attempts. Faster paces reduces Passive Perception and imposes disadvantage on the Navigation Check and any Stealth checks made while Scouting. Slower paces increases Passive Perception and gives advantage on any Stealth checks made while Scouting. Additionally, the slower pace gives the lead Navigator advantage on his Navigation Check. Large Groups are unable to move rapidly and cannot travel at a Fast Pace.

P Pace PP
1.00 Normal Pace 0
1.25 Fast Pace -5
0.75 Slow Pace +5

Navigation

As a group will normally be able to travel 24 miles (72 miles at sea) per day, succeeding on the Navigation Check results in a Navigation Factor of 2. Exceeding the DC by a significant amount will further improve the rate of travel through Navigators finding shortcuts, better paths, and not getting lost. Failing the Navigation Check represents the party losing time due to getting turned around, being briefly lost, taking longer paths, and being slowed by difficult terrain and bad weather.

For more travel focused adventures, a DM may want players to risk becoming Lost. If the Navigator fails the Navigation Check by more than 5, the party traveled a decent distance but are now truly Lost. The DM should place the group within 6 miles times days traveled away from their expected current location. Grid maps with 6 mile hexes make this easier. When the party becomes Lost, they will encounter additional challenges that must handled before the party can continue. See the Lost section for more detail.

N Nav Result
2.5 Nav Check >= DC + 5
2.0 Nav Check >= DC
1.0 Nav Check < DC
1.5 Nav Check < DC - 5

Travel Time and Distance

The Average Daily Distance Traveled (D) during a Travel Segment is determined based on the Time Length (T) of the segment, the group's travel Pace (P), the current day's average weather (W), and a factor determined by the Navigation Check (N).

Land: D = (12 Miles per Day) x P x N

Ocean: D = (36 Miles per Day) x W x N


Total Distance = T x D

Travel Roles

Every major character (usually just player/party characters) can have one Primary Role and one Secondary Role or they can have two Secondary Roles instead. Primary Role characters are the lead rollers for their role during the Travel Segment. While traveling, there are a set of activities, which party members will have to regularly perform. Each party role performs these activities on a regular basis. As a Secondary Role, each party member can assist with at most one other character in performing their Primary Role. Secondary Roles require the character to provide significant assistance through skills or background features.

Note: Should your campaign world have them, Air Vehicles follow the same rules as Water Vehicles.

Pathfinder (Land)

(required)

Traveling through the wilderness requires regular navigation to make progress to your destination. The Pathfinder leads the party and any allies through harsh conditions, down paths, and over difficult terrain while avoiding getting lost.

Primary Pathfinders must be proficient in the Survival skill or have a Background Feature related to Survival navigation checks. The Primary Pathfinder rolls for the Navigation Check for travel.

Secondary Pathfinders assist the Primary Pathfinder through observation, scouting, tracking environmental details, and checking maps. For a character to be a Secondary Pathfinder, they must contribute by being a Primary or Secondary Scout, a Cartographer, or possess a Feature that affects Navigation Checks.

The following table presents the group's traits, which affect the Navigation Check.

Impact Travel Trait
-2 Land Vehicles or Mounts
-2 Large Traveling Group
+2 Background/Class Features
+4 Ranger Travel Feature
+2 Relevant Local Information
+2 Bad Weather Mitigation
+3 Primary Scout
+1 Secondary Scout
Cartography Checks

One Secondary Pathfinder can be a Cartographer. Cartographers use local area maps and their cartographer's tools to assist the Pathfinder with finding terrain features and avoiding navigational impediments. The Cartographer must be proficient with Cartographer's tools and the Calligraphy skill. The Cartographer rolls a Calligraphy:Cartography (Intelligence) Check versus a DC based on the quality of the map. Better and more detailed local area maps have lower DCs (10) compared to simple and more general regional maps (22). Any map with information relevant to the current region will fall somewhere in this DC range. The effect of this check is equal to the difference between the check's result and the DC. This positive or negative effect is then applied directly to the primary Pathfinder's Navigation Check.

