Travel Rules

Here you can read about the traveling rules used for the Lost Reaches. These rules are paraphrased from the Angry GM's article on traveling. For more information and for any and all credit, please see: http://theangrygm.com/getting-there-is-half-the-fun/

These rules replace any mentions of traveling rules in the Player's Handbook.

Traveling through the wilderness is dangerous. Every area has a Danger rating that represents this. The Danger rating sets the DC for Navigating and Foraging. The ratings and DCs are as follows:

Rating DC
1 5
2 10
3 15
4 20
5 25

Example: verdant forests and lush meadows have a resource rating of 1; deserts have a Resource rating of 5. Gently rolling flatlands have a Navigation rating of 1; a desert has a Navigation rating of 5. 

Traveling through the wilderness is a process that goes through the following steps:

  1. Choosing a Route
  2. The Travel Day
  3. Making Camp
  4. The Night

Choosing a Route

The first step in traveling is to choose a route. You need to somehow find out what the lay of the land is and learn any interesting details about the route in question. You should have a rough idea about how long each route is, how dangerous it is, how difficult it is to navigate/forage, because you are going to need to plan for your supplies accordingly. It is the DM's job to get this information to the players, but whenever details are missing the players can always try and learn more.

It's important to note that you will probably never know everything. Traveling is dangerous and unpredictable; doubly so in uncharted regions like the Lost Reaches. Surprises can and will happen.

Route distances will be measured in traveling days, not in miles.

The Travel Day

Once the party has set out, dice will be rolled to resolve each day of travel. At the start of each day the party decides what kind of pace to set: Slow, Medium, or Fast.

At a Slow Pace, the party is moving carefully and quietly. You gain the following effects:

  • The party has advantage on all checks to perceive danger.
  • All hostile creatures suffer disadvantage to detect the party, allowing the party to surprise enemies.
  • The party can forage for food normally if they maintain a slow pace for the entire day.
  • Navigation checks enjoy advantage.
  • The party’s speed is reduced by a third. So every three days of travel count as only two days of travel.

At a Medium pace, the party travels normally. You may forage for food with disadvantage.

At a Fast pace, the party travels more quickly. You gain the following effects:

  • Your speed is increased by a third. So every three days of travel count as four days.
  • The party cannot forage for food at all.
  • The party suffers disadvantage on all checks to perceive dangers and on navigation checks.
  • Hostile creatures enjoy advantage on checks to detect or track the party.

Once the party has set the pace for the day, they can change the pace based on what happens to them during the day.

The DM will then randomly determine the events that happen during each time-period of the day: morning, afternoon, evening, dusk, midnight, predawn. The DM rolls 1d6 for every time-period. If the roll is equal or lower to the area's Danger rating, an encounter might happen. 

Making Camp

At the end of the travel day, the best Navigator rolls a navigation roll against the Navigation DC of the terrain. This roll is made in secret by the DM. If the party traveled at a Fast pace at any point during the day, the check is made with disadvantage. If the check fails, the party has gotten lost at some point during the day. The DM does not tell the players if they are lost; they will have to learn that themselves.

If the party isn't lost, they make progress towards their goal equal to the slowest pace they have moved at during the day. If the party has now logged enough days to finish their route, they will reach their destination tomorrow. This progress can be further reduced by upwards of 1/3 if the party spent a considerable amount of time during the day not focused on traveling.

Finally the consumption of food and water will be determined.

  • If the party moved at a slow pace all day, each player makes a check against the Forage DC.
  • If the party didn’t move slowly all day but never moved at a fast pace at all, each player makes a Forage check with Disadvantage.

If anyone fails, that means the party didn’t find enough food to feed themselves. Each failure requires someone to consume one pound of food from their supply (one day worth of rations). 

If at least one player makes the check, it is assumed he/she found enough water to fill everyone's waterskins. If everyone fails to forage, they drain their waterskins and are now out of water. If their waterskins were already drained and they don't have a backup, they are now dehydrating.

The Night

This is when the encounters that were determined to happen at night happen, if any.

 

Travel Rules

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