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A system of governing overland travel in 5th edition Dungeons and Dragons.
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TRAVEL RULES:SPEEDDISTANCE TRAVELLEDTRAVEL CHECK DCCON SAVE/HOUR
Very Slow10 mpd, 1.5 mph-4None
Slow15 mpd, 2 mph -2None
Average20 mpd, 2.5 mph+/- 0None
Fast25 mpd, 3 mph+2DC 10 (+1 Per Hour)
Very Fast30 mpd, 3.5 mph+4DC 12 (+2 Per Hour)
MountsIf 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.SPEEDDISTANCE TRAVELLEDTRAVEL CHECK DCCON SAVE
Very Slow10 mpd, 1.5 mph-4None
Slow15 mpd, 2 mph -2None
Average20 mpd, 2.5 mph+/- 0None
Fast25 mpd, 3 mph+2None
Very Fast30 mpd, 3.5 mph+4DC 10 Each Hour
Full Trot60 mpd, 7 mph+8DC 12 (+1 Per Hour)
Travel Checks:JOBDUTYDCRELATED SKILLS
GuideKeep on Track.10History, Survival
LookoutWatch for threats.*Perception
ScoutScout ahead.15Perception, Search
HuntsmanFind food.10Survival, 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.
VariablesVARIABLEDCAFFECTS:
On a Road-2Guide, Lookout, Scout
Rough Terrain (Hills, Forest, etc)+2Guide, Scout
Deadly Terrain (Mountains, etc)+4Guide, Scout
Previously Travelled Area-2Guide
Bad Weather+2All
Extreme Weather+4All
Exhaustion+2 Per Exhaustion LevelAll
Rare Food (Desert, Ocean)+4Huntsman
Scarce Food (Plains, Tundra)+2Huntsman
Plentiful Food (Forest)-2Huntsman
Abundant Food (Jungle, Oasis)-4Huntsman
Extra Travelers+1 Per Person in Group over 4Huntsman
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.