Helmsman (Ocean)

(required)

Unlike with Land Travel, Ocean Travel requires everyone to be present on a water vehicle. If a traveling group is split across multiple water vehicles, focus on the group in the lead water vehicle for long term travel. Another major difference with Ocean Travel is that there is only one helmsman or pilot. There are no secondary pilots. Fortunately, difficult terrain is not a regular obstacle, though challenges near land may necessitate some skill checks. As a result, there are fewer factors increasing the Route's DC with Weather playing a much more dramatic role in Ocean Travel.

The following table presents the group's traits affecting the Navigation Check.

Impact Travel Trait
+2 Ocean-Based Background Features
+2 Relevant Local Information
+2 Unfavorable Weather Mitigation
+2 Having a Lookout

Navigator (Ocean)

Unlike a Cartographer, the Navigator relies more heavily upon star charts and tools to identify their location. Further, the lack of terrain features while traveling limits the usability of ordinary maps. A Navigator uses their Navigator's Tools and star charts in combination with estimates of travel rate and previously observed major terrain features to determine the relative location of their ship. Both Primary and Secondary Navigators must be proficient in Navigator's Tools and Seamanship. The Primary Navigator makes Seamanship:Navigator's Tools (Intelligence) Checks vs a DC equal to 10 + Days since encountering Identifiable Land. The effect of this check is equal to the difference between the check's result and the DC. This positive or negative effect is then applied directly to the Helmsman's Navigation Check.

Certain divination spells can be used to determine the relative location of the water vehicle, thus resetting the DC back to 10. DMs should treat the use of Divination spells as more of a riddle than an automatic success or skill check.

Scout/Lookout

Though not required, scouting on land is very beneficial since the Scout provides advanced notice of dangers including potential ambushes, road traps, or sites of interest. When scouting, the party gains a Passive Perception equal to the Scout's Perception Check. Without a Scout, each individual uses their own Passive Perception score. Additionally, regardless of skills and features, a Scout can have Pathfinder as a Secondary Role where they can provide significant assistance to the primary Pathfinder by scouting further afield.

Environments with regular cover such as Forests impose a significant -5 penalty to individual Passive Perception scores. By actively searching for threats, the Scout does not suffer from these penalties and can in fact employ stealth to avoid being detected gaining a +5 to their Perception check. The DC for Stealth is 10 in heavy cover environments and DC 15 in minimal cover environments.

Wide-open Environments generally have limited cover and terrain impediments to vision, so Passive Perception is generally unaffected and Scouting is less important.

Lookout

With ocean travel, Scouting is limited to a single Lookout acting as Primary Scout. As there is no cover, the Lookout lacks many visual limitations but cannot use Stealth. Ocean travel generally consists of both clear days providing good sight lines and stormy or fog-laden days causing significant visual impairment. As the Lookout is continuously focused on the horizon, they cannot have a secondary Role, but they are actively aiding the Helmsman.

Leader

(required with multiple NPCs)

For small groups, a Leader is generally not needed nor desired. Traveling in large groups or with multiple NPCs requires managing and directing various non-party members. Often larger groups cannot travel very quickly and make navigation harder. A Leader generally rolls either Persuasion (Charisma) or Seamanship (Charisma) depending on if traveling by land or by ship. Only one party member can serve as the secondary Leader. Leadership checks remove the penalty from traveling with larger groups and caravans.

Caravan Manager (Land)

(required with land vehicles or mounts)

Forager (Land)

A Forager will throughout the day be on the lookout for various berries, roots, nuts, and other fruits and vegetables. At times, the Forager will search the nearby surroundings for simple foods and lead any assistants in the search for food items from the environment. Note that a slow travel Pace gives advantage on Foraging Checks and a fast travel Pace gives disadvantage on Foraging Checks.

In addition to a gallon of water per day, food is critical for characters to survive and fully function. A character needs to consume 3 pounds of dense food on travel days, 2 pounds on rest days, and 5 pounds on intense days with multiple life/death situations (combat, navigational challenges like climbing). For reference, 5 pounds of dense food is equal to 5 pounds of meat, 20 pounds of roots, 2 pounds of trail rations, or 1 pound of pemmican or large nuts.

