Exploration (5A)
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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 | 1 day | 3 days | Advantage on Survival checks. to hide tracks. |
Slow/Wagon | 200 feet | 2 miles | 16 miles | 4 hours | 6 hours | — |
Normal/Cart | 300 feet | 3 miles | 24 miles | 2 hours | 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 | 90 minutes | 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. |
Exploration Actions
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.
Busk
Adventurers can entertain passersby with a successful Acrobatics, Athletics, Performance, Sleight of Hand, or musical instrument check.
- Critical Failure. Passersby steal 3d4 gold from the adventurer.
- 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.
- 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.
Chronicle
An adventurer that write down observations of landmarks, customs, or map can make a Investigation, History, or cartographer's tools check.
- Critical Failure. The adventurer records a falsehood that makes the record lessuseful. slips, falls, or otherwise bumbles during the journey, destroying their journaling scrolls or the book they were writing in. <7span>
- 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.
- Critical Success. As a success, and the adventurer discovers a Boon or Discovery about the region.
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.
- 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 gains one additional hit die to spend on each day they are fed by the adventurer and recovers a level of fatigue or strife (player's choice).
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. 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.
Entertain
With a successful Performance, Sleight of Hand, or musical instrument proficiency 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, but there is no additional effect.
- 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.
- 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.
Gather Components
Adventurers that gather supplies useful for the material components of spellcasting can make an Arcana or Nature check.
- 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. The adventurer finds 1d4 gold worth of components per day, plus 1d6 for each region tier. 1 gold worth of components for each point they beat the DC by.
- Critical Success. As success, plus the adventurer finds 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,
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.
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).
- 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.
- Success. The adventurer finds plants 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.
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.
- Critical Failure. The adventurer gains toxic Supply, and the entire party suffers a level of fatigue.
- Failure. The adventurer gains 1 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.
Pathfinding
If the not following a road or tracking other creatures, at least one adventurer must be pathfinding. Roll Nature or Survival. 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.
Peddle
An adventurer can carry goods with which to trade to passers-by. This requires an investment of 20 gp and goods weighing 30 lbs. Make a roll using Deceit, Investigation or Persuade. Alternatively you can bring a set of artisan's tools you have proficiency with and use that.
- 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 magic item.
Pray
While traveling many choose to connect with deities and spirits. An adventurer makes a Religion check.
- Critical Failure. The gods are displeased. Each party member gains a level of strife. discovers that 1 Supply has spoiled.
- 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.
- 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.
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 a gaming set proficiency.
- Critical Failure. A potential victim turns out to be 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 day of travel. 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. 100 gold or less. This benefit can only be gained once per region.
Scout
An adventurer roams at a distance from the party, making a 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 of the next encounter in this domain. 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 finds a handy path. The party gains half a day’s travel for each day spent doing this journey activity.
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 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.
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
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.
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 | Disadvantage on Intelligence, Wisdom, and Charisma checks |
2 | Disadvantage on Strength, Dexterity, and Constitution checks | Disadvantage on concentration checks |
3 | Speed halved and unable to maintain a fast travel pace and mounts die | 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 | 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. |
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.
Advantage Chronicle, Gather Components, Scout.
Disadvantage Befriend Animal, Busk, Gossip, Hunt and Gather, 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.
Advantage Busk, Chronicle, Cover Tracks, Gossip, Pathfinding, Pray, Rob.
Disadvantage Harvest, 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, Track.
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, Pathfinding.
Flowing River
Rivers can provide a convenient and fast way to travel. Encounters are less frequent, and the journey is less arduous.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20 dead calm, 21–25 snow.
Vehicles. Adventurers move at the speed of their water vehicles.
Advantage Cook, Hunt and Gather, Pathfinding.
Disadvantage Gather Components, Harvest, Scout.
Impossible Busk (unless on a passenger ship), 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, 7–12 overcast, 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.
Disadvantage Busk, Chronicle, Cover Tracks, Gossip, 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 Busk, 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.
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.
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.
Advantage Busk, Cover Tracks, Pray (local religion), Rob.
Disadvantage Befriend Animal, Gather Components, Harvest, Hunt and Gather, Track.
Impossible Pathfinding.
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 clear.
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.
Advantage Befriend Animal, Gather Components, Harvest, Pray.
Disadvantage Busk, Gossip, Hunt and Gather, Pathfinding, Rob.
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,
Disadvantage Befriend Animal, Gather Components, Harvest, Pathfinding.
Impossible Busk*, Gossip*, Rob*, Scout, Track.
Busking, gossiping, and robbery is possible and gains advantage on a ship with many 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 Chronicle, Cook, Scout.
Disadvantage Pathfinding.
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, Hunt and Gather, Scout.
Disadvantage Pathfinding.
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.
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.
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.
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
Disadvantage Busk.
Impossible
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. Survival checks to track. |