Difference between revisions of "Exploration (5A)"

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| align=center valign=bottom | '''Minute || align=center valign=bottom | '''Hour || align=center valign=bottom | '''Day || align=center valign=bottom | '''3 Miles || align=center valign=bottom | '''12 Miles  
 
| align=center valign=bottom | '''Minute || align=center valign=bottom | '''Hour || align=center valign=bottom | '''Day || align=center valign=bottom | '''3 Miles || align=center valign=bottom | '''12 Miles  
 
|-
 
|-
|valign=top| '''Crawl || align=center valign=top| 50 feet || align=center valign=top| 1/2 mile || align=center valign=top| 4 miles || align=center valign=top| 1 day || align=center valign=top| 3 days  || valign=top| Advantage on Survival checks. <span style="text-decoration: line-through;background-color:coral">to hide tracks.</span>
+
|valign=top| '''Crawl || align=center valign=top| 50 feet || align=center valign=top| 1/2 mile || align=center valign=top| 4 miles || align=center valign=top| 6 hours || align=center valign=top| 3 days  || valign=top| Advantage on Survival checks. <span style="text-decoration: line-through;background-color:coral">to hide tracks.</span>
 
|-
 
|-
|valign=top| '''Slow/Wagon || align=center valign=top| 200 feet || align=center valign=top| 2 miles || align=center valign=top| 16 miles || align=center valign=top| 4 hours || align=center valign=top| 6 hours || valign=top| —
+
|valign=top| '''Slow/Wagon || align=center valign=top| 200 feet || align=center valign=top| 2 miles || align=center valign=top| 16 miles || align=center valign=top| 90 minutes || align=center valign=top| 6 hours || valign=top| —
 
|-
 
|-
|valign=top| '''Normal/Cart || align=center valign=top| 300 feet || align=center valign=top| 3 miles || align=center valign=top| 24 miles || align=center valign=top| 2 hours || align=center valign=top| 4 hours || valign=top| Unable to use Stealth
+
|valign=top| '''Normal/Cart || align=center valign=top| 300 feet || align=center valign=top| 3 miles || align=center valign=top| 24 miles || align=center valign=top| 1 hour || align=center valign=top| 4 hours || valign=top| Unable to use Stealth
 
|-
 
|-
|valign=top| '''Fast/Mounted || align=center valign=top| 400 feet || align=center valign=top| 4 miles || align=center valign=top| 32 miles || align=center valign=top| 45 minutes || align=center valign=top| 3 hours || valign=top| –5 penalty to passive Perception and disadvantage on Perception <span style="background-color:yellow">and all ability checks. Only sustainable for an hour unless speed 40 ft.</span>
+
|valign=top| '''Fast/Mounted || align=center valign=top| 400 feet || align=center valign=top| 4 miles || align=center valign=top| 32 miles || align=center valign=top| 45 minutes || align=center valign=top| 3 hours|| valign=top| –5 penalty to passive Perception and disadvantage on Perception <span style="background-color:yellow">and all ability checks. Only sustainable for an hour unless speed 40 ft.</span>
 
|-
 
|-
|valign=top| '''Gallop || align=center valign=top| 800 feet || align=center valign=top| 8 miles || align=center valign=top| 64 miles || align=center valign=top| 22 minutes || align=center valign=top| 90 minutes || valign=top| Only sustainable for an hour <span style="background-color:yellow">unless speed 80 ft. Impossible if speed less than 40 ft. Disadvantage on all ability checks.</span> <span style="text-decoration: line-through;background-color:coral">Survival checks to track.</span>   
+
|valign=top| '''Gallop || align=center valign=top| 800 feet || align=center valign=top| 8 miles || align=center valign=top| 64 miles || align=center valign=top| 22 minutes || align=center valign=top| 1h 30 m|| valign=top| Only sustainable for an hour <span style="background-color:yellow">unless speed 80 ft. Impossible if speed less than 40 ft. Disadvantage on all ability checks.</span> <span style="text-decoration: line-through;background-color:coral">Survival checks to track.</span>   
 +
|}
 +
 
 +
== Terms ==
 +
=== Boon ===
 +
An advantage or gain suitable to the occasion, from finding minor items to shortcuts, adventure clues, resting places, and wondrous encounters.
 +
 
 +
=== Expertise Die ===
 +
Expertise dice are a mechanic from Level Up that I choose to simplify.
 +
The first expertise die gives a +2 bonus.
 +
Each expertise die thereafter gives a +1 bonus.
 +
 
 +
=== Fatigue and Strife ===
 +
Two new conditions in A5E, both using tiered ranks.
 +
: '''Fatigue''' represents exhaustion, exposure, hunger, injuries, and other physical factors which gradually wear a creature down.
 +
: '''Strife''' represents corruption, despair, fear, resolve, and other mental factors which gradually undo a creature’s very soul.
 +
{|class="wikitable"
 +
|-
 +
| valign="bottom" | '''Level || valign="bottom" | '''Fatigue || valign="bottom" | '''Strife
 +
|-
 +
| valign="top" | '''1 || valign="top" | Cannot Sprint <span style="background-color:yellow">or use Gallop travel pace</span> || valign="top" | Disadvantage on Intelligence, Wisdom, and Charisma checks
 +
|-
 +
| valign="top" | '''2 || valign="top" | Disadvantage on Strength, Dexterity, and Constitution checks|| valign="top" | Disadvantage on concentration checks, cannot use the Help action.
 +
|-
 +
| valign="top" | '''3 || valign="top" | Speed halved and unable to maintain a fast travel pace.  || valign="top" | Can only take a bonus action or action each turn (not both)
 +
|-
 +
| valign="top" | '''4 || valign="top" | Disadvantage on attack rolls and saving throws using Strength, Dexterity, or Constitution.<br>Unable to maintain a normal travel pace || valign="top" | Disadvantage on attack rolls and saving throws using Intelligence, Wisdom, and Charisma
 +
|-
 +
| valign="top" | '''5 || valign="top" | Hit Dice halved. <span style="background-color:yellow">Mounts die.</span> || valign="top" | Suffer the effects of a randomly determined short-term mental stress effect.
 +
|-
 +
| valign="top" | '''6 || valign="top" | Speed reduced to 5 ft. and unable to maintain a slow travel pace || valign="top" | Cannot cast spells (but can cast cantrips)
 +
|-
 +
| valign="top" | '''7 || valign="top" | Doomed || valign="top" | Suffer the effects of a randomly determined long-term mental stress effect.
 
|}
 
|}
  
 
== Exploration Actions ==
 
== Exploration Actions ==
 +
'''Difficulty Class.
 +
The DC of a journey activity
 +
is based on the region’s tier: tier 0 — DC 10,
 +
tier 1 — DC 12, tier 2 — DC 14, tier 3 — DC 16,
 +
tier 4 — DC 18.
 +
 +
'''Critical Rolls.
 +
A natural 20 on the die or a final result of 25 or more is a critical success.
 +
A natural 1 on the dire roll or a failure by 10 points or more are a critical failure.
 +
You cannot score a critical success or failure on exploration tasks in a tier zero region.
 +
 +
'''Modifying DC.
 +
The Narrator can raise the DC on a journey activity based on extenuating circumstances. Here are some suggestions for modifying a journey activity’s difficulty class:
 +
* '''Inclement Weather (+2)''' may impede an adventurer’s ability to search for things with the Scout activity, or lead to fewer people on the road (making the Busk and Rob activities more difficult).
 +
* '''Multitasking (+5)''' Such as attempting a journey activity while trying not to be discovered, may make it harder to attempt the check.
 +
* '''Hostile Territory'''. Hostile territory where the travelers are considered hostile aliens by the locals have a higher tier for difficulty and encounter rolls, but rewards are based on the normal tier.
 +
 
=== Befriend Animal ===
 
=== Befriend Animal ===
An adventurer can make friends with a wild animal (a beast with a challenge rating equal to or less than 1/3rd the party’s total level) by succeeding on an Animal Handling check.  
+
An adventurer can make friends with a wild animal (a beast with a challenge rating equal to or less than 1/3rd the party’s total level) by succeeding on an '''Animal Handling''' check. <span style="background-color:yellow">An attempt at this costs 1 supply.</span>
 
: '''Critical Failure.''' The adventurer scares or angers the animal, which attacks them.  
 
: '''Critical Failure.''' The adventurer scares or angers the animal, which attacks them.  
 
: '''Failure.''' The adventurer is unable to befriend the animal.  
 
: '''Failure.''' The adventurer is unable to befriend the animal.  
 
: '''Success.''' The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make an <span style="background-color:yellow">additional</span> Perception check contested by the hidden creature’s Stealth check in order to spot the danger.  
 
: '''Success.''' The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make an <span style="background-color:yellow">additional</span> Perception check contested by the hidden creature’s Stealth check in order to spot the danger.  
 
: '''Critical Success.''' As a success, but the animal <span style="background-color:yellow">is willing to take risks and</span> also leads the adventurer to a Boon or Discovery. Only one such boon can be gained per region. Additionally, the adventurer gains advantage on their Perception check to spot a hidden danger.
 
: '''Critical Success.''' As a success, but the animal <span style="background-color:yellow">is willing to take risks and</span> also leads the adventurer to a Boon or Discovery. Only one such boon can be gained per region. Additionally, the adventurer gains advantage on their Perception check to spot a hidden danger.
 +
 +
'''Advantage
 +
[[#Feywood|Feywood]].
 +
 +
'''Disadvantage
 +
[[#Open Road|Open Road]], [[#Restless Sea|Restless Sea]].
  
 
=== Busk ===
 
=== Busk ===
Adventurers can entertain passersby with a successful Acrobatics, Athletics, or Performance check. Note: To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or an Urban Township.  
+
Adventurers can entertain passersby with a successful '''Acrobatics, Athletics, Performance, <span style="background-color:yellow">Sleight of Hand, or Charisma (Musical Instrument)</span>''' check.  
 
: '''Critical Failure.''' Passersby steal 3d4 gold from the adventurer.  
 
: '''Critical Failure.''' Passersby steal 3d4 gold from the adventurer.  
 
: '''Failure.''' The adventurer earns no money.  
 
