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can base these distances on an established world

ROUTES AND OPTIONS map or simply imagine what they might be


Travel becomes most engaging when the party given the nature of the routes.
can make impactful choices based on weighing
In general, safe routes should tend to be longer
meaningful tradeoffs, and then see the
and easier to navigate, whereas faster routes
consequences of those choices unfold. Should
should offer more perils (but potentially more
they slow down to forage for food more easily
opportunities for exploration!).
or hurry up and get to the next town before their
rations run out? Should they take the long, safe If translating travel days from an existing map,
route around the mountains or the short but use the conversion of 1 day = 24 miles.
treacherous route straight through? Should they
hunker down for the day and weather the storm Although these rules are meant to make any
or press on at the risk of becoming exhausted long journey interesting, they work best with
and getting hopelessly lost? distances of between 3 and 10 days.

Most fundamental to this suite of choices is the DANGER


route itself. Before embarking on any long Assign the route a danger score between 1 and
voyage, the party should have access to at least 5. This number will represent the number of
two or three different options for how to get to random encounter rolls the party will make in a
its destination, with meaningful tradeoffs for travel day.
each choice.
• 1. Generally safe and civilized areas.
Each potential route should have the following • 2. Typical untamed wild between settlements.
scores assigned to it. These values are explained • 3. Regions crawling with enemies or monsters.
in the following subsections. • 4. Exceptionally dangerous or actively
• Length. The length of the route in travel days patrolled territory of enemies or evil creatures.
at a normal pace. • 5. Hellish, otherworldly environments, such as
• Danger. Score between 1 and 5 indicating how the undead-infested Shadowfell or the most
dangerous the route is. treacherous regions of the Elemental Planes.
• Discovery. Wisdom (Perception) DC
DISCOVERY
representing opportunities for discoveries.
Well-traveled routes are safe but offer little in
• Resources. Wisdom (Survival) DC
the way of interesting distractions and
determining how easy it is to forage.
discoveries. Parties with a penchant for
• Navigation. Wisdom (Survival) DC based on
exploration may favor routes that are more
the difficulty of following the route.
treacherous or unknown, which can offer much
You do not need to show this information more tantalizing opportunities for wonder and
directly to the players but they should discovery.
understand the nature of each route. For
To represent the likelihood of making a
example, an NPC in town might tell them, “The
discovery each day, assign the route a Wisdom
old miner’s trail is the safest path to the temple
(Perception) DC.
on Mount Iris. But if you’re in a hurry, you can
ascend the mountain directly. Be careful, • 25. Well-traveled roads
though—the area is frequently patrolled by • 20. Alternate paths or difficult passages
orcs.” • 15. Secret, abandoned, or uncharted routes
LENGTH
For travelers setting a normal pace without
distractions and in decent weather, a given route
should take some nominal number of days. You

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RESOURCES EXAMPLE ROUTES
Different environments may offer more The following examples use different
opportunities for foraging food and water, combinations of the above scores to create
easing the burden of travelers who would unique routes for the party to choose from.
otherwise have to carry heavy stockpiles of food Presenting multiple routes to the same
and water over long distances. Unfortunately, destination allows the party to make strategic
the easiest routes and roads are often the most choices about the journey ahead.
difficult to forage, since they are frequently
populated with other travelers or civilized The High Road
inhabitants who have already depleted, hunted, The safest way to get from Neverwinter to
or cultivated the natural resources. Conyberry is to follow the High Road south
along the Sword Coast, then head inland along
Choose a Wisdom (Survival) DC for the ease the Triboar Trail. The route is safe and easy to
with which players can forage along a route. navigate, but offers little opportunity for
foraging and discovery.
• 5-10. Forests, meadows, and other adundant
natural environments Length: 5 days
• 15-20. Well-traveled routes and areas near Danger: 1
farms and civilization Discovery: DC25
• 25-30. Deserts, tundras, or other barren natural Resources: DC20
areas Navigation: n/a

NAVIGATION Forest’s edge


Any long journey relies on the skills and wits of Travelers can hasten their journey by
a good navigator to keep the adventurers on abandoning the road in favor of following the
track. Some routes are more difficult to navigate river to the ruins of Thundertree and then
than others, however, depending on the following along the edge of the forest. This route
presence of roads and natural landmarks or on offers access to the bounty of Neverwinter
the party’s knowledge from a map or NPC. Wood while avoiding hostile goblin territory.