For the Forager Check, the Primary Forager rolls a Survival (Wisdom) against a range of DCs. Success against higher DCs results in more food rolls according to the following table.

DC Food Bunches
10 1x
15 2x
20 3x
25 4x
30 6x

Note that the DCs should be adjusted based on the current environment and season as shown below.

DC Adjust Terrain Condition
-5 Forests/Swamps
+5 Arctic/Desert
-3 Late Spring/Summer
+3 Late Fall/Winter

In order to aid the Primary Forager, a Secondary Forager must be proficient in the Survival or Nature skills or have a Feature that improves Foraging. One Secondary Forager can further assist the Primary Forager by rolling a DC 15 Nature (Intelligence) Check. If successful, the Primary Forager gains advantage on their Forager Check. Additionally, the following table details bonuses toward the Forager Check.

Impact Travel Trait
+2 Background Features
+3 Secondary Forager
+5 Using a Task Point
Food Results

If successful in foraging for food, the party collects 3d4 gallons of water. The players then collect either specific foraged foods or simple mixture referred to as Foraged Foods Bundles. For less specific foraging, each Food Bunch/Roll produces 2 Foraged Food Bundles. Each Foraged Food Bundle weighs 4 pounds and sufficient to feed one character per travel day. An active day would thus require two Foraged Food Bundles.

For more specific food collection, roll a d20 and consult the following table for every Food Bunch that was foraged.

Result Food Type Quantity
1-4 Various Roots 2d6 + 6 lbs
5-8 Berries and/or other Fruit 2d4 + 4 lbs
9-10 Small Nuts (deshelled) 1d4 + 3 lbs
11-12 Large Nuts (deshelled) 1d4 + 1 lbs
13-15 Egg Nests (Local Poultry) 1d6 + 3 lbs
14-15 Rabbits (butchered) 2d4 x 2 lbs
16-20 Large Stream/Small Lake Water

The above table is tended to be for more generic terrains, but for specific non-wooded environments see the tables in the Addendum 1.

Food Equivalents

As previously stated, certain quantities of food are required for traveling adventurers. A character requires 1 gallon a day of water under normal conditions or 2 gallons in particularly dry or hot conditions. For food, each character requires 2 pounds of dense food per rest day, 3 pounds of dense food per low intensity day, and 5 pounds of dense food for every intense day (such as exploring a dungeon filled with hostile animals and monsters). The following table provides pound equivalents between Dense Food and Ordinary Foods. Not every kind of food is listed, but most foods commonly encountered and used by adventurers and travelers are listed.

Food Item Lbs Lbs Dense
Meat 1 1
Roots/Fungus 4 1
Fruits 2.5 1
Small Nuts (deshelled) 1 2.5
Large Nuts (deshelled) 1 4.5
Small Bird Eggs 1 1
Trail Rations 2 5
Pemmican 1 5
2 Hunks of Cheese 1 3
2 Loaves of Bread 1 2
Hunting and Fishing

As shown by the equivalency, Hunting and Fishing are very beneficial for gathering food. Both of these activities are Tasks, which can be completed at any time of the day by the whole party. Hunting can generally be performed anywhere. Fishing, however, requires that the party find a major region of water. Small Lakes and Large Streams can be fished. Additionally, the party can fish if they traveled through a map region that contained significant bodies of water such as rivers, lakes, oceans, and coasts.

Tasks

Traveling groups generally only travel for eight hours on any given day. Additionally, they rarely travel continuously, often taking short breaks or performing intervening tasks. A party has 12 Task Points (TP), which can be spent throughout or at the end of a day of travel. Some Tasks require more effort and time than others. Generally tasks are accomplished as a group where multiple members are directly involved in the effort or assisting another member to more quickly complete a task.

When travel segments are longer than one day, a party has 30 Task Points to spend throughout the entire Travel Segment.

