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TRAVEL RULES:

SPEED
Very Slow
Slow
Average
Fast

DISTANCE
TRAVELLED
10 mpd, 1.5 mph
15 mpd, 2 mph
20 mpd, 2.5 mph
25 mpd, 3 mph

TRAVEL CHECK
DC
-4
-2
+/- 0
+2

Very Fast

30 mpd, 3.5 mph

+4

CON SAVE/HOUR
None
None
None
DC 10 (+1 Per
Hour)
DC 12 (+2 Per
Hour)

Mounts
If every member of the party is mounted on a creature with a speed of 40ft or more,
the party may use the following table instead. In this case, the mount is the one to
make any required Con Save.
SPEED
Very Slow
Slow
Average
Fast
Very Fast
Full Trot

DISTANCE
TRAVELLED
10 mpd, 1.5 mph
15 mpd, 2 mph
20 mpd, 2.5 mph
25 mpd, 3 mph
30 mpd, 3.5 mph
60 mpd, 7 mph

TRAVEL CHECK
DC
-4
-2
+/- 0
+2
+4
+8

CON SAVE
None
None
None
None
DC 10 Each Hour
DC 12 (+1 Per
Hour)

Travel Checks:
JOB

DUTY

DC

Guide
Lookout
Scout

Keep on Track.
Watch for threats.
Scout ahead.

10
*
15

Huntsman

Find food.

10

RELATED
SKILLS
History, Survival
Perception
Perception,
Search
Survival, Nature

Guide: On a success, the party continues traveling in the right direction. On a


failure, the party gets off-course. They will not know they are off course until they
pass a Guide check. On a natural 20, the party gains an extra 10 miles of travel
because of an excellent route.
Lookout: The lookouts roll becomes the partys Perception for the day. On a natural
20, the lookout notices something of his or her choice in the distance.
Scout: If the scout succeeds, the party finds something of the scouts choice. On a
natural 20, the Scout and another party member of their choice find something.

Huntsman: If the Huntsman succeeds, they find enough food for a number of people
equal to their check-6 for one day. On a natural 20, the Huntsman finds enough food
for everyone in the group.

Variables
VARIABLE
On a Road
Rough Terrain (Hills,
Forest, etc)
Deadly Terrain
(Mountains, etc)
Previously Travelled Area
Bad Weather
Extreme Weather
Exhaustion
Rare Food (Desert,
Ocean)
Scarce Food (Plains,
Tundra)
Plentiful Food (Forest)
Abundant Food (Jungle,
Oasis)
Extra Travelers

DC
-2
+2

AFFECTS:
Guide, Lookout, Scout
Guide, Scout

+4

Guide, Scout

-2
+2
+4
+2 Per Exhaustion Level
+4

Guide
All
All
All
Huntsman

+2

Huntsman

-2
-4

Huntsman
Huntsman

+1 Per Person in Group


over 4

Huntsman

Basic Rules:
On any given day of travel, it is assumed the party is traveling for 8 hours during
that day, using the other 8 waking hours to eat, set up and tear down camp, rest,
and engage in other necessary activities. If they decide to travel more than 8 hours,
they enter into a Forced March. If they choose to do so, they must begin to take
Constitution Saves as if they were travelling at a very Fast Pace, taking a Level of
Exhaustion if they fail.
At the beginning of the day, the party must choose a speed for that day. Next, each
member of the group may take on a role, and roll a check accordingly, factoring in
variables to the DC. Every day, someone must be designated as the Guide. Every
other role is optional, and no role can be filled by more than one person, though one
additional person may assist with each role, granting the primary character
advantage on their check.
If the group is travelling at a quick pace, they might be required to roll a
Constitution Save each hour. If they fail one of these saves, they gain a level of
Exhaustion. A level of Exhaustion can also be gained by failing to eat for a day,
missing the benefits of a Long Rest at the end of the day, or various other means.

Random Encounters:
Twice every 24 hours (usually once while travelling and once while resting), the DM
will roll a d20. On a 1-10, nothing happens. 11-16, the DM will generate a Random
Encounter. 17+, the DM will generate a Combat Encounter.

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