Assign a Wisdom (Survival) DC to the route Length: 4 days


based on its ease of navigability. Danger: 2
Discovery: DC20
• 0 or N/A. Routes along well-traveled roads do Resources: DC15
not require an ability check. Navigation: DC10
• 5-10. Rolling flatlands with plenty of distinct
recognizable landmarks Neverwinter Wood
• 15-20. Uncharted or difficult territory The fastest way to Conyberry is along the river
• 25-30. Deserts or vast featureless landscapes to the ruins of Thundertree and then directly
through the Neverwinter Wood. The vast forest
offers all kinds of secrets and a bounty of natural
resources, but is difficult to navigate and fraught
with danger, including several hostile goblin
tribes.

Length: 3 days
Danger: 3
Discovery: DC15
Resources: DC10
Navigation: DC15

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ТЕМП ПЕРЕМЕЩЕНИЯ ЕДА И ВОДА
Во время перемещения группа искателей приклю-
чений может перемещаться в нормальном, быст- Персонажи, которые не едят и не пьют, получают
ром или медленном темпе, как показано в приве- эффекты истощения (смотрите приложение А).
дённой ниже таблице. В таблице указано расстоя- Истощение, вызванное отсутствием еды или воды,
ние, на которое может переместиться отряд за это нельзя устранить, пока персонаж не съест или не
время и эффекты выбранного темпа, если они выпьет полностью требуемое количество.
есть. Быстрый темп сказывается на внимательно-
сти, а медленный темп позволяет красться и тща- ЕДА
тельно осматривать местность (смотрите ниже «Де- Персонажу нужен один фунт еды в день, но он
ятельность во время путешествия»). может растянуть пищу, съев всего половину раци-
Форсированный марш. Таблица предполагает, она. Полфунта еды в день считается как полдня
что персонажи путешествуют по 8 часов в день. без еды.
Они могут ускориться, рискуя своим здоровьем. Персонаж может прожить без еды количе-
За каждый дополнительный час путешествия ство дней, равное 3 + модификатор Телосложения
сверх 8 часов, персонажи покрывают расстояние, (минимум 1). В конце каждого дня после этого пер-
указанное в колонке «час» для их темпа, но все сонаж автоматически получает одну степень исто-
персонажи должны в конце каждого лишнего щения.
часа совершать спасброски Телосложения. Сл День с полноценным питанием сбрасывает
равна 10 + 1 за каждый час сверх 8. В случае про- счётчик дней без еды до нуля.
вала персонаж получает одну степень истощения
(смотрите приложение А).
Скакуны и транспорт. В течение небольших ВОДА
промежутков времени (в пределах часа) многие Персонажу нужен 1 галлон (4 литра) воды в день,
жи-вотные перемещаются значительно быстрее или 2 галлона (8 литров), если погода жаркая. Пер-
гумано-идов. Едущий верхом персонаж может в сонаж, выпивший за день только половину этого
течение часа ехать галопом, покрывая двойное объёма, должен в конце дня преуспеть в спа-
расстояние быстрого темпа. Если через каждые 8– сброске Телосложения со Сл 15, иначе он получает
16 километ-ров есть свежие скакуны, персонажи одну степень истощения. Выпивший меньший
могут покры-вать в таком темпе большие объём воды получает в конце дня одну степень
расстояния, но такое возможно только в истощения автоматически.
густонаселённых землях. И в том и в другом случае персонаж, уже
Персонажи в фургонах, каретах и прочем име-ющий как минимум одну степень истощения,
наземном транспорте, используют нормальный по-лучает сразу две степени.
темп. Персонажи на водном транспорте ограни-
чены скоростью судна (смотрите главу 5), и они не
получают ни штрафы за быстрый темп, ни пре-
имущества от медленного темпа. В зависимости от
судна и размера экипажа, корабли могут переме- ОСОБЫЙ ТЕМП ПУТЕШЕСТВИЯ
щаться и по 24 часа в сутки. Правила темпа перемещения из Книги игрока
подразумевают, что группа путешественников
