Travel & Exploration Lite

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Travel & Exploration Lite

Version 1.1

Travel and Exploration Lite is a lightweight ruleset for use in D&D 5e campaigns featuring exploration. The complexity and mechanical heft of other travel rules are traded for streamlined simplicity.

The intent is not to engage players in a hardcore survival simulation nor to track activities to the minutest detail, but instead to invoke the feeling of being separated from the comforts of civilization without bogging down the game.

For DMs interested in a more complete and immersive travel and exploration experience, consider the following modules:

A Day in the Wilds

This module assumes 8 hours each of travel, camping, and rest. A typical day might break down as follows:

  • Take down camp (2 hours)
  • Travel (8 hours)
  • Set up camp (2 hours)
  • Free Time (4 hours)
  • Rest (8 hours)

Travel

Travel progress can be tracked on a hex map, with each hex representing 8 miles. Travel speeds break down into the following categories:

  • Slow pace: 2 miles per hour, 16 miles per day
  • Average pace: 3 miles per hour, 24 miles per day
  • Fast pace: 4 miles per hour, 32 miles per day

While traveling, adventurers can select from several Travel Activities, which they will perform during the day’s travels.

A pace of 3 miles per hour is considered average. Traveling at a slower pace grants advantage on Travel Activities such as gathering and navigation, while a faster pace results in disadvantage on these same Activities.

Camp

Food and water provide fuel for the body, but shelter and a place to lay one's head provides respite for the mind. Though inns are generally much preferred (excepting those outlander types), a campsite can serve as an adventurer’s home away from home.

It typically takes 2 hours to set up and break down a camp. This time may be spent locating a suitable campground, clearing underbrush, setting up and taking down camp equipment, gathering firewood, and preparing and eating meals.

Circumstances may warrant staying in place for a day or two. Hunting plentiful game to stock up on rations, exploring and mapping an area of interest in more detail, or recuperating from battle are all possible reasons travelers may wish to set up camp for longer than just one night. On such days, the 8 hours of travel, as well as the 4 hours otherwise spent setting up and breaking down camp, are spent on Camp Activities.

Mixing Travel and Rest

Some adventurers, particularly those sent on cartographic expeditions or otherwise not in a rush to a specific destination, might prefer a shorter travel day and more time at camp.

These travelers can choose to travel for only 4 hours and allocate the other 4 hours for Camp Activities.

Short Rests and Long Rests

To accentuate the survival feeling of traveling through untamed lands, this module draws inspiration from the Gritty Realism resting variant in the DMG (pg. 267) during travel. Normal resting rules are used in towns and cities.

Every 8-hour Rest period is considered a short rest and every seventh Rest period is considered a long rest.

Free Time

After a hard day of travel, there is nothing adventurers anticipate more than taking time off their feet to enjoy a hot meal around a fire with their companions. Free Time is low-effort, but otherwise unstructured. Travelers who do not take Travel or Camp Activities during the day may also use this time for Free Time.

Free Time is up to DM discretion. Some examples of Free Time activities include:

  • Identifying or attuning to magic items
  • Reading a book
  • Writing, painting, or crafting an item
  • Sharpening weapons and maintaining armor
  • Bathing or grooming
Forced Activity

There are times when adventurers must stay one step ahead of an enemy in pursuit, or spend every waking hour to secure enough rations to not go hungry. When such a time comes, they can forfeit their 4 hours of Free Time to complete one additional Travel or Camp Activity. Each character must make a DC 10 constitution saving throw (DC 15 if they are traveling at a Fast pace or performing the Hunt & Forage or Explore Hex Camp Activities) or gain one level of exhaustion.

Part 1 | A Day in the Wilds

Travel Activities

For every 4 hours of travel, adventurers can select one of the following Travel Activities.

Each character rolls the appropriate skill check to determine their success. If multiple characters choose the same Travel Activity, take the result of the highest roll.

Navigate

INT (Navigator's Tools)

Unless you are trekking upon the well-signed highways between cities, someone will need to take point and direct the party during their travels. The navigation difficulty depends on the surrounding terrain:

DC Description
None Destination has clear road
5 Destination has winding path, or lacks path but is in flat terrain
10 Destination lacks path but is in open terrain
15 Destination lacks path and is in dense terrain
20 Destination is hidden, with active efforts to conceal existence through mundane means
25 Destination is hidden using illusions or other magic
30 Destination is hidden using powerful magic

When traveling at a slow pace, navigation checks are made with advantage. Likewise, when traveling at a fast pace, navigation checks are made at disadvantage.

Getting Lost

If the navigator fails the navigation check, the party gets lost. The direction the party moves depends on the presence of visual waypoints (suns and/or moons, mountains, coastline, etc.). Roll a d6:

  • If there is a clear navigation waypoint, 1-2 made no progress, 3-4 deviates to the left (60°) of desired hex, 5-6 deviates to the right (60°)
  • If no navigation waypoint is visible, 1 made no progress, 2 deviates to the right (60°), remaining rolls clockwise

Track

WIS (survival)

Instead of traveling towards a known destination, sometimes adventurers need to track down a quarry. The tracking difficulty is the higher of the Sneak DC of the tracked creature, or the Navigation DC of the terrain.

When traveling at a slow pace, tracking checks are made with advantage. Likewise, when traveling at a fast pace, tracking checks are made at disadvantage.