Task TP (Daily) TP (Segment)
Hunting 6 6
Fishing 4 4
Short Rest 3 3
Setting Up Camp 2 - 8 0 - 4
Recovering from being Lost 6 6
Explore a Site 4 4
Simple Crafting/Repair 1 1
Harvesting Ingredients 1 1
Cooking Pemmican (3-9 lbs) 4 4

Hunting

Hunting is a Skill Challenge requiring multiple skill checks to succeed. Hunting is generally focused on tracking down larger animals who often are more dangerous. At the start of the hunt, a PC rolls a Survival (Wisdom) check to find and track a creature(s): DC 10 to 20.

The creature must then be slain or trapped. The nature of the creature defines the challenge, so hunts will vary by creature and proficiencies. A Deer for instance is best slain with a single stealthy attack while a Boar or Bear might engage the party. Rabbits are more commonly found in groups of 5 adults but are hard to attack due to their tiny size and advantage on auditory perception. Hunting rabbits is best accomplished through the use of traps or ambushes.

Butchering the animal must also be handled with Skill to avoid wasting most of the meat. Butchering is best done as a Concoction:Cook's Utensils (Wisdom) check, but a Survival (Wisdom) check with a slashing weapon or large knife can be used. The amount of edible meat obtained from the creature is 50% + (check - 10)*5%.

Once butchered, the meat must be preserved or kept cold. Preserving the meat is a separate task requiring a Concoction:Cook's Utensils (Intelligence/Wisdom) check vs a DC of 12. The party can instead convert the meat into calorie dense pemmican. For every 11 pounds of meat and 10 pounds of berries or other fruits, 3 pounds of Pemmican can be produced.

Creatures Weight Edible Meat
Average Duck 3 lbs 2.0 lbs
Rabbit 3 lbs 1.5 lbs
Wild Deer 100 lbs 40.0 lbs
Wild Boar 180 lbs 85.0 lbs
Brown Bear 500 lbs 175.0 lbs

Fishing

While traveling, the party may come across a small lake or large stream while foraging or pass near larger bodies of water such as rivers, lakes, or coasts. The party can stop during their travels to spend time fishing. This Task is lead by a primary roller. All members that have the tools to fish increase the number of fish collected during the Task.

The primary roller makes a Survival (Dexterity) Check against a table of DCs. In the following table, N is the total number of fishermen actively fishing with some method of fishing including the lead roller. If the party employs nets or bait and tackle, the lead roller gains advantage on the roll.

DC Fish
8 N
12 1d4 * N
15 1d6 * N
20 2d4 * N
25 2d6 * N

Similar to hunted animals, fish must be filleted and preserved using Survival and Cook's Utensils checks. Each fish provides a significant amount of edible meat given their body weight.

Fish Weight Edible Meat
Average Fish 4 lbs 3.0 lbs
Riverfish 5 lbs 5.0 lbs
Herring 1.5 lbs 1.0 lbs
Salmon 10 lbs 6.25 lbs

Setting Up Camp

After traveling for a day, the party and anyone else in their group need to rest for the night. It takes one Task Point to set up a simple camp under the stairs of bedrolls. If the party spends more effort, they can prepare ever more defensible and comfortable camps. Preparing camps involves setting up campfire(s) and setting up camping equipment. More defensible camps often involve scouting the local area for cover and protection from the elements.

Camp Level TP (Daily) TP (Segment)
Simple Camp 2 0
Covered Camp 4 0
Defensible Camp 6 2
Semi-Fortified Camp 8 4

Simple camps are required to sleep between days assuming good weather or protection from the elements. If characters do not get sufficient sleep (or trance) each day, they gain a point of exhaustion. In order to gain the benefits of a Medium Rest, a more defensible Level 3 or 4 camp is required.

Short Rest

Traveling groups commonly need to briefly stop to recover themselves. The party can spend an hour or so to rest more fully gaining the benefits of Short Rest while traveling. If there are limits on Short Rests, not all members need to perform a Short Rest when the party stops.

