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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.