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Writer: Kyle Carty, Kathryn Carty

Editor: Lauren Parnagian

All interior art taken from Creative Commons resources

Cover Art: Ekaterinya Vladinakova

Graphic Design: Kyle Carty

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Travel On!
In many campaigns, travel is handled in one
Travel and Time
These rules are left intentionally
of two ways. The first way involves rolling an
vague in terms of distance and length
underwhelming, often under-cooked random
of time. Some groups might want a
encounter or two that parties effortlessly crush.
single set of rolls to cover a single
Unless, for some reason, they roll the one result with
day, while others might be interested
the random red dragon that they probably would have
in filling a week or a month with
heard about when they encounter those friendly elves
a single group of results. Some
before. The other method is that travel is completely
campaigns might establish that a given
glossed over when it’s narratively inconvenient.
trip will be rolled for daily while
Neither of these options seem particularly interesting
the next, much longer trip the party
from a worldbuilding and table engagement point of
undergoes will use weekly rolls. This
view. A massive, biome shaking threat like a dragon
is perfectly fine and the flexibility of
shouldn’t be relegated to a random chance and the
these rules is more than capable of
idea of fighting a handful of low threat enemies
handling such changes, even within a
seems trivial when you consider that the party will
single campaign.
regain all of their limited use resources immediately
after the fight.
That’s where the improved travel rules come
in. Travel has the potential to be an incredibly
interesting, engaging, and important part of a
campaign that can be so much more than how the Travel Rules
most popular roleplaying game around has handled Inspired by the excellent travel rules from other
it over the course of its decades long history. This roleplaying games, especially Ryuutama, these
alternate ruleset will tax player characters in alternate travel rules are broken down into three,
ways that they are not prepared for. It will place interconnected checks: Travel, Orientation, and
importance on the act of travel, pathfinding, and Camping. Travel Checks cover the actual, physical act
setting up camp without being overly complicated. of moving from point A to point B, Orientation Checks
are made by a single character to ensure the party is
heading in the right direction and does not get lost,
and the Camping Checks cover setting up the camp
site, securing food, preparing meals, and the sleep
Roleplay the Journey quality each character gets.
Taking cues from Powered by the Apocalypse
It is vitally important that everyone at the table
remember that these rolls are not just a series of games, these rolls have tiered levels of success and
silent die rolls made to fill a quota. Success and failure instead of the binary results that are common
failure should be met with appropriate, in-game in d20 games. What this means is that even if
reactions from both the player characters and someone rolls under the DC of a check they can still
the environment itself. Failures should lead to partially succeed with some complications. Similar to
interesting, compromising situations where the Savage Worlds, if a character rolls exceptionally well
unity of a party can be tested and either solidified they don’t just succeed, they do so with benefits. These
or fractured. DM’s should find interesting ways thresholds are set at +5 above and -5 below the DC of
to describe the world the party travels through: the skill check, with a normal success and a normal
the difference between various campsites, how a failure filling in the middle. Each result is described in
forgotten backroad has a different atmosphere greater detail in the sections detailing the alternative
and mystique than that of a well-traveled trade travel rules.
route, the way the harsh storm from the night These rules also modify how long rests work.
prior has given way to the gentle din of a drizzle. Characters no longer recover any Hit Dice or long rest
These evocative moments help the world feel class features during a long rest. Instead, characters
alive and can give players goosebumps in what who succeed at Camping checks have the ability to
would otherwise be an unremarkable roll. recover “resources.” A resource refers to any class
If you’re just rolling dice because you feel like feature that requires a long rest before it can be used
you have to then perhaps glossing over travel again. In the case of spell slots, the character can
that is not directly connected to the plot would recover all uses of a single spell level as a resource.
better suit your playstyle and that’s okay!
Travel Check a small break. One character is chosen to make
The Travel Check is the first check and is made by the Orientation check, which is an Intelligence
all characters. It is a Constitution saving throw (Cartographer’s Tools) check with a DC set by the
with a DC set by the Terrain DC and the Weather DC Terrain DC and the Weather DC Modifiers listed
Modifiers listed below. A Dungeon Master should below. A second character that is proficient with
make sure to highlight the nature of a given area and cartographer’s tools can assist the primary character,
the weather’s challenges and natural splendor. giving them advantage on their roll.
Travel Checks are a fantastic time to describe the Orientation Checks might have a character cresting
setting, allow for some light chit-chat between party a hill, climbing a tree, consulting the stars, and double
members (such as briefly touching on an ongoing checking their map and compass. If a character is
point of drama), or to let characters reflect on assisting, it is also a great time for a small moment
previous events. between the two.