: '''Failure.''' The adventurer earns no money.  
: '''Success.''' The adventurer gains 1 gold per day of travel plus 1 gold for each point they beat the DC by.  
+
: '''Success.''' The adventurer gains 1 silver per day of travel for each point they rolled on the check (ignoring the DC).  
: '''Critical Success.''' The adventurer gains 2 gold per day of travel plus 1 gold for each point they beat the DC by, and one passerby gifts them with a random magical item worth 50 gold or less. Only one such gift can be earned per region.
+
: '''Critical Success.''' The adventurer gains a boon. Often one passerby gifts them with a random magical item <span style="background-color:yellow">worth as much as a consumable of a level appropriate to the region's tier, usually</span> worth 50 gold or less. Only one such gift can be earned per region.
 +
 
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Urban Township|Urban Township]].
 +
 
 +
'''Disadvantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Frozen Wastes|Frozen Wastes]],
 +
[[#Haunted Lands|Haunted Lands]],
 +
[[#Lofty Mountains|Lofty Mountains]],
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Tangled Forest|Tangled Forest]],
 +
[[#Underland Realm|Underland Realm]],
 +
[[#Unrelenting Marsh|Unrelenting Marsh]],
 +
[[#Wartorn Kingdom|Wartorn Kingdom]].
 +
 
 +
'''Conditional
 +
[[#Restless Sea|Restless Sea]].
  
 
=== Chronicle===  
 
=== Chronicle===  
An adventurer that write down observations of landmarks, customs, or map can make a History check.  
+
An adventurer that write down observations of landmarks, customs, or map can make a '''<span style="background-color:yellow">Investigation</span>, History, or <span style="background-color:yellow">Intelligence (Cartographer's Tools)</span>''' check.  
: '''Critical Failure.''' The adventurer slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in.  
+
: '''Critical Failure.''' The adventurer <span style="background-color:yellow">records a falsehood that makes the record for this route lose all credibility.</span> <span style="text-decoration: line-through;background-color:coral">slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in. </span>
 
: '''Failure.''' The adventurer fails to record anything of note or value.  
 
: '''Failure.''' The adventurer fails to record anything of note or value.  
: '''Success.''' The adventurer gains an expertise die on future History or Survival checks made within or about the region for each day spent doing this journey activity.  
+
: '''Success.''' The adventurer gains advantage on History or Survival checks made within or about the region for each day spent doing this journey activity. <span style="background-color:yellow">Enough such notes can make a rutter, journal, or even map that might be valuable, at the GM's discretion.</span>
: '''Critical Success.''' As a success, and the adventurer discovers a Boon or Discovery about the region. Only one such boon can be gained per region.
+
: '''Critical Success.''' As a success, and the adventurer discovers a Boon or Discovery about the region.
 +
 
 +
'''Advantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Country Shire|Country Shire]],
 +
[[#Haunted Lands|Haunted Lands]].
  
 
=== Cook ===
 
=== Cook ===
By acting as the party’s cook and quartermaster, with a cook’s utensils or Survival check an adventurer can help ensure that everybody remains fed.  
+
By acting as the party’s cook and quartermaster, with a '''Survival or Wisdom (Cook’s Utensils)''' check an adventurer can help ensure that everybody remains fed.  
: '''Critical Failure.''' For every two creatures being fed, the Supply requirement to feed them is increased by 1 Supply.  
+
: '''Critical Failure.''' <span style="background-color:yellow">Poor cooking inflicts either a level of fatigue or a level of strife (50% of each)</span> <span style="text-decoration: line-through;background-color:coral">For every two creatures being fed, the Supply requirement to feed them is increased by 1 Supply.</span>
 
: '''Failure.''' The cooking is adequate, but has no special effects.  
 
: '''Failure.''' The cooking is adequate, but has no special effects.  
 
: '''Success.''' For each day spent doing this journey activity, the Supply requirement to feed 4 creatures eating the meal is reduced by 1 Supply (up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus).  
 
: '''Success.''' For each day spent doing this journey activity, the Supply requirement to feed 4 creatures eating the meal is reduced by 1 Supply (up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus).  
: '''Critical Success.''' As a success, and each creature being fed gains one additional hit die to spend on each day they are fed by the adventurer.
+
: '''Critical Success.''' As a success, and each creature being fed <span style="background-color:yellow">recovers a level of fatigue or strife (player's choice)</span> <span style="text-decoration: line-through;background-color:coral">gains one additional hit die to spend on each day they are fed by the adventurer</span>.
 +
 
 +
'''Advantage
 +
[[#Flowing River|Flowing River]],
 +
[[#Frozen Wastes|Frozen Wastes]],
 +
[[#Restless Sea|Restless Sea]].
 +
 
 +
'''Disadvantage
 +
[[#Fiery Hellscape|Fiery Hellscape]].
  
 
=== Cover Tracks ===
 
=== Cover Tracks ===
While moving at a slow pace, an adventurer can cover the party’s tracks with a Survival check so that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them.  
+
<span style="text-decoration: line-through;background-color:coral">While moving at a slow pace,</span> An adventurer can cover the party’s tracks with a '''Survival''' <span style="background-color:yellow">or '''Stealth'''</span> check so that it is harder for pursuers to follow. <span style="text-decoration: line-through;background-color:coral">The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them.</span>
 +
<span style="background-color:yellow">The DC of this check is the terrain DC or the passive Survival of the tracker, whichever is higher.</span>
 
: '''Critical Failure.''' The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity.  
 
: '''Critical Failure.''' The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity.  
 
: '''Failure.''' The party leaves a trail, and their pursuers continue to harass them.  
 
: '''Failure.''' The party leaves a trail, and their pursuers continue to harass them.  
 
: '''Success.''' The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.  
 
: '''Success.''' The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.  
 
: '''Critical Success.''' The party lose their pursuers.
 
: '''Critical Success.''' The party lose their pursuers.
 +
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Feywood|Feywood]],
 +
[[#Open Roads|Open Roads]].
 +
 +
'''Disadvantage
 +
[[#Frozen Wastes|Frozen Wastes]].
  
 
=== Entertain ===
 
=== Entertain ===
With a successful Performance check an adventurer can help keep the party’s spirits high. Each party member can only benefit from this journey activity once per week.  
+
With a successful '''<span style="background-color:yellow">Insight</span>, Performance, <span style="background-color:yellow">Persuade, Wisdom (Religion), Sleight of Hand, or Charisma (Musical Instrument)'''</span> check an adventurer can help keep the party’s spirits high. Each party member can only benefit from this journey activity once per week.  
 
: '''Critical Failure.''' The adventurer’s performance is so bad that the party gains a level of strife.  
 
: '''Critical Failure.''' The adventurer’s performance is so bad that the party gains a level of strife.  
: '''Failure.''' The party is entertained, but there is no additional effect.  
+
: '''Failure.''' The party is entertained.  
: '''Success.''' The next time the adventurer or an ally would suffer a level of strife, they do not. When this journey activity is performed for multiple days, the adventurer or ally gains an expertise die on saving throws made against strife for each day spent carrying out this journey activity.  
+
: '''Success.''' The party is entertained, one party member can remove one condition, one level of exhaustion, or gain a reroll with advantage on an exploration check this round of exploration, use the best result.
: '''Critical Success.''' The adventurer and any allies each recover one level of fatigue or strife. This benefit can only be gained by each adventurer once per week.
+
: '''Critical Success.''' Each member of the party gains the success result. Recall a legend that confers lore or a hook to a boon or encounter.
 +
 
 +
'''Advantage
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Haunted Lands|Haunted Lands]],
 +
[[#Restless Sea|Restless Sea]],
 +
[[#Unrelenting Marsh|Unrelenting Marsh]].
 +
 
 +
'''Disadvantage:
 +
[[#Haunted Lands|Haunted Lands]].
  
 
=== Gather Components ===
 
=== Gather Components ===
Adventurers that gather supplies useful for the material components of spellcasting can make an Arcana or Nature check.  
+
Adventurers that gather supplies useful for the material components of spellcasting can make an '''Arcana, Nature''',
 +
<span style="background-color:yellow">or '''Intelligence (Alchemist's Supplies)''' check.
 +
As an option a check of '''Intelligence (any artisan's tools)''' can find components for any type of crafting, but the effect on a critical success becomes a boon.</span>
 
: '''Critical Failure.''' The adventurer accidentally picks components about to decay or rot, destroying 1d4 gold worth of their own material components before realizing it.  
 
: '''Critical Failure.''' The adventurer accidentally picks components about to decay or rot, destroying 1d4 gold worth of their own material components before realizing it.  
 
: '''Failure.''' The adventurer finds no components.  
 
: '''Failure.''' The adventurer finds no components.  
: '''Success.''' The adventurer finds 1d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.  
+
: '''Success.''' Each day the adventurer finds 1d4 gold worth of components plus <span style="background-color:yellow">1d8 for each region tier.</span> <span style="text-decoration: line-through;background-color:coral">1 gold worth of components for each point they beat the DC by</span>.  
: '''Critical Success.''' The adventurer finds 2d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by, <span style="background-color:yellow">or the adventurer finds a special component that can improve a spell dramatically, but which decays in 2 weeks time.</span>
+
: '''Critical Success.''' <span style="background-color:yellow">As success, plus the adventurer gains a boon, typically twice as much components or a special component that can improve a spell like metamagic with a sorcery point cost equal to the regions tier, which decays in 2 weeks time.</span> <span style="text-decoration: line-through;background-color:coral">The adventurer finds 2d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.</span>
 +
 
 +
'''Advantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Feywood|Feywood]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Underland Realm|Underland Realm]].
 +
 
 +
'''Disadvantage
 +
[[#Open Roads|Open Roads]],
 +
[[#Restless Sea|Restless Sea]],
 +
[[#Urban Township|Urban Township]].
  
 
=== Gossip ===
 
=== Gossip ===
Success on an Investigation or Persuasion check tells an adventurer the local news and rumors.  
+
Success on an '''Investigation or Persuasion''' check tells an adventurer the local news and rumors.  
 
: '''Critical Failure.''' The party learns a false rumor.  
 
: '''Critical Failure.''' The party learns a false rumor.  
 
: '''Failure.''' The party gains no rumor.  
 
: '''Failure.''' The party gains no rumor.  
: '''Success.''' For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new sidequest or support the main plot of the campaign.  
+
: '''Success.''' <span style="background-color:yellow">The adventurer gathers local news, background information, dirt on a local character, or whatever the GM deems appropriate.</span> <span style="text-decoration: line-through;background-color:coral">For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new sidequest or support the main plot of the campaign.</span>
 
: '''Critical Success.''' As a success, and local gossip leads the party to a Boon or Discovery.
 
: '''Critical Success.''' As a success, and local gossip leads the party to a Boon or Discovery.
 +
 +
'''Advantage
 +
[[#Country Shire|Country Shire]].
 +
 +
'''Disadvantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Feywood|Feywood]],
 +
[[#Frozen Wastes|Frozen Wastes]],
 +
[[#Haunted Lands|Haunted Lands]],
 +
[[#Lofty Mountains|Lofty Mountains]],
 +
[[#Parched Sands|Parched Sands]].
 +
 +
'''Conditional
 +
[[#Restless Sea|Restless Sea]].
  
