##### Travel Speeds and Activities
---------------------------------------------------------------- **Travel Activities** ----------------------------------------------------------------
| Pace | Travel Speed | Favored | Associated | Hindered | Forbidden |
|:-----|:-------------|:-----------|:--------|:---------|:----------|
| *Fast* | 4 miles per hour;
32 miles per day | – | – | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak |
|*Normal* | 3 miles per hour;
24 miles per day | – | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | – |
| *Slow* | 2 miles per hour;
16 miles per day | Keep Watch,
Navigate, Scout, Track, Trailblaze | Draw a Map, Hunt & Forage, Sneak | – | – |
\pagebreakNum
#### Fast Pace
No time to waste. Short breaks and fast steps.
**Travel Speed.** 4 miles per hour (32 miles per day)
**Favored Activities.** *None.*
**Associated Activities.** *None.*
**Hindered Activities.** Keep Watch, Navigate, Scout, Track, Trailblaze.
**Forbidden Activities.** Draw a Map, Hunt & Forage, Sneak.
#### Normal Pace
No need to hurry, but don't dilly-dally either.
**Travel Speed.** 3 miles per hour (24 miles per day)
**Favored Activities.** *None.*
**Associated Activities.** Keep Watch, Navigate, Scout, Track, Trailblaze.
**Hindered Activities.** Draw a Map, Hunt & Forage, Sneak.
**Forbidden Activities.** *None.*
#### Slow Pace
Take your time. Rest often or longer.
**Travel Speed.** 2 miles per hour (16 miles per day)
**Favored Activities.** Keep Watch, Navigate, Scout, Track, Trailblaze.
**Associated Activities.** Draw a Map, Hunt & Forage, Sneak.
**Hindered Activities.** *None.*
**Forbidden Activities.** *None.*
| Campsite properties | Search DC |
|:-------------------:|:---------:|
| 0 | 5 |
| 1 | 10 |
| 2 | 15 |
| Campsite properties | Search DC |
|:-------------------:|:---------:|
| 3 | 20 |
| 4 | 25 |
| 5 | 30 |
Each campsite is defined by up to three different properties (see below), determined by the DM (at random or chosen).
If you are not content with the campsites you found, you must travel on for another hour (risking a forced march), in order to search again.
Once night sets in, you can only search by *scouting* and your Intelligence (Investigation) check is made with disadvantage.
##### Comfortable
The campsite is reasonably protected against all but the harshest weather.
You regain half your maximum hit dice (rounded down, minimum 1) and reduce your exhaustion level by one after completing a long rest (as usual).
In an **uncomfortable** location you only regain one quarter of your maximum hit dice (rounded down, minimum 0) and don't reduce your exhaustion level.
##### Defendable
The campsite has a natural barrier or is otherwise difficult to reach (e.g. inside the canopy of a large tree or up on a rock ledge).
Approaching creatures need to succeed on a DC 15 Strength (Athletics) check to enter the camp.
This property can be selected twice, increasing the DC to enter the campsite to 20.
##### Hidden
The campsite is removed or obscured from prying eyes (e.g. a cave behind a waterfall or under the leaves of a huge willow tree).
Approaching creatures need to succeed on a DC 15 Intelligence (Investigation) or Wisdom (Perception) check to find your camp.
This property can be selected twice, increasing the DC to find the campsite to 20.
\columnbreak
### 5. Camp Activities
Once a party sets down to rest, players can choose one or more of the following activities.
Each activity takes roughly one hour, i.e. each character can perform one of these activities during a short rest, or two activities during a typical long rest of 8 hours (6 hours of sleep and 2 hours of light activity).
You may always expend hit dice to regain lost hit points, but you can take a special camp activity to accelerate your recovery (see below).
___
**Focused Activities.** Focused camp activities can be performed multiple times, however, only the last result is applied.
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