Некоторые особые скакуны, такие как пегасы идёт в темпе, на который не влияет скорость
и грифоны, или особый транспорт, такой как ко- перемещения отдельных её участников. Разница
вёр-самолёт, позволяют перемещаться быстрее. В в скорости ходьбы может быть важна во время
Руководстве Мастера есть дополнительная инфор- сражения, а во время похода разница исчезает,
мация об особых методах перемещения. так как путники изредка останавливаются, что-
бы перевести дух, более быстрые поджидают
медленных, а проворство одних уравновешива-
ТЕМП ПЕРЕМЕЩЕНИЯ ется выносливостью других.
Дистанция, пройдённая за... Персонаж, скачущий на призрачном скакуне,
Темп Минуту Час День Эффект парящий в воздухе на ковре-самолёте, или плыву-
щий на паруснике или хитроумном изобретении
Быстрый 120 4 мили 30 миль Штраф −5 к пас-
гномов, работающем на пару, путешествует не с
метров (6 км) (50 км) сивному значе- обычной скоростью, так как магия, двигатели или
нию Мудрости ветер не устают в отличие от существ, и в воздухе
(Вниматель- нет таких многочисленных препятствий как на
ность) земле. Если существо путешествует со скоростью
Нормальный 90 3 мили 24 мили — полёта или со скоростью, дарованной магией, дви-
гателем или силой стихии (такой как ветер или
метров (4,5 км) (40 км)
течение), превратите скорость в темп перемеще-
Медленный 60 2 мили 18 миль Возможность ния, используя следующие правила:
метров (3 км) (30 км) идти скрытно
• За 1 минуту вы можете переместиться на ко-
ТРУДНОПРОХОДИМАЯ МЕСТНОСТЬ личество футов, равное вашей скорости,
умноженной на 10.
Скорость, указанная в таблице, подразумевает пу-
• За 1 час вы можете переместиться на количе-
тешествие по относительно нормальной местности:
ство миль, равное вашей скорости, делённой
дороги, открытые равнины или ровные коридоры
на 10.
подземелья. Однако искатели приключений часто
• Для вычисления пройдённого за день расстоя-
забредают в густые леса, глубокие болота, завален-
ния умножьте расстояние, проходимое за час,
ные булыжниками руины, крутые горы и закован-
на число часов в путешествии (обычно это 8
ные в ледяной панцирь реки — всё это труднопро-
часов).
ходимая местность.
• Для быстрого темпа увеличьте пройдённое
По труднопроходимой местности вы переме-
расстояние на одну треть.
щаетесь с уменьшенной вдвое скоростью: переме-
• Для медленного темпа умножьте пройдённое
щение на 1 фут совершается за счёт 2 футов ско-
расстояние на две третьих.
рости, так что за минуту, час или день вы прой-
дёте вдвое меньшее расстояние, чем обычно.
Например, персонаж под эффектом заклина-
ния хождение по ветру получает скорость полёта
NAVIGATION
300 футов. За 1 минуту он может переместиться на
Navigating the untamed wilderness requires a
3000 футов в нормальном темпе, 4000 футов в
быстром темпе или 2000 футов в медленном тем- skilled navigator. The party should designate
пе. Этот персонаж может покрыть 20, 30 или 40 one of its members as the navigator. Have this
миль в час. Заклинание длится 8 часов, позволяя player make a Wisdom (Survival) check each
ему переместиться на 160, 240 или 320 миль в день.
Точно так же, заклинание призрачный скакун day against the DC for the route. On a success,
создаёт магического скакуна со скоростью 100 the party navigates the route for the day, adding
футов, и который не устаёт, в отличие от насто- the day’s travel to their total. On a failure, the
ящей лошади. Персонаж на призрачном скакуне
может покрыть 1000 футов за 1 минуту в нор- party has become lost, making no progress for
мальном темпе, 1333 футов в быстром темпе или the day. If the check result fails by 5 or more, the
666 футов в медленном темпе. За 1 час этот пер- party has gotten turned around, and the day’s
сонаж может переместиться на 7, 10 или 13 миль.
travel is subtracted from the total progress.