 
=== Harvest ===
 
=== Harvest ===
An adventurer that succeeds on a Medicine or Nature check finds plants to refill a healer’s satchel. Alternatively, an adventurer can choose to make an herbalism kit check or poisoner’s kit check (see Chapter 4: Equipment in the Adventurer’s Guide).
+
An adventurer that succeeds on a '''Medicine or Nature''' check finds plants to refill a healer’s satchel. Alternatively, an adventurer can choose to make a '''Wisdom (Herbalism kit or Poisoner’s Kit)''' check.
 
: '''Critical Failure.''' The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel realizing it.  
 
: '''Critical Failure.''' The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel realizing it.  
: '''Failure.''' The adventurer finds no plants.  
+
: '''Failure.''' The adventurer finds no medicinal plants.  
: '''Success.''' The adventurer finds plants to refill 1 use of a healer’s satchel for each day spent doing this journey activity.  
+
: '''Success.''' The adventurer finds plants <span style="background-color:yellow">worth 1d6 gp plus 1d6 per region tier or</span>  to refill 1 use of a healer’s satchel</span> for each day spent doing this journey activity.  
: '''Critical Success.''' As a success, and the adventurer finds plants which duplicate the effects of a potion of healing. This benefit can only be gained once per week.
+
: '''Critical Success.''' As a success, and the adventurer finds plants which duplicate the effects of a potion of healing <span style="background-color:yellow">or other potion appropriate to the tier of the area</span>. This benefit can only be gained once per week.
 +
 
 +
'''Advantage
 +
[[#Feywood|Feywood]],
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Tangled Forest|Tangled Forest]],
 +
[[#Underland Realm|Underland Realm]],
 +
[[#Unrelenting Marsh|Unrelenting Marsh]].
 +
 
 +
'''Disadvantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Restless Sea|Restless Sea]],
 +
[[#Urban Township|Urban Township]].
  
 
=== Hunt and Gather ===
 
=== Hunt and Gather ===
It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a Survival check.  
+
It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a '''Survival''' or '''Wisdom (Cook’s Utensils)''' check.
 +
'''The Fisher and Outlander backgrounds double the amount of Supplies you find.
 
: '''Critical Failure.''' The adventurer gains toxic Supply, and the entire party suffers a level of fatigue.  
 
: '''Critical Failure.''' The adventurer gains toxic Supply, and the entire party suffers a level of fatigue.  
 
: '''Failure.''' The adventurer gains no Supply.  
 
: '''Failure.''' The adventurer gains no Supply.  
: '''Success.''' The adventurer gains 1 Supply per day spent doing this journey activity.  
+
: '''Success.''' The adventurer gains 1<span style="background-color:yellow">d6 + the character's Wisdom modifier</span> Supply per day spent doing this journey activity.  
: '''Critical Success.''' The adventurer gains double the Supply.
+
: '''Critical Success.''' The adventurer gains double the Supply of a success.
 +
 
 +
'''Advantage
 +
[[#Feywood|Feywood]],
 +
[[#Flowing River|Flowing River]].
 +
 
 +
'''Disadvantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Country Shire|Country Shire]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Parched Sands|Parched Sands]].
  
 
=== <span style="background-color:yellow">Pathfinding</span> ===
 
=== <span style="background-color:yellow">Pathfinding</span> ===
If the not following a road or tracking other creatures, at least one adventurer must be pathfinding.  
+
If not following a marked route or road or following other creatures using [[#Track|Track]], one adventurer in the team must be pathfinding.  
Roll Nature or Survival.
+
Roll '''Nature, Survival, or Intelligence (Navigator’s Tools, Cartographer's Tools)'''.
Country Shire and Flowing River terrains give advantage on pathfinding, while Feywood and Haunted Lands give disadvantage.
 
 
A good [[Adventuring_Gear_(5A)#Maps_and_Rutters|Map]] gives advantage.
 
A good [[Adventuring_Gear_(5A)#Maps_and_Rutters|Map]] gives advantage.
An accurate [[Adventuring_Gear_(5A)#Maps_and_Rutters|Rutter]] gives advantage until you roll your first failure and lose the route.  
+
An accurate [[Adventuring_Gear_(5A)#Maps_and_Rutters|Rutter]] or a route traveled before gives advantage until you roll your first critical failure and lose the route.  
 
: '''Critical Failure.''' Thoroughly lost. No progress and an additional encounter this day.
 
: '''Critical Failure.''' Thoroughly lost. No progress and an additional encounter this day.
 
: '''Failure.''' Lost. Make 1/4 normal progress.
 
: '''Failure.''' Lost. Make 1/4 normal progress.
 
: '''Success.''' Hard-Won Success. 1/2 normal progress.
 
: '''Success.''' Hard-Won Success. 1/2 normal progress.
 
: '''Critical Success.''' Full travel speed, and the adventurers may find an old road or other boon.
 
: '''Critical Success.''' Full travel speed, and the adventurers may find an old road or other boon.
 +
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Flowing River|Flowing River]].
 +
 +
'''Disadvantage
 +
[[#Feywood|Feywood]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Restless Sea|Restless Sea]],
 +
[[#Tangled Forest|Tangled Forest]],
 +
[[#Underland Realm|Underland Realm]].
 +
 +
=== <span style="background-color:yellow">Peddle</span> ===
 +
An adventurer can carry goods with which to trade to passers-by. This requires an investment of 20 gp and goods weighing 20 lbs.
 +
Make a roll using  '''Deception, Investigation or Persuade'''.
 +
Alternatively you can bring a set of '''artisan's tools''' you have proficiency with and sell your services.
 +
: '''Critical Failure.''' A bad trade results in the loss of 1d6 gold pieces.
 +
: '''Failure.''' No gold is gained.
 +
: '''Success.''' The adventurer gains 1d6 gold per day of travel, plus 1d6 gold for every 5 points over the difficulty.
 +
: '''Critical Success.''' As a success, and the adventurer gains a boon, usually valuable information or an opportunity to buy a random magic item at half price.
 +
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Wartorn Kingdom|Wartorn Kingdom]].
 +
 +
'''Disadvantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Feywood|Feywood]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Frozen Wastes|Frozen Wastes]],
 +
[[#Haunted Lands|Haunted Lands]],
 +
[[#Lofty Mountains|Lofty Mountains]],
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Tangled Forest|Tangled Forest]],
 +
[[#Underland Realm|Underland Realm]],
 +
[[#Unrelenting Marsh|Unrelenting Marsh]].
 +
 +
'''Conditional
 +
[[#Restless Sea|Restless Sea]].
  
 
=== Pray ===
 
=== Pray ===
While traveling many choose to connect with deities and spirits. An adventurer makes a Religion check.  
+
While traveling many choose to connect with deities and spirits. An adventurer makes an <span style="background-color:yellow">Insight or</span> Religion check.  
: '''Critical Failure.''' The gods are displeased. Each party member <span style="background-color:yellow">gains a level of strife.</span> <span style="text-decoration: line-through;background-color:coral">discovers that 1 Supply has spoiled.</span>
+
: '''Critical Failure.''' The gods are displeased. Each party member <span style="background-color:yellow">gains a level of strife and discovers that 1 Supply has spoiled.
 
: '''Failure.''' The gods listen, but do not help.  
 
: '''Failure.''' The gods listen, but do not help.  
: '''Success.''' The adventurer receives a blessing for each day spent doing this journey activity, gaining an expertise die on the next ability check they make in this region.  
+
: '''Success.''' Gain a reroll with advantage on an exploration check this round of exploration, use the best result. Also gain advance warning if the next encounter is with celestial, fey, fiends, or undead.
: '''Critical Success.''' The entire party gains an expertise die on their next ability checks made in this region, and the gods lead the adventurer to a Boon or Discovery.
+
: '''Critical Success.''' Each party member gains the Success effect, and the gods lead the adventurer to a Boon or Discovery, which might be an enemy of the god.
 +
 
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Fiery Hellscape|Fiery Hellscape]],
 +
[[#Haunted Lands|Haunted Lands]],
 +
[[#Open Roads|Open Roads]] (local religion),
 +
[[#Parched Sands|Parched Sands]],
 +
[[#Restless Sea|Restless Sea]].
  
 
=== Rob ===
 
=== Rob ===
Adventurers can force others into handing over their coins with a successful Intimidation check, or pickpocket travelers with a successful Sleight of Hand check. To perform this journey activity, the party must be in a populated area such as a Country Shire, Open Roads, or Urban Township. This journey activity usually takes a week to complete.  
+
Adventurers can force others into handing over their coins with '''Intimidation''', sell snake oil using '''Deceit''', pickpocket travelers with '''Sleight of Hand''', or gamble using  '''Charisma (Gaming Set)''' proficiency.  
: '''Critical Failure.''' A potential victim turns out to be a rival adventuring party of similar capabilities and a fight ensues.  
+
: '''Critical Failure.''' A potential victim turns out to be <span style="background-color:yellow">the law or</span> a rival adventuring party of similar capabilities and a fight ensues.  
: '''Failure.''' No gold is gained.  
+
: '''Failure.''' No gold is gained. <span style="background-color:yellow">Disadvantage on further rolls to Rob in this region as rumors spread.</span>
: '''Success.''' The adventurer gains 1d8 gold per week of travel. When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).  
+
: '''Success.''' The adventurer gains 1d8 gold per tier per day of travel (1d8 sp at tier 0). <span style="text-decoration: line-through;background-color:coral">When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).</span>
: '''Critical Success.''' As a success, and the adventurer gains a magic item worth 100 gold or less. This benefit can only be gained once per region.
+
: '''Critical Success.''' As a success, and the adventurer gains a magic item worth <span style="background-color:yellow">as much as a consumable of the region's tier, usually</span> 100 gold or less. This benefit can only be gained once per region.
 +
 
 +
'''Advantage
 +
[[#Country Shire|Country Shire]],
 +
[[#Open Roads|Open Roads]],
 +
[[#Urban Township|Urban Township]].
 +
 
 +
'''Disadvantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Feywood|Feywood]],
 +
[[#Frozen Wastes|Frozen Wastes]].
 +
 
 +
'''Conditional
 +
[[#Restless Sea|Restless Sea]].
  
 
=== Scout ===
 
=== Scout ===
An adventurer roams at a distance from the party, making a Perception check seeking vantage points to look ahead. This journey activity may only be performed once per region.
+
An adventurer roams at a distance from the party, making a '''<span style="background-color:yellow">Survival</span>, Perception or Stealth''' check seeking vantage points to look ahead. This journey activity may only be performed once per region.
 