Travel Check Results Orientation Check Results


Depending on how someone rolls, they will each Depending on how the navigator rolls, they will
experience a different outcome. experience a different outcome.
Succeed by 5 or Greater: The character find a faster
Succeed by 5 or Greater: The character is invigorated route. The party either increases their travel speed by
and recovers one Hit Dice. one-fourth during the next leg of their journey, or all
Succeed: The character is challenged but overcomes. characters have advantage on their next Travel Check.
They suffer no change. This bonus is chosen by the character, not the DM.
Fail: The character is tested and loses one-fourth of Succeed: The character plots an average route. There
their maximum Hit Dice (rounded down, minimum 1). is no change.
Fail by 5 or Greater: The character is exhausted and Fail: The character plots a poor path. The party
loses half of their maximum Hit Dice (rounded down, reduces their travel speed by one-fourth during the
minimum 1). next leg of their journey.
Fail by 5 or Greater: The character plots an abysmal
Orientation Check path. The party reduces their travel speed by one-
Once all characters have rolled a Travel Check, it’s fourth during the next leg of their journey and they
time for an Orientation Check. Such rolls usually have disadvantage on their next Camping Roll.
occur during downtime where characters are taking
Camping Check Camping Check Results
At the end of a leg of travel, characters set up camp. Depending on how the character setting up camp
This is typically the responsibility of one character, rolls, they will experience a different outcome.
while the others stand guard, perform other duties,
or help in negligible ways. The primary character Succeed by 5 or Greater: The camp is set up expertly
makes a Wisdom (Survival) check with a DC set and the food is delicious. All characters recover
by the Terrain DC and Weather DC Modifiers listed half their maximum Hit Dice (minimum 1), one
below. A second character that is proficient with resource, and gain the benefits of one Beneficial
Survival can assist the primary character, giving them Travel Condition, presented below, for an appropriate
advantage on their roll. Alternatively, a character amount of time as determined by the DM.
proficient with Cook’s Utensils can assist instead by Succeed: The camp is comfortable and the food
preparing the food. is tasty. All characters recover one-fourth their
Camping Checkss represent several hours of maximum Hit Dice (minimum 1) and one resource.
downtime. Gathering firewood, food, fresh water, Fail: Something goes wrong. The tents collapses, the
taking shifts on watch, setting up tents and bedding, food isn’t good, or another minor inconvenience. All
struggling to light wet wood, and sharing a drink characters lose one Hit Dice and gain one Negative
around the campfire are all great, little ways to create Travel Condition, presented below, for an appropriate
ways to show of the party’s dynamics. Perhaps a amount of time as determined by the DM.
fighter struggling to light wood feels overshadowed Fail by 5 or Greater: Things go catastrophically
by a wizard who ignites the timber with the snap of wrong. All characters lose one-fourth of their
their fingers, a previous argument or confession of maximum Hit Dice (rounded down, minimum 1) and
love permeates the campsite, or a ranger who just gain one Negative Travel Condition, presented below,
wants some alone time while gathering wood cannot for an appropriate amount of time as determined by
shake the character assisting them on their roll. the DM.
Losing HD You Don’t Have Weather DC Modifiers
If a character suffers a Hit Dice penalty
The difficulty established by the Terrain DC is always
that would bring them to less than zero,
modified by the prevalent weather. After all, hiking
the character has zero Hit Dice and gains
through a forest is one thing, hiking through the same
one level of Exhaustion, regardless of how
forest during a torrential downpour is another. It is
many Hit Dice the failure would have taken
important to note that Harsh Biomes, such as deserts,
from the character. Each time the character
would not receive a modifier for typical weather, such
would lose Hit Dice in this way imposes
as high heat. A snowy mountain during a blizzard
an additional level of Exhaustion. This
or active snowfall, however, would still be modified
Exhaustion is reduced by one level each time
appropriately.
the character recovers Hit Dice, regardless
of the amount of Hit Dice recovered.
Alternatively, 48 hours rest with food and Neutral Weather (+0 DC): Clear and cloudy skies
water inside of a settlement recovers all of have no impact on travel difficulty.
a character’s Hit Dice and removes all levels Inclement Weather (+1 DC): Gentle rain, moderate
of Exhaustion. wind, light fog, or unreasonable temperature are all
examples of Inclement Weather.
Harsh Weather (+3 DC): Powerful rain, strong wind,
snowfall, deep fog, and drought are all examples of
Harsh Weather.
Biome Difficulty Severe Weather (+5 DC): Exceptionally rare, Severe
The DC of the above rolls are set by the terrain’s Weather covers things like hurricanes, wildfires, and
natural difficulty and the current weather. Choose blizzards.
the terrain’s DC and modify it with the severity of the
current weather, as shown below.
Travel Conditions
Terrain DC Some results, specifically those tied to Camping
Walking through a rolling field is a very different Checks, grant the party a group wide condition.
affair than scaling a craggy mountain or wading Some DM’s might prefer to assign individual Travel
through a swamp. How difficult the terrain a party Conditions based on a certain character’s actions or
is traveling through determines the DC of all three personality. This is encouraged but the default issues,
checks. Rather than listing every possible type of such as hunger, often affect a group as a whole rather
terrain, a DM will instead determine the difficulty on than on an individual level.
their own and place terrain into any of the following These conditions are temporary and usually last for
loose categories. This benefits groups that have at least one full encounter or leg of travel.
normal campaign settings while still allows groups
with bizarre or irregular environments, such as Positive Travel Conditions
aquatic campaigns, to determine the Travel Roll DC The following are beneficial conditions a character
just as easily as anyone else. might benefit from.