As an example, suppose the party is traveling


ВИДИМОСТЬ НА a route that normally takes 5 days to traverse
ОТКРЫТОМ ПРОСТРАНСТВЕ and has already traveled 3 days’ worth of that
Путешествуя на открытом пространстве, персона-
distance. If they are moving at a fast pace and
жи видят примерно на 2 мили в любом направле- get lost, then by the end of the day their total
нии в ясный день, или вплоть до точки, где дере- progress will still be at 3 days, or if turned
вья, холмы или прочие помехи заслоняют обзор.
Дождь обычно уменьшает максимальную види-
around their progress will be reduced by 1⅓
мость до 1 мили, а туман — до 100 или 300 футов. day to 1⅔ total days’ worth of progress.
В ясный день персонаж может видеть на 40 SMARTER NAVIGATION
миль, если находится на вершине горы или высо-
кого холма, или как минимум может посмотреть с Players may find ways to navigate routes better,
высоты вниз. such as by asking a knowledgeable NPC for
Ясная погода, высокая точка обзора дают directions before leaving or by purchasing a
преимущество при проверке Навигации, плохая погода, map of the area. If the party takes measures to
туман и низины с лесом - дают помеху. reasonably increase their ability to navigate,
allow the navigator to make the Wisdom
(Survival) check with advantage each day.

TRACKING
Sometimes, the party may not have a known or
fixed destination, but instead may be following
a target by tracking it each day. In such a
scenario, use the same rules as ordinary
navigation above, but on each check failure,
increase the Wisdom (Survival) DC for
subsequent days by 2 to represent the trail going
cold while the party is lost. In addition, be sure
to apply any normal benefits of tracking that
spells such as hunter’s mark provide.

EXTREME WEATHER
A blizzard can severely limit visibility or heavy
rains can flood sections of the trail and force
alternate routes. On days with extreme weather,
the Wisdom (Survival) check for navigation is
made with disadvantage.
PACE
Once the party is awake and ready to set out,

E
ACH SECTION BELOW EXPLAINS AN ELEMENT they should choose a travel pace for the day.
of a travel day. Each day of travel cycles The party might make this decision depending
through each element, and they are on the weather, their schedule, or their food
presented chronologically: from the weather in supply, and the pace they choose impacts factors
the morning, to the encounters and exploration like the likelihood of surprise encounters and
of the day, to the well-earned sleep of the night. the distance covered in a travel day.
The DM should resolve each element while
narrating the day’s travel, allowing the party to NORMAL PACE
make decisions based on each element before At a normal pace, the party covers 1 day of
proceeding to the next. distance per day of travel (24 miles per day).

WEATHER SLOW PACE


The party may choose to reduce their travel
Never is a party more at the mercy of the
speed to a slow pace, meaning they only cover 2
elements than when on the road. Heavy rains or
days of distance per 3 days of travel (16 miles
howling winds can easily dictate the pace and
per day). In doing so, they gain the following
fate of a day of travel. Each morning of a travel
benefits:
day, roll a d20. On a result of 1, extreme weather
results. The type is dependent on the season. • Stealth opportunity. When approaching an
Use the following tables to roll for a type of encounter, the party will notice any other
extreme weather. creatures first, and can choose to use stealth to
engage or bypass them.
EXTREME WEATHER: SPRING & SUMMER • Time to forage. Due to the leisurely pace, each
d4 Extreme Weather player has advantage on Wisdom (Survival)
1 Gale force winds checks to forage for food and water.
2 Thunderstorm
3 Flash flooding FAST PACE
4 Heat wave If time is of the essence, the party may choose to
move at a fast pace, allowing them to cover 4
days of distance per 3 days of travel (32 miles
EXTREME WEATHER: FALL & WINTER per day). However, they suffer the following
d4 Extreme Weather penalties for their haste:
1 Blizzard
• Reduced perception. Each player’s passive
2 Freezing rain
Wisdom (Perception) score suffers a -5
3 Ice storm
4 Cold snap penalty.
• Reduced forage time. Due to the rushed pace,
each player has disadvantage on Wisdom
Extreme weather results in the following effects: (Survival) checks to forage for food and water.
• Poor sleep. The Constitution saving throw DC
for sleep increases by 5.
• Slow travel. Travel speed is reduced by 1/3.
• Difficult navigation. The day’s navigation
check is made with disadvantage.