: '''Critical Failure.''' The adventurer gets lost and suffers a level of fatigue before returning to the party.  
 
: '''Critical Failure.''' The adventurer gets lost and suffers a level of fatigue before returning to the party.  
 
: '''Failure.''' The adventurer learns nothing useful.  
 
: '''Failure.''' The adventurer learns nothing useful.  
: '''Success.''' The party automatically learns one region which adjoins the current region for each day spent doing this journey activity. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them during the period that the adventurer is scouting.  
+
: '''Success.''' <span style="background-color:yellow">Learn the nature of an adjacent region or the nature (but not location) of the next encounter in this region.</span> <span style="text-decoration: line-through;background-color:coral">The party automatically learns one region which adjoins the current region for each day spent doing this journey activity. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them during the period that the adventurer is scouting.</span>
: '''Critical Success.''' As a success, and the adventurer finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.
+
: '''Critical Success.''' As a success, and the adventurer <span style="background-color:yellow">learns about all encounters in this period of travel</span>. <span style="text-decoration: line-through;background-color:coral">finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.</span>
 +
 
 +
'''Advantage
 +
[[#Blasted Badlands|Blasted Badlands]],
 +
[[#Rolling Grasslands|Rolling Grasslands]],
 +
[[#Tangled Forest|Tangled Forest]],
 +
[[#Underland Realm|Underland Realm]].
 +
 
 +
'''Disadvantage
 +
[[#Flowing River|Flowing River]].
 +
 
 +
'''Impossible
 +
[[#Restless Sea|Restless Sea]].
 +
 
 +
=== <span style="background-color:yellow">Sneak</span> ===
 +
At Normal or slower speeds you can Sneak. As long as at least one adventurer takes the Sneak action, the entire party can try to start an encounter hidden. Make a group check using Dexterity (Stealth) against the passive Perception of the enemy. Those who used the Sneak activity have advantage on this check. The rolls are not affected by terrain, instead terrain determines the starting distance.
  
 
=== Track ===
 
=== Track ===
 
A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.  
 
A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not.  
For each day you are behind your prey, the DC increases by 5.
+
<span style="background-color:yellow">For each day you are behind your prey, prey's effective Survival skill increases by 5.</span>
<span style="background-color:yellow">
 
 
: '''Critical Failure.''' The party loses their prey.  
 
: '''Critical Failure.''' The party loses their prey.  
 
: '''Failure.''' The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.  
 
: '''Failure.''' The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.  
 
: '''Success.''' The party continues to follow their prey.  
 
: '''Success.''' The party continues to follow their prey.  
: '''Critical Success.''' The adventurer finds an obvious trail, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.
+
: '''Critical Success.''' The tracker outsmarts the quarry and can take a shortcut, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.
 +
 
 +
'''Advantage
 +
[[#Frozen Wastes|Frozen Wastes]].
  
== Terms ==
+
'''Disadvantage
=== Boon ===
+
[[#Country Shire|Country Shire]],
An advantage or gain suitable to the occasion, from finding minor items to shortcuts, adventure clues, resting places, and wondrous encounters.
+
[[#Feywood|Feywood]],
 +
[[#Open Roads|Open Roads]].
 +
 
 +
'''Impossible
 +
[[#Flowing River|Flowing River]],
 +
[[#Restless Sea|Restless Sea]],
 +
[[#Urban Township|Urban Township]].
 +
 
 +
=== <span style="background-color:yellow">Trailblaze</span> ===
 +
When traveling over difficult ground, trailblazing can find a path that avoids most of the difficulty. '''You can only trailblaze on difficult ground.''' An '''Athletics''' or '''Acrobatics''' check can be used to forge a path.
 +
: '''Critical Failure.''' The party loses a day of progress. Roll again if the period covered is more than one day.
 +
: '''Failure.''' The party suffers the full effect of the difficult ground, moving at half pace.
 +
: '''Success.''' The party suffers half the effect of difficult ground.
 +
: '''Critical Success.''' The party gains a boon, usually a route they can use again and again.
  
=== Expertise Die ===
+
'''Advantage
When you make a d20 roll with which you have gained an expertise die, roll 1d4 and add the number rolled to the result of your check. You can never roll more than one expertise die on the same roll. If you have multiple expertise dice, you don’t gain another die; instead, the size of the expertise die increases for that check, from 1d4 to 1d6, or 1d6 to 1d8. If you have a 1d8 expertise die on a check, further expertise dice have no effect. If you have advantage or disadvantage at the same time as an expertise die, only the d20 is rolled twice, not the expertise die.  
+
[[#Frozen Wastes|Frozen Wastes]],
 +
[[#Underland Realm|Underland Realm]].
  
=== Fatigue and Strife ===
+
'''Disadvantage:
Two new conditions in A5E, both using tiered ranks.
+
[[#Feywood|Feywood]]
: '''Fatigue''' represents exhaustion, exposure, hunger, injuries, and other physical factors which gradually wear a creature down.
 
: '''Strife''' represents corruption, despair, fear, resolve, and other mental factors which gradually undo a creature’s very soul.
 
{|class="wikitable"
 
|-
 
| valign="bottom" | '''Level || valign="bottom" | '''Fatigue || valign="bottom" | '''Strife
 
|-
 
| valign="top" | '''1 || valign="top" | Cannot Sprint || valign="top" | Disadvantage on Intelligence, Wisdom, and Charisma checks
 
|-
 
| valign="top" | '''2 || valign="top" | Disadvantage on Strength, Dexterity, and Constitution checks|| valign="top" | Disadvantage on concentration checks
 
|-
 
| valign="top" | '''3 || valign="top" | Speed halved and unable to maintain a fast travel pace <span style="background-color:yellow">and mounts die</span> || valign="top" | Can only take a bonus action or action each turn (not both)
 
|-
 
| valign="top" | '''4 || valign="top" | Disadvantage on attack rolls and saving throws using Strength, Dexterity, or Constitution.<br>Unable to maintain a normal travel pace || valign="top" | Disadvantage on attack rolls and saving throws using Intelligence, Wisdom, and Charisma
 
|-
 
| valign="top" | '''5 || valign="top" | Hit Dice halved || valign="top" | Suffer the effects of a randomly determined short-term mental stress effect.
 
|-
 
| valign="top" | '''6 || valign="top" | Speed reduced to 5 ft. and unable to maintain a slow travel pace || valign="top" | Cannot cast spells (but can cast cantrips)
 
|-
 
| valign="top" | '''7 || valign="top" | Doomed || valign="top" | Suffer the effects of a randomly determined long-term mental stress effect.
 
|}
 
  
 
== Types of Regions ==
 
== Types of Regions ==
Line 172: Line 404:
 
16-23 rain,
 
16-23 rain,
 
24-25 snow.
 
24-25 snow.
 +
 +
'''Poisoned Waters.
 +
Twice the usual amount of Supply is required when taking a long rest.
  
 
'''Advantage
 
'''Advantage
Line 177: Line 412:
  
 
'''Disadvantage
 
'''Disadvantage
Befriend Animal, Busk, Gossip, Hunt and Gather, Rob.
+
Busk, Gossip, Hunt and Gather, Peddle, Rob.
  
 
=== Country Shire ===
 
=== Country Shire ===
Line 188: Line 423:
 
19–21 mist,  
 
19–21 mist,  
 
22–25 snow.
 
22–25 snow.
 +
 +
'''Lodgings
 +
Adventurers can find rustic safe havens at 1d20 sp/person.
  
 
'''Advantage
 
'''Advantage
Busk, Chronicle, Cover Tracks, Gossip, Pathfinding, Pray, Rob.
+
Busk, Chronicle, Cover Tracks, Gossip, Pathfinding, Peddle, Pray (local religion), Rob.
  
 
'''Disadvantage
 
'''Disadvantage
Harvest, Track.
+
Harvest, Hunt and Gather, Track.
  
 
=== Feywood ===
 
=== Feywood ===
Line 211: Line 449:
  
 
'''Disadvantage
 
'''Disadvantage
Gossip, Pathfinding, Track.
+
Gossip, Rob, Pathfinding, Peddle, Track, Trailblaze.
 
 
'''Impossible
 
  
 
=== Fiery Hellscape ===
 
=== Fiery Hellscape ===
Line 236: Line 472:
  
 
'''Disadvantage
 
'''Disadvantage
Cook, Gossip, Hunt and Gather, Pathfinding.
+
Busk, Cook, Gossip, Hunt and Gather, Peddle, Pathfinding.
 
 
'''Impossible
 
Busk.
 
  
 
=== Flowing River ===
 
=== Flowing River ===
Line 245: Line 478:
  
 
'''Weather.  
 
'''Weather.  
1–8 clear,  
+
1-2 dead calm,
9–12 overcast,  
+
3–10 clear,  
13–16 rain,  
+
11–14 overcast,  
17–19 mist,  
+
15–17 rain,  
20 dead calm,
+
18–21 mist,  
21–25 snow.
+
22–25 snow.
  
 
'''Vehicles.  
 
'''Vehicles.  
Line 259: Line 492:
  
 
'''Disadvantage
 
'''Disadvantage
Gather Components, Harvest, Scout.
+
Scout.
  
 
'''Impossible
 
'''Impossible
Busk (unless on a passenger ship), Track.
+
Track.
  
 
=== Frozen Wastes ===
 
=== Frozen Wastes ===
Line 268: Line 501:
  
 
'''Weather.  
 
'''Weather.  
1–6 clear, 7–12 overcast, 13–25
+
1–6 clear, 7–10 overcast, 11-12 mist, 13–25
 
snow.
 
snow.
  
 
'''Chilly.  
 
'''Chilly.  
Without the proper gear or magic to
+
Without the proper gear or magic to survive the cold temperatures an adventurer suffers a level of fatigue when taking a long rest in this environment (even if it has Supply).
survive the cold temperatures an adventurer suffers a level of fatigue
 
when taking a long rest in this environment
 
(even if it has Supply).
 
  
 
'''Advantage
 
'''Advantage
Cook, Track.
+
Cook, Track, Trailblaze.
  
 
'''Disadvantage
 
'''Disadvantage
Busk, Chronicle, Gossip, Hide Tracks, Rob.
+
Busk, Cover Tracks, Gossip, Peddle, Rob.
 
 
'''Impossible
 
  
 
=== Haunted Lands ===
 
=== Haunted Lands ===
Line 289: Line 517:
  
 
'''Weather.  
 