Exploring a Site

Sites are generally small and simple locations found during travels. Often, these are small ruins, inhabited/uninhabited cabins, or small caves. These sites can be explored in an hour or less and are usually not very dangerous.

Other Tasks

Many simple activities requiring moderate effort can be performed by individual characters. Generally, these solo Tasks involve tools for crafting or repairing various items or mixing various substances together. Also, short journeys in the nearby terrain will often result in discovering local ingredients such as herbs or poisons.

Being Lost

Poor Weather

Encounters

For Narrative Travel, each travel segment should end with an Event. These special Encounters can occur at any time of the day as Travel Segments are not a specific time length. Events can either be random Encounters or Events pre-built by the DM. For Narrative Travel, these Encounters work better as more detailed, pre-defined events than simpler encounters.

For multi-day Travel Segments, most every Travel Segment should consist of at least one Encounter such that each Journey consists of 2-6 Encounters across all of its Segments.

For daily Travel Segments, the expected number of days for the Journey defines whether an Encounter occurs each day. In general, only a fraction of the days should have an Encounter and thus Random rolls will be more common. As with other Travel Segments, each Journey should generally have 2-6 Encounters. For more Sandbox/Hexcrawl style games, the heavier focus on traveling and exploration instead of specific destinations means these extended Journeys will consist of many Encounters. Often, an Encounter should occur about every 2-4 days beyond pre-planned Events/Encounters and pre-built locations.

For each Travel Segment, a DM can roll a d20 and if the number is less than 13, then no Encounter occurs. Encounters themselves can vary considerably by environment, population density, local creatures, and road/trail networks. As a result, each section of Encounters will provide lists of Encounter ideas rather than random roll tables.

Terrain/Navigational Challenges

  • Climbing a cliff or mountainside

NPC Encounters

  • Old Woman (maybe a Hag or Witch) living in a cabin in the woods
  • Traveling Cleric
  • Traveling Merchant Caravan (Large or Small)
  • Broken down Wagon(s)
  • Aristocrat with Bodyguards
  • Guards escorting Prisoner(s)
  • Traveling Bard or Entertainer
  • Patrolling or Scouting Guide/Ranger/Woodsman

Hostile Encounters

  • Bandit Ambush along a road or major trail

Discoveries/Sites

  • Ruined Tower in the distance (formerly used by a Noble or Wizard)
  • Remains of an stone ruin perhaps a major house or small keep (1-3 floors partially intact)

Addendum

A1: Regional Foraging Tables

Note that all creatures including mammals, insects, and seafood animals below give pounds in terms of pounds of edible, butchered meat. Nonwooded Arctic regions do not allow for Foraging.

Grasslands/Hills/Plains
Result Food Type Quantity
1-8 Wild Seeds/Roots 2d4 + 8 lbs
9-12 Berries 2d4 + 4 lbs
13-17 Small Ground Mammals 2d4 x 2 lbs
18-20 Large Stream/Small Lake Water
Arid/Deserts
Result Food Type Quantity
1-6 Insects 1d4 + 2 lbs
7-9 Desert Flowers/Chia Seeds 2d4 + 4 lbs
10-11 Edible Cactus Fruit 1d4 + 2 lbs
12 Agave 1d4 * 20 lbs
13-17 Small Lizards 2d4 x 2 lbs
18-19 Small Ground Mammals 2d4 x 2 lbs
20 Oasis (no fish) Water
Coastal (excludes Oceans)
Result Food Type Quantity
1-2 Crabs (Tide Pool) 2d4 + 8 lbs
3-4 Shrimp (Tide Pool) 1d4 + 4 lbs
5-6 Crawdads (Tide Pool) 2d4 + 6 lbs
7 Lobster (Tide Pool) 4 lbs
8-11 Clams and Scallops 1d4 + 2 lbs
12-17 Shore Crabs 1d4 + 6 lbs
18-20 Prime Fishing Spot Adv on Fishing
Mountains/Caves
Result Food Type Quantity
1-2 Cave Lichens and Mosses 1d4 lbs
3-7 Mushrooms 2d4 lbs
8-14 Insect Colony 1d4 * 3 lbs
15-17 Amphibians (Brackish Pond) 2d4 lbs
18-19 Bat Colony (encounter) 2d4 Bat Swarms (4 lbs/swarm)
20 Giant Bats (encounter) 3d4 Bats (10 lbs/bat)