See the subsequent sections for how these effects


should be applied.
ENCOUNTERS
Random Encounters
Every journey brings with it the risk of
dangerous encounters with greedy bandits and d6 Encounter
hungry monsters, as well as perilous natural 1 A narrow passage along a windy cliff
obstacles, or even just tense social interactions requires a DC10 Dexterity check to
with traveling strangers. skirt across and avoid a 30-foot fall, or
an additional 1/3 day to find a way
Each day, have the party roll a number of d4 around.
dice equal to the danger score for the route (see 2 A hungry ettin stumbles down from a
the Routes and Options section). For each result mountain onto the party’s path.
of 1, give the party a random encounter. You can 3 A band of 1d6+1 orcs accuses the
come up with your own or roll on the table at party of trespassing, demanding a
right. ransom in exchange for safe passage.
4 A trio of shadowy figures on the road
One way to make encounters more engaging is vanishes into the forest upon seeing
to make later encounters related to the players’ the party.
actions in earlier ones. For example, they might 5 A lone halfling lies unconscious on
talk down a band of orcs from a fight, only to the trail, his possessions scattered.
find that a later encounter results in an ambush 6 The party steps on a nest of eggs
from a larger band of orcs. defended by a pair of giant eagles.

10
against the discovery DC for the route (see the
DISCOVERIES Routes and Options section). On a success,
Exploration is a cornerstone of D&D. One of the describe a discovery lead that the players may
most captivating elements of travel through pursue. On a failure, the party notices nothing
uncharted regions is the possibility of out of the ordinary for the day.
exploration leading to a useful or interesting
If the party pursues the lead to make the
discovery.
discovery, subtract 1/3 of a day’s distance from
Discoveries can take a number of forms. Roll their progress for the day.
on the table at right to determine a random
discovery. RANDOM DISCOVERIES

In order to make discoveries particularly d6 Discovery


engaging, they should not be shown to the party 1 A lone half-orc living in a cabin who
is wary of intruders but also willing
directly. Instead, show them a sign, a clue, or
to trade for supplies
some unusual observation that they can choose
2 A small cave with runic inscriptions
to pursue or not. For example, they might see a describing the location of treasure
column of dark smoke above the trees a few 3 Sound of hammering leading to a
miles off the trail, or a spattering of fresh blood dwarf touching up an ancient stone
crossing their path, or some hidden runic text monument
scrawled across an old monument beside the 4 A hidden trail marked by broken
road. The players can then choose whether to branches leading to a hidden cache of
pursue a lead (costing time but potentially weapons and supplies
leading to an interesting discovery) or to ignore 5 The dropped diary of another
the lead and stay the course. adventurer describing a hidden locale
6 An abandoned camp with footprints
Each day, have the most perceptive member of leading into the woods and a bag of
the party make a Wisdom (Perception) check jewels lying by the fire pit

11
PRESSING ON of exhaustion (if applicable). If they have not
During a normal day, a party spends about 8 consumed food or water, then they neither lose
hours traveling. At the end of the day, the party nor gain a level of exhaustion on a successful
may decide to press on for an additional 2 hours saving throw.
before resting. If they choose to do so, they gain Regardless of the result of this Constitution
an additional 1/3 day of distance to their total saving throw, the player otherwise gains all the
progress. However, each player must succeed normal benefits of a long rest, such as
on a DC12 Constitution saving throw or gain recovering spell slots and hit points.
one level of exhaustion.
Despite the rigors of sleeping in an outdoor
This decision can be made after the navigation camp at the mercy of the elements, wise
check for the day. No second check is necessary travelers know they can achieve a better night’s
even if the party decides to press on. sleep with the proper supplies. Conversely,
certain conditions can make it more difficult to
SLEEP rest. Apply the following modifiers to the DC of
the Constitution saving throw whenever
Every day of adventure and travel deserves a
applicable.
good night’s rest. However, the road and the
outdoors create a rugged environment that can • Tent. Sleeping in a tent reduces the DC by 5.
take a wearying toll on adventurers who lack • Bedroll. The comfort of a bedroll reduces the
the vigor to withstand the elements. DC by 2.
Every evening after a day’s travel, have each • Blanket. In cold weather, a blanket reduces
player make a DC12 Constitution saving throw. the DC by 1. In warm weather, a blanket
On a failure, the player’s character suffers one provides no benefit.
level of exhaustion due to a poor night’s sleep. • Extreme weather. During extreme weather
On a success, if the character has consumed food (see Weather section), the DC increases by 5.
and water that day, the character loses one level

14

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