'''Weather.  
1–5 clear, 6–10 overcast, 11–15, foggy, 16–25 rain.
+
1–5 clear, 6–10 overcast, 11–15, foggy, 16–22 rain, 23-25 snow.
  
'''Bleak Light. All light sources illuminate only half the area they would normally cover.  
+
'''Bleak Light.  
 +
All light sources illuminate only half the area they would normally cover.  
  
'''Night Terrors. It is difficult to get a restful night’s sleep in this area. Adventurers make a Wisdom saving throw against the region’s journey activity DC when taking a long rest or suffer a level of strife.  
+
'''Night Terrors.  
 +
It is difficult to get a restful night’s sleep in this area. Adventurers make a Wisdom saving throw against the region’s journey activity DC when taking a long rest or suffer a level of strife.  
  
'''Suspicious Minds. The people who inhabit this area are wary and suspicious of strangers. Adventurers have disadvantage on Charisma checks made against people local to the region.   
+
'''Suspicious Minds.  
 +
The people who inhabit this area are wary and suspicious of strangers. Adventurers have disadvantage on Charisma checks made against people local to the region.   
  
 
'''Advantage
 
'''Advantage
 
Chronicle, Entertain, Pray.
 
Chronicle, Entertain, Pray.
  
'''Disadvantage
+
'''Disadvantage:
Busk, Gossip.
+
Befriend Animal,
 +
Busk,
 +
Entertain,
 +
Gossip,
 +
Peddle.
  
 
=== Lofty Mountains ===
 
=== Lofty Mountains ===
 
Legends from all over the realm speak of remote passes, cataclysmic conflicts and relics of fell power within the ancient ruins of temples to defeated evils, the graves of terrible warlords, and sites of unspeakable rituals. Adventurers journeying through this region have few social encounters, a moderate amount of combat encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.  
 
Legends from all over the realm speak of remote passes, cataclysmic conflicts and relics of fell power within the ancient ruins of temples to defeated evils, the graves of terrible warlords, and sites of unspeakable rituals. Adventurers journeying through this region have few social encounters, a moderate amount of combat encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.  
 +
 +
'''Weather.
 +
1–8 clear, 9–12 overcast, 13–16 mist, 17–18 rain, 19–25 snow.
  
 
'''High Altitude.  
 
'''High Altitude.  
Line 311: Line 549:
 
'''Mountsbane.  
 
'''Mountsbane.  
 
Travel time is doubled for mounts and pack animals.
 
Travel time is doubled for mounts and pack animals.
 
'''Advantage
 
  
 
'''Disadvantage
 
'''Disadvantage
Busk, Gossip.
+
Busk, Gossip, Peddle.
 
 
'''Impossible
 
  
 
=== Open Roads ===
 
=== Open Roads ===
Well-traveled roads with wide tracks, and plentiful inns, villages, and other stopping points along the way make some journeys less arduous than others. Adventurers journeying along country roads have many social encounters, combat encounters with NPCs or the occasional wild beast, and circumstance and constructed terrain exploration challenges.  
+
Well-traveled roads with wide tracks and plentiful inns, villages, and other stopping points along the way make some journeys less arduous than others. Adventurers journeying along country roads have many social encounters, combat encounters with NPCs or the occasional wild beast, and circumstance and constructed terrain exploration challenges.  
  
 
'''Weather.  
 
'''Weather.  
Line 327: Line 561:
 
'''Fast Travel.  
 
'''Fast Travel.  
 
Adventurers move one mile per hour faster when traveling along open roads.
 
Adventurers move one mile per hour faster when traveling along open roads.
 +
 +
'''Inns
 +
Adventurers can take safe haven at an inn at a cost of 1d3 gp per adventurer.
  
 
'''Advantage
 
'''Advantage
Busk, Cover Tracks, Pray (local religion), Rob.
+
Busk, Cover Tracks, Pathfinding, Peddle, Pray (local religion), Rob.
  
 
'''Disadvantage
 
'''Disadvantage
Line 335: Line 572:
  
 
'''Impossible
 
'''Impossible
Pathfinding.
+
Trailblazing.
  
 
=== Parched Sands ===
 
=== Parched Sands ===
Line 341: Line 578:
  
 
'''Weather.  
 
'''Weather.  
1–25 clear.
+
1–25 hot.
  
 
'''Hot.
 
'''Hot.
Traveling at faster than a slow pace is dangerous in the region’s hot temperatures, and adventurers that do so suffer a level of fatigue when taking a long rest (even if they have Supply). The use of appropriate mounts (such as camels) and keeping a light pack (less than half carrying capacity) allow for adventurers to travel as fast as a normal pace without suffering fatigue during a long rest.  
+
Traveling at faster than a slow pace is dangerous in the region’s hot temperatures, and adventurers that do so suffer a level of fatigue when taking a long rest (even if they have Supply). The use of appropriate mounts (such as camels) and keeping a light pack (less than half carrying capacity) allow for adventurers to travel as fast as a normal pace without suffering fatigue during a long rest. Traveling at night avoids this hazard, but adventurers without darkvision suffer disadvantage on Perception checks.
  
 
'''Unquenchable Thirst.  
 
'''Unquenchable Thirst.  
Line 350: Line 587:
  
 
'''Advantage
 
'''Advantage
Befriend Animal, Gather Components, Harvest, Pray.
+
Gather Components, Harvest, Pray.
  
 
'''Disadvantage
 
'''Disadvantage
Busk, Gossip, Hunt and Gather, Pathfinding, Rob.
+
Busk, Gossip, Hunt and Gather, Pathfinding, Peddle.
  
 
=== Restless Sea ===
 
=== Restless Sea ===
Rapid currents and quick trade routes make these waters popular with merchants, but only the bravest and most skilled sailors are willing to chance the frequent, dangerous, and unpredictable waves. Adventurers journeying through this region or along its coast have to overcome an unusually high number of weather event exploration challenges, as well as some combat encounters and social encounters.  
+
Rapid currents and quick trade routes make these waters popular with merchants, but only the bravest and most skilled sailors are willing to chance the frequent, dangerous, and unpredictable waves. Adventurers journeying through this region or along its coast have to overcome an unusually high number of weather event exploration challenges, as well as some combat encounters and social encounters.  
  
For travel near a coast, use Flowing River.
+
<span style="background-color:yellow">For travel on near a coast, use Flowing River.</span>
  
 
'''Weather.  
 
'''Weather.  
Line 369: Line 606:
  
 
'''Advantage
 
'''Advantage
Cook, Entertain,  
+
Cook, Entertain, Pray,  
  
 
'''Disadvantage
 
'''Disadvantage
Befriend Animal, Gather Components, Harvest, Pathfinding, Scout.
+
Befriend Animal, Gather Components, Harvest, Pathfinding.
  
 
'''Impossible
 
'''Impossible
Busk*, Gossip*, Rob*, Track.
+
Busk*, Gossip*,Peddle*,  Rob*, Scout, Track, Trailblazing.
  
Busking, gossiping, and robbery is possible and gains advantage on a ship with many NPC passengers.
+
Busking, gossiping, peddling, and robbery is possible on ship with a dozen NPC passengers and gains advantage on a ship with four dozen NPC passengers.
  
 
=== Rolling Grasslands ===
 
=== Rolling Grasslands ===
Line 392: Line 629:
  
 
'''Advantage
 
'''Advantage
Chronicle, Cook, Scout.
+
Scout.
 
 
'''Disadvantage
 
Pathfinding.
 
  
 
=== Tangled Forest ===
 
=== Tangled Forest ===
Line 407: Line 641:
  
 
'''Advantage
 
'''Advantage
Harvest, Hunt and Gather, Scout.
+
Harvest, Scout, Trailblazing.
  
 
'''Disadvantage
 
'''Disadvantage
Pathfinding.
+
Busk, Pathfinding, Peddle.
  
 
=== Urban Township ===
 
=== Urban Township ===
Line 430: Line 664:
  
 
'''Disadvantage
 
'''Disadvantage
Gather Components, Harvest.
+
Gather Components, Harvest, Trailblazing.
  
 
'''Impossible
 
'''Impossible
Line 438: Line 672:
 
There is no map—even among the subterranean cultures that dwell within—that accurately depicts all of these enormous tunnels, which range from natural caverns and dwarven mines to shadow elf cities. Adventurers journeying through this region have combat encounters, some social encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.  
 
There is no map—even among the subterranean cultures that dwell within—that accurately depicts all of these enormous tunnels, which range from natural caverns and dwarven mines to shadow elf cities. Adventurers journeying through this region have combat encounters, some social encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.  
  
'''Weather. 1–16 clear, 17–25 mist.
+
'''Weather.  
 +
1–16 clear, 17–25 mist.
  
 
'''Unstable.  
 
'''Unstable.  
Line 444: Line 679:
  
 
'''Advantage
 
'''Advantage
Gather Components, Harvest, Scout.
+
Gather Components, Harvest, Scout, Trailblaze.
 +
 
 +
'''Disadvantage
 +
Busk, Pathfinding, Peddle.
  
 
=== Unrelenting Marsh ===
 
=== Unrelenting Marsh ===
Line 461: Line 699:
 
'''Advantage
 
'''Advantage
 
Entertain, Harvest, Hunt & Gather.
 
Entertain, Harvest, Hunt & Gather.
 +
 +
'''Disadvantage
 +
Busk, Peddle, Rob.
  
 
=== Wartorn Kingdom ===
 
=== Wartorn Kingdom ===
Line 473: Line 714:
  
 
'''Advantage
 
'''Advantage
 +
Peddle.
  
'''Disadvantage
+
== Social Encounters==
Busk.
+
'''Subtext.
 +
A social encounter can be as it appears or there can be a hidden agenda going on.
 +
A tier 0 social encounter always is as it appears.
 +
For other tiers, roll 1d20 per tier and read only the highest value.
 +
1-15 as it appears, 16 Play for pity, 17 business offer, 18 Scam, 19 Robbers investigating marks, 20 Enemies of the adventurers gathering information.
 +
On 18-20 roll next encounter at one tier higher unless the adventurers see through the situation.
  
'''Impossible
+
'''Involvement
 +
This check can be used to see if the adventurers have any natural involvement in the situation.
 +
1-10 No involvement, 11-15 Adventurer's recent travel events, 16-17 Adventurers future travel events, 18-19 Lore, 20 Adventurer directly involved.
  