Getting Lost

If the tracker fails the check by less than 5, they move in the direction of the tracked creature, but their speed is halved. If the check is failed by 5 or more, the party gets lost. Consult the Navigate section above for how to handle getting lost.

Hunt & Forage

WIS (survival)

Shelter, food, and water are the three vital resources needed to survive. Adventurers can attempt to hunt and forage while traveling towards their destination.

The ease of hunting and foraging depends on the abundance of resources in the surrounding terrain. Make a WIS (survival) check and consult the table below to determine how many rations are gathered:

Rations 1 2 3 4 5 6 7 8
Fertile 15 16 17 18 19 20 21 22
Average 17 19 21 23 25 27 29 -
Scarce 20 23 26 29 - - - -
Barren 25 29 - - - - - -

One ration is equivalent to one pound of food and one gallon of water, enough to sustain a small or medium creature for one day.

When traveling at a slow pace, hunting and foraging checks are made with advantage. Likewise, when traveling at a fast pace, hunting and foraging checks are made at disadvantage.

Keep Watch

WIS (perception)

When traveling in dangerous territory, the prudent adventuring party will have at least one person dedicated to keeping watch for threats.

Characters who are engaged in other actions may use their passive perception scores to Keep Watch. The highest check applies for the entire party.

When traveling at a slow pace, watch checks are made with advantage. Likewise, when traveling at a fast pace, watch checks are made at disadvantage.

Sneak

DEX (stealth)

Tables are sometimes turned, and the hunter can find themselves the hunted. When this happens, travelers can attempt stealth to cover their tracks and lose their pursuers.

A character makes a DEX (stealth) check for the entire party. If the party is moving at an average pace, this check is made at disadvantage. It is not possible to sneak while moving at a fast pace.

Part 2 | Travel Activities

Camp Activities

For every 4 hours at camp, adventurers can select one of the following Camp Activities.

Each character rolls the appropriate skill check to determine their success. If multiple characters choose the same Camp Activity, take the result of the highest roll.

Explore Hex

INT (investigation)

Travelers simply passing through a region may encounter superficial landmarks, but discovering landmarks off the beaten path requires time dedicated to methodical exploration.

Landmarks can be easy to find (such as a river or a hamlet), while others are hidden from all but the most keen-eyed pedestrian (such as the meeting place of a secret cult or an archmagi tower hidden by powerful illusions). The exploration difficulty depends on the landmark:

DC Description
None Landmark is unmistakable
5 Landmark has clear path
10 Landmark lacks path but is in open terrain
15 Landmark lacks path and is in dense terrain
20 Landmark is hidden, with active efforts to conceal existence through mundane means
25 Landmark is hidden using illusions or other magic
30 Landmark is hidden using powerful magic

Hunt & Forage

WIS (survival)

Skilled survivalists and smaller traveling parties may be able to hunt and forage on the move, but others find it easier to keep rations stocked by dedicating a day or two to gathering food and water. The ease of hunting and foraging depends on the abundance of resources in the surrounding terrain. Make a WIS (survival) check and consult the table below to determine how many rations are gathered:

Rations 1 2 3 4 5 6 7 8
Fertile 10 11 12 13 14 15 16 17
Average 12 14 16 18 20 22 24 26
Scarce 15 18 24 27 30 - - -
Barren 20 24 28 - - - - -

One ration is equivalent to one pound of food and one gallon of water, enough to sustain a small or medium creature for one day.

Keep Watch

WIS (perception)

Even when taking a day off from traveling, threats can appear at a moment’s notice if one is not vigilant.

Characters who are engaged in other actions may use their passive perception scores to Keep Watch. The highest check applies for the entire party.

If the watchperson spots a threat, they may alert party members who are away from camp.

Camouflage

DEX (stealth)

Hiding ones tracks can be an effective method of ensuring an uneventful day at camp stays exactly that - uneventful. Characters may spend their time camouflaging their camp and creating false tracks while covering their own to throw pursuers off their scent.

A character makes a DEX (stealth) check for the entire party.

Meditate/Pray/Weave

Varies

Spells can be a valuable commodity in the wilds, and with rugged camping conditions making long rests an infrequent affair, some spellcasters may choose to spend their time at camp drawing from their source of magical power.

The skill check for this Activity varies depending on the class of spellcaster:

  • Wizard – INT (arcana)
  • Sorcerer – CHA (arcana)
  • Cleric – WIS (religion)
  • Paladin – CHA (religion)
  • Druid/ranger – WIS (nature)
  • Bard – CHA (history)

The result from the corresponding skill check determines the number of spell points restored:

Spell Points 2 3 4 5
Full Caster 18 22 26 30
Half Caster 25 30 - -

Spell points can be used to restore spent spell slots according to the table below:

Spell Slot Level Spell Point Cost
1st 2
2nd 3
3rd 5

Spell points must be exchanged at the end of the Meditate, Pray, or Weave activity, or they are lost.

Treat Wounds

WIS (medicine) The wilds can be an unforgiving place, full of environmental dangers and unexpected encounters. Travelers sometimes find it necessary to take time to tend to their wounds and aches.

Make a DC 15 WIS (medicine) check. On a success, a number of creatures up to your WIS modifier (minimum 1) regain 1 hit die.

This increases to 2 hit dice at level 5, 3 hit dice at level 9, 4 hit dice at level 13, and 5 hit dice at level 17.

Part 3 | Camp Activities