Gentle Biome (DC 10): A gentle biome can Lucky


be anything from even grasslands, temperate The creature finds something interesting or of minor
wastelands, or lightly forested areas. Gentle Biomes value.
almost never count as difficult terrain.
Moderate Biome (DC 13): A moderate biome covers Well Fed
the vast majority of terrain. Forests, bogs, rocky The creature rolls a d4 any time it makes a saving
areas, and even small mountains are all potentially throw and adds the roll to the result of its save.
moderate biomes. Moderate Biomes sometimes
count as difficult terrain. Well Prepared
Harsh Biome (DC 15): A harsh biome is one where The creature’s overland travel speed increases by one-
life is difficult and threats abound in all forms. Mighty fourth.
mountains, deep swamps, damp jungles, sweltering
deserts, and more are all examples of Harsh Biomes. Well Rested
Harsh Biomes almost always count as difficult The creature rolls a d4 any time it makes an ability
terrain. check and adds the roll to the result of its check.
Negative Travel Conditions Tired
The following are detrimental conditions a character The creature rolls a d4 any time it makes an
might suffer from. ability check and subtracts the roll to the result of
its check.
Forgetful
The creature accidentally loses an important piece Worn Out
of equipment. They suffer disadvantage on their next The creature loses one of its current Hit Dice.
Travel, Orientation, or Camping check as chosen by
the DM.
Using a Hex Map
Frazzled For campaigns using hex map adventuring,
The creature only recovers half of the spell slots they adopting these alternate travel rules is a quick and
normally would when recovering a resource. simple affair. First, determine how many hexes a
party travels in a given day. This is something that
Hungry you’ve more than likely determined already. Some
The creature rolls a d4 any time it makes a saving groups might travel only a single hex while others
throw and subtracts the roll to the result of its save. could go as many as four or five in a single long
rest.
Next, determine how often you want to roleplay
Paranoid travel scenes and how difficult you want to make
The creature sees danger around ever bend. They
things for your players. The more often they have
reduce their overland travel speed by one-fourth.
to roll to potentially lose Hit Dice and suffer Travel
Conditions the more difficulty they will have.

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