 
== Metric Travel Times ==
 
== Metric Travel Times ==
Line 494: Line 743:
 
|valign=top| '''Fast/Mounted || align=center valign=top| 130 meters || align=center valign=top| 6.5 km || align=center valign=top| 50 km || align=center valign=top| 45 minutes || align=center valign=top| 3 hours || valign=top| –5 penalty to passive Perception and disadvantage on Perception <span style="background-color:yellow">and all ability checks. Only sustainable for an hour unless speed 40 ft. (14 meters/round).</span>
 
|valign=top| '''Fast/Mounted || align=center valign=top| 130 meters || align=center valign=top| 6.5 km || align=center valign=top| 50 km || align=center valign=top| 45 minutes || align=center valign=top| 3 hours || valign=top| –5 penalty to passive Perception and disadvantage on Perception <span style="background-color:yellow">and all ability checks. Only sustainable for an hour unless speed 40 ft. (14 meters/round).</span>
 
|-
 
|-
|valign=top| '''Gallop || align=center valign=top| 250 meters || align=center valign=top| 13 km || align=center valign=top| 100 km || align=center valign=top| 22 minutes || align=center valign=top| 90 minutes || valign=top| Only sustainable for an hour <span style="background-color:yellow">unless speed 80 ft. (25 meters/round). Impossible if speed less than 40 ft. (13 meters/round). Disadvantage on all ability checks.</span> <span style="text-decoration: line-through;background-color:coral">Survival checks to track.</span>
+
|valign=top| '''Gallop || align=center valign=top| 250 meters || align=center valign=top| 13 km || align=center valign=top| 100 km || align=center valign=top| 22 minutes || align=center valign=top| 90 minutes || valign=top| Only sustainable for an hour <span style="background-color:yellow">unless speed 80 ft. (25 meters/round). Impossible if speed less than 40 ft. (13 meters/round). Disadvantage on all ability checks, specifically Survival checks to track.
 
|}
 
|}

Latest revision as of 17:41, 14 August 2023

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Starfox's 5th Edition Fan Page

This is excerpts and expansion upon Level Up—Trials and Treasures, the exploration chapter.

Travel Times

Pace Rate of Travel Time per hex Effect
Minute Hour Day 3 Miles 12 Miles
Crawl 50 feet 1/2 mile 4 miles 6 hours 3 days Advantage on Survival checks. to hide tracks.
Slow/Wagon 200 feet 2 miles 16 miles 90 minutes 6 hours
Normal/Cart 300 feet 3 miles 24 miles 1 hour 4 hours Unable to use Stealth
Fast/Mounted 400 feet 4 miles 32 miles 45 minutes 3 hours –5 penalty to passive Perception and disadvantage on Perception and all ability checks. Only sustainable for an hour unless speed 40 ft.
Gallop 800 feet 8 miles 64 miles 22 minutes 1h 30 m Only sustainable for an hour unless speed 80 ft. Impossible if speed less than 40 ft. Disadvantage on all ability checks. Survival checks to track.

Terms

Boon

An advantage or gain suitable to the occasion, from finding minor items to shortcuts, adventure clues, resting places, and wondrous encounters.

Expertise Die

Expertise dice are a mechanic from Level Up that I choose to simplify. The first expertise die gives a +2 bonus. Each expertise die thereafter gives a +1 bonus.

Fatigue and Strife

Two new conditions in A5E, both using tiered ranks.

Fatigue represents exhaustion, exposure, hunger, injuries, and other physical factors which gradually wear a creature down.
Strife represents corruption, despair, fear, resolve, and other mental factors which gradually undo a creature’s very soul.
Level Fatigue Strife
1 Cannot Sprint or use Gallop travel pace Disadvantage on Intelligence, Wisdom, and Charisma checks
2 Disadvantage on Strength, Dexterity, and Constitution checks Disadvantage on concentration checks, cannot use the Help action.
3 Speed halved and unable to maintain a fast travel pace. Can only take a bonus action or action each turn (not both)
4 Disadvantage on attack rolls and saving throws using Strength, Dexterity, or Constitution.
Unable to maintain a normal travel pace
Disadvantage on attack rolls and saving throws using Intelligence, Wisdom, and Charisma
5 Hit Dice halved. Mounts die. Suffer the effects of a randomly determined short-term mental stress effect.
6 Speed reduced to 5 ft. and unable to maintain a slow travel pace Cannot cast spells (but can cast cantrips)
7 Doomed Suffer the effects of a randomly determined long-term mental stress effect.

Exploration Actions

Difficulty Class. The DC of a journey activity is based on the region’s tier: tier 0 — DC 10, tier 1 — DC 12, tier 2 — DC 14, tier 3 — DC 16, tier 4 — DC 18.

Critical Rolls. A natural 20 on the die or a final result of 25 or more is a critical success. A natural 1 on the dire roll or a failure by 10 points or more are a critical failure. You cannot score a critical success or failure on exploration tasks in a tier zero region.

Modifying DC. The Narrator can raise the DC on a journey activity based on extenuating circumstances. Here are some suggestions for modifying a journey activity’s difficulty class:

  • Inclement Weather (+2) may impede an adventurer’s ability to search for things with the Scout activity, or lead to fewer people on the road (making the Busk and Rob activities more difficult).
  • Multitasking (+5) Such as attempting a journey activity while trying not to be discovered, may make it harder to attempt the check.
  • Hostile Territory. Hostile territory where the travelers are considered hostile aliens by the locals have a higher tier for difficulty and encounter rolls, but rewards are based on the normal tier.

Befriend Animal

An adventurer can make friends with a wild animal (a beast with a challenge rating equal to or less than 1/3rd the party’s total level) by succeeding on an Animal Handling check. An attempt at this costs 1 supply.

Critical Failure. The adventurer scares or angers the animal, which attacks them.
Failure. The adventurer is unable to befriend the animal.
Success. The adventurer befriends one animal. The animal follows the party through the region until it spots danger. Adventurers can assume that when the animal runs off that something dangerous is following them or hidden nearby. The adventurer who befriended the creature can then make an additional Perception check contested by the hidden creature’s Stealth check in order to spot the danger.
Critical Success. As a success, but the animal is willing to take risks and also leads the adventurer to a Boon or Discovery. Only one such boon can be gained per region. Additionally, the adventurer gains advantage on their Perception check to spot a hidden danger.

Advantage Feywood.

Disadvantage Open Road, Restless Sea.

Busk

Adventurers can entertain passersby with a successful Acrobatics, Athletics, Performance, Sleight of Hand, or Charisma (Musical Instrument) check.

Critical Failure. Passersby steal 3d4 gold from the adventurer.
Failure. The adventurer earns no money.
Success. The adventurer gains 1 silver per day of travel for each point they rolled on the check (ignoring the DC).
Critical Success. The adventurer gains a boon. Often one passerby gifts them with a random magical item worth as much as a consumable of a level appropriate to the region's tier, usually worth 50 gold or less. Only one such gift can be earned per region.

Advantage Country Shire, Open Roads, Urban Township.

Disadvantage Blasted Badlands, Fiery Hellscape, Frozen Wastes, Haunted Lands, Lofty Mountains, Parched Sands, Tangled Forest, Underland Realm, Unrelenting Marsh, Wartorn Kingdom.

Conditional Restless Sea.

Chronicle

An adventurer that write down observations of landmarks, customs, or map can make a Investigation, History, or Intelligence (Cartographer's Tools) check.

Critical Failure. The adventurer records a falsehood that makes the record for this route lose all credibility. slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in.
Failure. The adventurer fails to record anything of note or value.
Success. The adventurer gains advantage on History or Survival checks made within or about the region for each day spent doing this journey activity. Enough such notes can make a rutter, journal, or even map that might be valuable, at the GM's discretion.
Critical Success. As a success, and the adventurer discovers a Boon or Discovery about the region.

Advantage Blasted Badlands, Country Shire, Haunted Lands.

Cook

By acting as the party’s cook and quartermaster, with a Survival or Wisdom (Cook’s Utensils) check an adventurer can help ensure that everybody remains fed.

Critical Failure. Poor cooking inflicts either a level of fatigue or a level of strife (50% of each) For every two creatures being fed, the Supply requirement to feed them is increased by 1 Supply.
Failure. The cooking is adequate, but has no special effects.
Success. For each day spent doing this journey activity, the Supply requirement to feed 4 creatures eating the meal is reduced by 1 Supply (up to a maximum number of creatures equal to twice the adventurer’s proficiency bonus).
Critical Success. As a success, and each creature being fed recovers a level of fatigue or strife (player's choice) gains one additional hit die to spend on each day they are fed by the adventurer.

Advantage Flowing River, Frozen Wastes, Restless Sea.

Disadvantage Fiery Hellscape.

Cover Tracks

While moving at a slow pace, An adventurer can cover the party’s tracks with a Survival or Stealth check so that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any pursuer’s Survival check to track them. The DC of this check is the terrain DC or the passive Survival of the tracker, whichever is higher.

Critical Failure. The party leaves an obvious trail, and their pursuers gain a day’s worth of travel covering the distance between them for each day spent doing this journey activity.
Failure. The party leaves a trail, and their pursuers continue to harass them.
Success. The party manages to put an extra day between themselves and their pursuers for each day spent doing this journey activity.
Critical Success. The party lose their pursuers.

Advantage Country Shire, Feywood, Open Roads.

Disadvantage Frozen Wastes.

Entertain

With a successful Insight, Performance, Persuade, Wisdom (Religion), Sleight of Hand, or Charisma (Musical Instrument) check an adventurer can help keep the party’s spirits high. Each party member can only benefit from this journey activity once per week.

Critical Failure. The adventurer’s performance is so bad that the party gains a level of strife.
Failure. The party is entertained.
Success. The party is entertained, one party member can remove one condition, one level of exhaustion, or gain a reroll with advantage on an exploration check this round of exploration, use the best result.
Critical Success. Each member of the party gains the success result. Recall a legend that confers lore or a hook to a boon or encounter.

Advantage Fiery Hellscape, Haunted Lands, Restless Sea, Unrelenting Marsh.

Disadvantage: Haunted Lands.

Gather Components

Adventurers that gather supplies useful for the material components of spellcasting can make an Arcana, Nature, or Intelligence (Alchemist's Supplies) check. As an option a check of Intelligence (any artisan's tools) can find components for any type of crafting, but the effect on a critical success becomes a boon.

Critical Failure. The adventurer accidentally picks components about to decay or rot, destroying 1d4 gold worth of their own material components before realizing it.
Failure. The adventurer finds no components.
Success. Each day the adventurer finds 1d4 gold worth of components plus 1d8 for each region tier. 1 gold worth of components for each point they beat the DC by.
Critical Success. As success, plus the adventurer gains a boon, typically twice as much components or a special component that can improve a spell like metamagic with a sorcery point cost equal to the regions tier, which decays in 2 weeks time. The adventurer finds 2d4 gold worth of components per day, plus 1 gold worth of components for each point they beat the DC by.