A2: Travel Reference

Land Travel

  1. (OPT) Adjust Route and Travel Roles
  2. Route's Current DC
  3. Navigation Check
  4. (OPT) Scout Check
  5. (OPT) Forage Check
  6. Tasks, Encounters, or Events

Ocean Travel

  1. (OPT) Adjust Route and Travel Roles
  2. Route's Current DC
  3. Navigation Check
  4. Lookout Perception Check = Ship's PP Score
  5. Tasks, Encounters, or Events

Travel Conditions

DC Path
10 Land Route
12 Ocean Travel
+2 Minor Difficult Terrain
+6 Major Difficult Terrain
-4 Regular Roads
DC Weather W
+2 Minor Weather 1.25
+4 Moderate Weather 1.00
+6 Heavy Weather 0.75
+6 No Weather/Wind (Ocean) 0.25

Navigation Check

Land Navigation Check
  1. (OPT) Calligraphy:Cartography (Intelligence) Check
  2. (OPT) Mitigate Harsh Travel Conditions and/or Gather Information
  3. (Larger Groups) Leadership/Animal Handling Checks
  4. Set Pace (Default: Normal Pace)
  5. Pathfinder Bonuses
  6. Situational bonuses/penalties/mitigations
  7. Survival (Wisdom) Check
  8. Time and/or Distance traveled

Cartography DC: 10 to 22 (map accuracy/detail). DC minus Cartography Check applied to Nav Check.

Land Bonuses/Penalties
Impact Travel Trait
-2 Land Vehicles or Mounts
-2 Large Traveling Group
+2 Pathfinder Background/Class Features
+4 Pathfinder Ranger Travel Feature
+2 Relevant Local Information
+2 Bad Weather Mitigation
+3 Primary Scout
+1 Secondary Scout
Ocean Navigation Check
  1. Seamanship:Navigator's Tools (Intelligence) Check
  2. (OPT) Mitigate Harsh Travel Conditions
  3. (Larger Crews) Leadership Check to remove penalties
  4. Helmsman/Navigator Bonuses
  5. Situational bonuses/penalties/mitigations
  6. Seamanship (Dexterity) Check
  7. Time and/or Distance traveled

Navigator DC: 10 + Days since Identifiable Land. DC minus Navigator Check applied to Navigation Check.

Ocean Bonuses/Penalities
Impact Travel Trait
+2 Helmsman Ocean-Based Background Features
+2 Relevant Local Information
+2 Unfavorable Weather Mitigation
+2 Having a Lookout
Navigation Result
N Nav Result
2.5 Nav Check >= DC + 5
2.0 Nav Check >= DC
1.0 Nav Check < DC
1.5 Nav Check < DC -5

Last result is for the party getting thoroughly lost. The group is now 6 miles times days traveled away from their expected current location.

Pace/Time/Distance

Fast Pace causes disadvantage on Navigation and Stealth Checks and is not possible with large groups. Slow Pace gives advantage on Navigation and Stealth Checks.

P Pace PP
1.00 Normal Pace 0
1.25 Fast Pace -5
0.75 Slow Pace +5

Land: D = (12 Miles per Day) x P x N

Ocean: D = (36 Miles per Day) x W x N


Total Distance = T x D

Scout Check

  1. Stealth Check by all Scouts
    • If all succeed: +5 to Perception Check
  2. Perception Check = Party Passive Perception Score

Forage Check

Impact Travel Trait
+2 Background Features
+3 Secondary Forager
+5 Using a Task Point
DC Food Bunches
10 1x
15 2x
20 3x
25 4x
30 6x
DC Adjust Terrain Condition
-5 Forests/Swamps
+5 Arctic/Desert
-3 Late Spring/Summer
+3 Late Fall/Winter
 

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