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Wilderness Travel

Wilderness Travel
Biome:
Season:

Forest (Spring)

NavigateDC 15ForageDC 10SearchDC 15
Climate11°C (52°F) at day. 7°C (44°F) at night.
WeatherClear and sunny.
Light wind.
No encounters
Travel Time:
hr/day
Method
Pace
Distance
Total: / Elapsed:

Possible sights: In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.
Description, or something interesting.

Successful foraging: 1/day: 5+Wis pounds food, 6+Wis gallons water

  • A salad of maple blossoms, lobster mushroom, and boletes
  • honey
  • maple seeds

Navigation: Have advantage with map. On fail become lost, extending travel time by 20%. Encounters are checked every 6 hours. Max pace Normal. Fast pace on a good road.

Normal Pace24 miles/dayDisadvantage Stealth
Fast Pace30 miles/dayDisadvantage Perception, Survival, Stealth
Slow Pace18 miles/dayAdvantage Perception, Survival

Contagions: Tainted water gives Sight Rot (DC 15 Con or blind), sewers and dung gives Sewer Plague (DC 11 Con for exhaustion), bad potions give Cackle Fever (exhaustion + DC 13 Con or 1d10 Psychic + Incapacitated).

Need more detailed / nuanced encounters? Try the Encounter Generator. For a list of all travel options and costs, check Travel Options. For tracking time, try the Calendar.

Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon.com/dnd/

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