Advantage Blasted Badlands, Feywood, Fiery Hellscape, Parched Sands, Underland Realm.

Disadvantage Open Roads, Restless Sea, Urban Township.

Gossip

Success on an Investigation or Persuasion check tells an adventurer the local news and rumors.

Critical Failure. The party learns a false rumor.
Failure. The party gains no rumor.
Success. The adventurer gathers local news, background information, dirt on a local character, or whatever the GM deems appropriate. For each day spent doing this journey activity, the Narrator reveals an engaging rumor or tidbit that could lead the party on a new sidequest or support the main plot of the campaign.
Critical Success. As a success, and local gossip leads the party to a Boon or Discovery.

Advantage Country Shire.

Disadvantage Blasted Badlands, Feywood, Frozen Wastes, Haunted Lands, Lofty Mountains, Parched Sands.

Conditional Restless Sea.

Harvest

An adventurer that succeeds on a Medicine or Nature check finds plants to refill a healer’s satchel. Alternatively, an adventurer can choose to make a Wisdom (Herbalism kit or Poisoner’s Kit) check.

Critical Failure. The adventurer accidentally picks plants about to decay or rot, destroying 1 use of their healer’s satchel realizing it.
Failure. The adventurer finds no medicinal plants.
Success. The adventurer finds plants worth 1d6 gp plus 1d6 per region tier or to refill 1 use of a healer’s satchel for each day spent doing this journey activity.
Critical Success. As a success, and the adventurer finds plants which duplicate the effects of a potion of healing or other potion appropriate to the tier of the area. This benefit can only be gained once per week.

Advantage Feywood, Parched Sands, Tangled Forest, Underland Realm, Unrelenting Marsh.

Disadvantage Country Shire, Open Roads, Restless Sea, Urban Township.

Hunt and Gather

It’s often fruitful for an adventurer to track and kill game, or forage for food and water, along the road with a Survival or Wisdom (Cook’s Utensils) check. The Fisher and Outlander backgrounds double the amount of Supplies you find.

Critical Failure. The adventurer gains toxic Supply, and the entire party suffers a level of fatigue.
Failure. The adventurer gains no Supply.
Success. The adventurer gains 1d6 + the character's Wisdom modifier Supply per day spent doing this journey activity.
Critical Success. The adventurer gains double the Supply of a success.

Advantage Feywood, Flowing River.

Disadvantage Blasted Badlands, Country Shire, Fiery Hellscape, Open Roads, Parched Sands.

Pathfinding

If not following a marked route or road or following other creatures using Track, one adventurer in the team must be pathfinding. Roll Nature, Survival, or Intelligence (Navigator’s Tools, Cartographer's Tools). A good Map gives advantage. An accurate Rutter or a route traveled before gives advantage until you roll your first critical failure and lose the route.

Critical Failure. Thoroughly lost. No progress and an additional encounter this day.
Failure. Lost. Make 1/4 normal progress.
Success. Hard-Won Success. 1/2 normal progress.
Critical Success. Full travel speed, and the adventurers may find an old road or other boon.

Advantage Country Shire, Flowing River.

Disadvantage Feywood, Fiery Hellscape, Open Roads, Parched Sands, Restless Sea, Tangled Forest, Underland Realm.

Peddle

An adventurer can carry goods with which to trade to passers-by. This requires an investment of 20 gp and goods weighing 20 lbs. Make a roll using Deception, Investigation or Persuade. Alternatively you can bring a set of artisan's tools you have proficiency with and sell your services.

Critical Failure. A bad trade results in the loss of 1d6 gold pieces.
Failure. No gold is gained.
Success. The adventurer gains 1d6 gold per day of travel, plus 1d6 gold for every 5 points over the difficulty.
Critical Success. As a success, and the adventurer gains a boon, usually valuable information or an opportunity to buy a random magic item at half price.

Advantage Country Shire, Open Roads, Wartorn Kingdom.

Disadvantage Blasted Badlands, Feywood, Fiery Hellscape, Frozen Wastes, Haunted Lands, Lofty Mountains, Parched Sands, Tangled Forest, Underland Realm, Unrelenting Marsh.

Conditional Restless Sea.

Pray

While traveling many choose to connect with deities and spirits. An adventurer makes an Insight or Religion check.

Critical Failure. The gods are displeased. Each party member gains a level of strife and discovers that 1 Supply has spoiled.
Failure. The gods listen, but do not help.
Success. Gain a reroll with advantage on an exploration check this round of exploration, use the best result. Also gain advance warning if the next encounter is with celestial, fey, fiends, or undead.
Critical Success. Each party member gains the Success effect, and the gods lead the adventurer to a Boon or Discovery, which might be an enemy of the god.

Advantage Country Shire, Fiery Hellscape, Haunted Lands, Open Roads (local religion), Parched Sands, Restless Sea.

Rob

Adventurers can force others into handing over their coins with Intimidation, sell snake oil using Deceit, pickpocket travelers with Sleight of Hand, or gamble using Charisma (Gaming Set) proficiency.

Critical Failure. A potential victim turns out to be the law or a rival adventuring party of similar capabilities and a fight ensues.
Failure. No gold is gained. Disadvantage on further rolls to Rob in this region as rumors spread.
Success. The adventurer gains 1d8 gold per tier per day of travel (1d8 sp at tier 0). When this journey activity is done in fewer than 7 days, the adventurer instead gains half as much gold (minimum 1 gold).
Critical Success. As a success, and the adventurer gains a magic item worth as much as a consumable of the region's tier, usually 100 gold or less. This benefit can only be gained once per region.

Advantage Country Shire, Open Roads, Urban Township.

Disadvantage Blasted Badlands, Feywood, Frozen Wastes.

Conditional Restless Sea.

Scout

An adventurer roams at a distance from the party, making a Survival, Perception or Stealth check seeking vantage points to look ahead. This journey activity may only be performed once per region.

Critical Failure. The adventurer gets lost and suffers a level of fatigue before returning to the party.
Failure. The adventurer learns nothing useful.
Success. Learn the nature of an adjacent region or the nature (but not location) of the next encounter in this region. The party automatically learns one region which adjoins the current region for each day spent doing this journey activity. Additionally, the party gains advantage on Perception checks made against any attempts to surprise or ambush them during the period that the adventurer is scouting.
Critical Success. As a success, and the adventurer learns about all encounters in this period of travel. finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.

Advantage Blasted Badlands, Rolling Grasslands, Tangled Forest, Underland Realm.

Disadvantage Flowing River.

Impossible Restless Sea.

Sneak

At Normal or slower speeds you can Sneak. As long as at least one adventurer takes the Sneak action, the entire party can try to start an encounter hidden. Make a group check using Dexterity (Stealth) against the passive Perception of the enemy. Those who used the Sneak activity have advantage on this check. The rolls are not affected by terrain, instead terrain determines the starting distance.

Track

A designated tracker can ensure that the party remains on the trail of their prey with a Survival check. This check is opposed by the Survival check of the creature being tracked if it is attempting to hide its tracks, or the region’s journey activity DC if it is not. For each day you are behind your prey, prey's effective Survival skill increases by 5.

Critical Failure. The party loses their prey.
Failure. The party falls back an extra day between themselves and their prey for each day spent doing this journey activity.
Success. The party continues to follow their prey.
Critical Success. The tracker outsmarts the quarry and can take a shortcut, and the party gains a day’s worth of travel covering the distance between them and their prey for each day spent doing this journey activity.

Advantage Frozen Wastes.

Disadvantage Country Shire, Feywood, Open Roads.

Impossible Flowing River, Restless Sea, Urban Township.

Trailblaze

When traveling over difficult ground, trailblazing can find a path that avoids most of the difficulty. You can only trailblaze on difficult ground. An Athletics or Acrobatics check can be used to forge a path.

Critical Failure. The party loses a day of progress. Roll again if the period covered is more than one day.
Failure. The party suffers the full effect of the difficult ground, moving at half pace.
Success. The party suffers half the effect of difficult ground.
Critical Success. The party gains a boon, usually a route they can use again and again.

Advantage Frozen Wastes, Underland Realm.

Disadvantage: Feywood

Types of Regions

Blasted Badlands

These deserts are notorious for their many capricious ruins, the devastated landscape the biggest mark left upon the world by the forgotten civilizations that once flourished there. Monsters aplenty roam the wastes as well, so adventurers journeying through it encounter many creatures and constructed terrain exploration challenges.

Weather. 1–3 clear, 4-10 overcast, 11-15 mist 16-23 rain, 24-25 snow.

Poisoned Waters. Twice the usual amount of Supply is required when taking a long rest.

Advantage Chronicle, Gather Components, Scout.

Disadvantage Busk, Gossip, Hunt and Gather, Peddle, Rob.

Country Shire

Small villages and rural communities, often surrounded by a patchwork of farms, make for a safe and cozy existence with the most threatening events involving an angry bear harassing livestock. Adventurers journeying through this region can expect little danger, and a high number of social encounters.

Weather. 1–12 clear, 13–16 overcast, 17–19 rain, 19–21 mist, 22–25 snow.

Lodgings Adventurers can find rustic safe havens at 1d20 sp/person.

Advantage Busk, Chronicle, Cover Tracks, Gossip, Pathfinding, Peddle, Pray (local religion), Rob.

Disadvantage Harvest, Hunt and Gather, Track.

Feywood

Home to faeries, sprites, dryads, nymphs, satyrs, and other fey, the animals in this forest are bold and only foolish travelers fail to respect nature as they go along their way. Adventurers journeying through regions like this contend with frequent combat encounters, social encounters, and natural terrain and supernatural exploration challenges.

Fey Promises. When an adventurer breaks a promise made in a Feywood they suffer a level of strife.

Weather. 1–12 clear, 13-15 rain, 16–22 mist, 23–25 snow.

Advantage Befriend Animal, Cover tracks, Gather Components, Harvest, Hunt and Gather.

Disadvantage Gossip, Rob, Pathfinding, Peddle, Track, Trailblaze.

Fiery Hellscape

From active volcanoes to the hottest layers of Hell, these regions are dominated by red-hot lava flows and flaming geysers. Adventurers journeying through these regions can expect to encounter many natural terrain challenges and dangerous creatures.

Hot. Traveling at faster than a slow pace is dangerous in the region’s hot temperatures, and adventurers that do so suffer a level of fatigue when taking a long rest (even if they have Supply). The use of appropriate mounts (such as camels) and keeping a light pack (less than half carrying capacity) allow for adventurers to travel as fast as a normal pace without suffering fatigue during a long rest.

