The lands outside of protection from city walls, guards, and armed citizens can be extremely dangerous! Starvation, thirst, and exposure to the elements can be just as deadly as weapons and magicks, so planning before travel is advised. Before embarking on a long journey, plan your route, investigate the details of the road, and gather supplies or allies to protect your party against the hazards of weather, terrain, and banditry.



Prepare For Your Journey: 

Successful travel relies on planning— choose a destination and a means of conveyance to estimate the time your journey will require..

1. Pick a destination, plot your route, and estimate your journey length

After choosing a destination, you can estimate the amount of time to reach the destination based on ideal travel conditions. On foot, you can travel 15+ miles per day with good weather, ideal travel terrain, and a moderate travel pace. Many factors can affect travel time and survival difficulty, such as weather conditions, terrain conditions, pace, and type of conveyance.


Pace

Day (mi)

Guide DC

Forager DC

Scout DC

Slow

10

5

5

5

Moderate

15

10

10

10

Fast

20

15

20

20

Grueling

25

20

30

30


Additionally, you can discuss your trip with locals to obtain maps, learn of shortcuts, or be warned of conditions to prepare for.

2. Gather information and supplies, then outfit your party

With your destination and route set, it’s time to get to the specifics of the trip. You may want to investigate for information about the route and destination, which could be critical to survival along the trail. How many are in your party? Do you have allies tagging along? Do you have livestock to feed and water? Check the ration requirements for your party and stock up  before traveling to ensure that you have enough food and water for the trip, expecting there could be complications along the way. Additional equipment and supplies may make your travel easier, so find out what might be available for sale at various vendors.


Starting the Day’s Travel

Planning a Travel Day


Before setting off, you should check weather conditions, food/water ration levels, terrain conditions, and survival conditions to determine if travel is advisable. Travel through more difficult terrains and during inclement weather could be disastrous to the party! Weather ranges from fair to severe, with a chance to shift 1 step in either direction 4x a day. Different seasons bring different weather, and bad weather (flagged in red in the below table) makes travel treacherous and travel checks far more difficult.

Winter

Spring

Summer

Fall

Blizzard

Thunderstorm

Thunderstorm

Thunderstorm

Freezing Cold

Heavy Rain

Heavy Rain

Heavy Rain

Snow

Rain

Rain

Rain

Rain

Snow

Light Clouds

Snow

Fog

Fog

Clear Skies

Fog

Heavy Clouds

Light Clouds

High Winds

Light Clouds

Light Clouds

Clear Skies

Scorching Heat

Clear Skies

Clear Skies

High Winds

Strange

High Winds

Strange

Scorching Heat


Scorching Heat


Strange


Strange


Pack Up or Stay Put?

If travel conditions seem too risky, The Party can spend the day crafting, training, gathering supplies, or resting to prepare for travel under improved conditions. Even under ideal conditions, it may be beneficial to spend some time resting, healing, and resupplying during long or difficult journeys.


Assign Travel Roles


There are four roles to fulfill while travelling: guide, forager, scout, and lookout. Each character can only lead or assist in one role per day, and any role not fulfilled will result in an auto-fail during checks.

Each role can have only one leader, but any number of assistants. The leader performs the check appropriate to each role, and additional assistance grants advantage.


Guide 

- Responsible for navigating the traveling party to their destination.

- The Guide Check determines if the guide successfully kept to the chosen route or if the party gets lost and cannot travel as far as planned.

- Cartography tools, maps, and information about geographic areas can improve Guide Check roll.


Forager 

- Responsible for finding food and water along the trail.

- The Forager Check determines if you find potable water and edible foods and how much of each the traveling party gains

- Hunting equipment, purifying potions and spells, and information about geographic areas can improve Forager Check roll.


Scout 

- Responsible for ranging ahead of the traveling party to give warning of potential encounters along the road.

- The Scout Check determines whether the party will be surprised by any encounters while traveling.

- Spyglass, flight, communication with nature, and information about geographic areas can improve Scout Check roll.


Lookout 

- Responsible for securing the camp at night. Stays watch overnight and sleeps during the daytime.

- The Lookout Check determines if the party will be surprised by potential encounters occurring while camping.

- Traps/alarms, enhanced vision, and information about geographic areas can improve Lookout Check roll.


Set Pace

How quickly do you want to get to your next destination? How quickly do you NEED to get to your next destination? You will need to choose a travel pace: slow, moderate, fast, or grueling. Slower paces reduce the difficulty of Travel Role Checks and your resistance to survival conditions at the expense of time spent traveling. Faster paces will decrease travel time but Travel Roll Checks will become more difficult. You should try to find a good travel balance depending on travel conditions and supplies on hand. 

Pace

Day (mi)

Guide DC

Forager DC

Scout DC

Slow

10

5

5

5

Moderate

15

10

10

10

Fast

20

15

20

20

Grueling

25

20

30

30


Travel Day:

A Travel Day has four phases.

Morning

The sun rises, providing light to navigate your journey again.

  • Check weather: Weather can have a drastic impact on your travel plans, especially if you're not properly prepared. You may want to avoid travel completely during heavy rains, storms, and snows.
  • Assign roles: Decide the roles each character will play: guide, forager, scout, and lookout.
  • Set pace: Decide travel pace
  • Hit the trail: Start the travel day.

>>Scout check


Afternoon

The sun is at its peak, providing an ideal time to take a short break in the pace of travel.

>>Forager check


Evening

The sun is beginning to set and the party uses the last of the day’s light to continue travel.

>>Guide check


Night

The time of night creatures approaches, set up camp and rest until daylight.

  • Set up camp: Each character in the party will perform a Camping Check to determine how well the campsite was prepared, determining DC for Camp Activities Checks.
  • Eat/Drink: Account for required food and water rations for the day, assign survival conditions for Hunger and Thirst.
  • Camp Activities: Each character can attempt to perform one Camp Activity.
  • Sleep: Go to bed to heal, regain abilities, and reduce Fatigue.

>>Lookout check

>>Campsite check