Unquenchable Thirst. Twice the usual amount of Supply is required when taking a long rest.

Weather. 1-13 hot (see above), 14 clear, 15-16 overcast, 17 rain, 18-23 mist, 24-25 snow.

Advantage Entertain, Gather Components, Pray.

Disadvantage Busk, Cook, Gossip, Hunt and Gather, Peddle, Pathfinding.

Flowing River

Rivers can provide a convenient and fast way to travel. Encounters are less frequent, and the journey is less arduous.

Weather. 1-2 dead calm, 3–10 clear, 11–14 overcast, 15–17 rain, 18–21 mist, 22–25 snow.

Vehicles. Adventurers move at the speed of their water vehicles.

Advantage Cook, Hunt and Gather, Pathfinding.

Disadvantage Scout.

Impossible Track.

Frozen Wastes

Endless fields of white and imposing mountains stretching towards the sky fill this icy land, and though it is rather devoid of life it is a place of great peril. Adventurers journeying through this region have to overcome many natural terrain and weather event exploration challenges, and perhaps a few combat or social encounters.

Weather. 1–6 clear, 7–10 overcast, 11-12 mist, 13–25 snow.

Chilly. Without the proper gear or magic to survive the cold temperatures an adventurer suffers a level of fatigue when taking a long rest in this environment (even if it has Supply).

Advantage Cook, Track, Trailblaze.

Disadvantage Busk, Cover Tracks, Gossip, Peddle, Rob.

Haunted Lands

Settlements that have suffered a curse, or areas which are home to powerful undead beings, typically have effects that spread far from the source bringing woe to the people living nearby and attracting prowling monsters and ominous signs. Adventurers journeying through regions like this have plenty of combat encounters, some social encounters, and many circumstance or supernatural exploration challenges.

Weather. 1–5 clear, 6–10 overcast, 11–15, foggy, 16–22 rain, 23-25 snow.

Bleak Light. All light sources illuminate only half the area they would normally cover.

Night Terrors. It is difficult to get a restful night’s sleep in this area. Adventurers make a Wisdom saving throw against the region’s journey activity DC when taking a long rest or suffer a level of strife.

Suspicious Minds. The people who inhabit this area are wary and suspicious of strangers. Adventurers have disadvantage on Charisma checks made against people local to the region.

Advantage Chronicle, Entertain, Pray.

Disadvantage: Befriend Animal, Busk, Entertain, Gossip, Peddle.

Lofty Mountains

Legends from all over the realm speak of remote passes, cataclysmic conflicts and relics of fell power within the ancient ruins of temples to defeated evils, the graves of terrible warlords, and sites of unspeakable rituals. Adventurers journeying through this region have few social encounters, a moderate amount of combat encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.

Weather. 1–8 clear, 9–12 overcast, 13–16 mist, 17–18 rain, 19–25 snow.

High Altitude. Breathing air gets harder at altitudes of 10,000 feet or higher above sea level, and adventurers not used to the reduced oxygen tire easily. Every hour spent traveling at high altitude counts as 2 hours of travel for the purposes of travel pace. For example, after 4 hours of travel a creature makes forced march checks every half hour. 1 After spending 30 days or longer at high altitude an adventurer becomes acclimated to it and can travel normally. Altitudes above 20,000 feet can only be acclimated to by creatures native to the environment.

Mountsbane. Travel time is doubled for mounts and pack animals.

Disadvantage Busk, Gossip, Peddle.

Open Roads

Well-traveled roads with wide tracks and plentiful inns, villages, and other stopping points along the way make some journeys less arduous than others. Adventurers journeying along country roads have many social encounters, combat encounters with NPCs or the occasional wild beast, and circumstance and constructed terrain exploration challenges.

Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.

Fast Travel. Adventurers move one mile per hour faster when traveling along open roads.

Inns Adventurers can take safe haven at an inn at a cost of 1d3 gp per adventurer.

Advantage Busk, Cover Tracks, Pathfinding, Peddle, Pray (local religion), Rob.

Disadvantage Befriend Animal, Gather Components, Harvest, Hunt and Gather, Track.

Impossible Trailblazing.

Parched Sands

Endless dunes and the baking sun make these deserts difficult and dangerous places in which to survive. Adventurers journeying through this region have very few social encounters.

Weather. 1–25 hot.

Hot. Traveling at faster than a slow pace is dangerous in the region’s hot temperatures, and adventurers that do so suffer a level of fatigue when taking a long rest (even if they have Supply). The use of appropriate mounts (such as camels) and keeping a light pack (less than half carrying capacity) allow for adventurers to travel as fast as a normal pace without suffering fatigue during a long rest. Traveling at night avoids this hazard, but adventurers without darkvision suffer disadvantage on Perception checks.

Unquenchable Thirst. Twice the usual amount of Supply is required when taking a long rest.

Advantage Gather Components, Harvest, Pray.

Disadvantage Busk, Gossip, Hunt and Gather, Pathfinding, Peddle.

Restless Sea

Rapid currents and quick trade routes make these waters popular with merchants, but only the bravest and most skilled sailors are willing to chance the frequent, dangerous, and unpredictable waves. Adventurers journeying through this region or along its coast have to overcome an unusually high number of weather event exploration challenges, as well as some combat encounters and social encounters.

For travel on near a coast, use Flowing River.

Weather. 1–7 clear, 8–11 overcast, 12-13 dead calm, 14–16 rain, 17–13 mist, 24-25 snow.

Advantage Cook, Entertain, Pray,

Disadvantage Befriend Animal, Gather Components, Harvest, Pathfinding.

Impossible Busk*, Gossip*,Peddle*, Rob*, Scout, Track, Trailblazing.

Busking, gossiping, peddling, and robbery is possible on ship with a dozen NPC passengers and gains advantage on a ship with four dozen NPC passengers.

Rolling Grasslands

These wide open fields are home to cattle, herders, nomads, and birds of prey. The lack of landmarks makes it easy to be lost here. Adventurers journeying through this region have frequent social encounters, few combat encounters, and several circumstance exploration challenges.

Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17 mist, 18-21 windy, 22–25 snow.

Advantage Scout.

Tangled Forest

From temperate forests and woodlands which harbor bandit encampments to lush tropical jungles home to giant apes and mighty dinosaurs, these regions are covered with trees and undergrowth. Adventurers journeying through regions like this contend with frequent monster encounters and natural terrain and supernatural exploration challenges.

Weather. 1–6 clear, 7–14 mist, 15–20 rain, 21–25 snow.

Advantage Harvest, Scout, Trailblazing.

Disadvantage Busk, Pathfinding, Peddle.

Urban Township

From mighty sprawling cities to smaller bustling towns, these areas are full of people—and more people means more accidents, more conflict, and more action. Adventurers journeying through urban areas have many social encounters, combat encounters against NPCs, and both circumstance and constructed terrain exploration challenges.

Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–22 mist or smog, 23–25 snow.

Breakable Surroundings. A critical failure on a Strength or Dexterity check results in destruction of property, angering the owner of said property.

Advantage Busk, Rob.

Disadvantage Gather Components, Harvest, Trailblazing.

Impossible Track.

Underland Realm

There is no map—even among the subterranean cultures that dwell within—that accurately depicts all of these enormous tunnels, which range from natural caverns and dwarven mines to shadow elf cities. Adventurers journeying through this region have combat encounters, some social encounters, and many constructed terrain, natural terrain, and supernatural exploration challenges.

Weather. 1–16 clear, 17–25 mist.

Unstable. When an adventurer creates a force that would disturb a non-stoneworked area (an explosion, loud sound, or shaping the structure of the cave through magic), roll 1d20. On a result of 20 the activity causes a Rockfall event (T&T p. 159). One passageway in the cave is filled with fallen rocks 20 feet wide.

Advantage Gather Components, Harvest, Scout, Trailblaze.

Disadvantage Busk, Pathfinding, Peddle.

Unrelenting Marsh

So named because time seems to slow to a crawl while traversing its swamps, this area is rife with dangerous predators, lethal fauna, and ground best left untrusted. Adventurers journeying through this region have frequent combat encounters, a few social encounters, and many natural terrain exploration challenges.

Weather. 1–5 clear, 6–8 overcast, 9–15 rain, 16–22 mist, 23-25 snow.

Hard to Hoof. Mounts and pack animals are unable to travel at a fast pace or gallop pace. Additionally, wheeled vehicles cannot travel faster than a crawl.

Advantage Entertain, Harvest, Hunt & Gather.

Disadvantage Busk, Peddle, Rob.

Wartorn Kingdom

An occupied nation, or one amidst a civil war, is a dubious place populated with aggressive soldiers, desperate commoners, and merciless opportunists. Adventurers journeying through this region have many social encounters, combat encounters against NPCs, and both circumstance and natural terrain exploration challenges as they navigate the country in conflict.

Weather. 1–6 clear, 7–10 overcast, 11–16 rain, 17–21 mist or smoke, 22–25 snow.

Advantage Peddle.

Social Encounters

Subtext. A social encounter can be as it appears or there can be a hidden agenda going on. A tier 0 social encounter always is as it appears. For other tiers, roll 1d20 per tier and read only the highest value. 1-15 as it appears, 16 Play for pity, 17 business offer, 18 Scam, 19 Robbers investigating marks, 20 Enemies of the adventurers gathering information. On 18-20 roll next encounter at one tier higher unless the adventurers see through the situation.

Involvement This check can be used to see if the adventurers have any natural involvement in the situation. 1-10 No involvement, 11-15 Adventurer's recent travel events, 16-17 Adventurers future travel events, 18-19 Lore, 20 Adventurer directly involved.

Metric Travel Times

Pace Rate of Travel Time per hex Effect
Minute Hour Day 5 km 20 km
Crawl 16 meters 400 meters 6 km 1 day 3 days Advantage on Survival checks. to hide tracks.
Slow/Wagon 65 meters 3 km 25 km 4 hours 6 hours
Normal/Cart 100 meters 5 km 40 km 2 hours 4 hours Unable to use Stealth
Fast/Mounted 130 meters 6.5 km 50 km 45 minutes 3 hours –5 penalty to passive Perception and disadvantage on Perception and all ability checks. Only sustainable for an hour unless speed 40 ft. (14 meters/round).
Gallop 250 meters 13 km 100 km 22 minutes 90 minutes Only sustainable for an hour unless speed 80 ft. (25 meters/round). Impossible if speed less than 40 ft. (13 meters/round). Disadvantage on all ability checks, specifically Survival checks to track.