Realistic Travel Rules

by Apostol Apostolov

Search GM Binder Visit User Profile

Realistic Travel Rules


In historic and fantasy campaigns, wilderness travel can take a very long time crossing through unsettled territory with neither the luxury to rest in an inn or road hut each night, nor the safety of well secured civilization. These rules simulate the resource management and perils of day to day traveling.

The Travel Route

As a DM, help your players come up with a travel plan then calculate its distance in miles. Break down the full distance into smaller segments by using checkpoint locations such as towns and hamlets, wayside inns, river banks and other points of interest. Break segments when terrain type changes or roads start or end since such changes affect travel speed.

For particularly long travels across unsafe territory, it is best that you prepare a random encounter table specific to the region. In these rules you will find advice when and how to introduce danger in your travel. If you have preplanned encounters that happen at specific locations or at a distance of the travel route, keep a handy list and consult it at the start of each daily routine. By dividing the distance to the encounter location by the speed of travel, you can identify during what travel leg the players will reach it.

Players must put great deal of their effort into management of their resources - food, water, and means of transportation (mounts or vehicles) when available. Appoint one dependable player with the role of Travel Manager, who will calculate use of resources and distribute tasks between other players.

The Traveling Day

A typical day of travel consists of roughly 9 to 16 hours of activity, out of them 6-10 hours of actual travel. At specific times the party must rest and consume water or rations.

Daily Travel Routine
Activity Time Cost
Wake up around sunrise —— ——
Breakfast and breaking up camp —— 1/2 ration
First travel leg 3-5 hours 1 pint water
Midday break 1-2 hours 1/2 ration
Second travel leg 3-5 hours 1 pint water
Rest for the night 8 hours ——

Daylight by Season

The amount of usable daylight vastly depends on the region and/or season you are traveling at.

Season Sunrise Sunset Time Traveling
Summer 4 am 20 pm 16 hours
Spring/Autumn 6 am 18 pm 12 hours
Winter 8 am 16 pm 8 hours

Daily Planning

During each travel day, the players must make choices.

Choose Destination and Speed. Players must choose a travel pace (fast, normal or slow) and whether they will force march despite exhaustion. The Travel Manager spends the needed resources.

Determine Terrain Difficulty. The DM determines the terrain type and calculates how much distance will be crossed without any larger disruptions (such as combat or a detour to explore unexpected locations).

Decide Travel Activities. The players distribute Travel Activities among themselves. In each of the two travel legs of the daily routine, a player may take one activity of his choice. Some activities allow several players to work as a group.

Making Camp. The players must search the environment and find proper location for setting up camp. Depending on the location, the camp can have different properties.

Decide Camp Activities. The players distribute Camp Activities among themselves. Each player can take one Camp Activity before having to rest for the night.

Choose Destination

The players must choose where they are heading and at which pace to travel at. The party can follow a natural feature of the land like a coast, river or tree line, or just head off in any of the cardinal directions. Consult the Travel Speed and Activities table to decide on the following properties.

Travel Speed.

The actual movement speed (by foot) either per hour or per day (assuming 8 hours of travel).

If you travel by horse or carriage and you cross easy or moderate terrain, increase the travel speed by 2 mile per hour. If you choose to gallop by horse and you cross easy terrain, increase the travel by 4 miles per hour instead.

Travel Activities

Your chosen pace of travel affects how easy it is to do things during your daily travel legs.

Favored Activities. Favored activities may be made with advantage when traveling at this pace.

Associated Activities. Associated activities are typical activities for the corresponding pace.

Hindered Activities. Hindered activities must be made with disadvantage when traveling at this pace.

Forbidden Activities. These activities cannot be taken when traveling at this pace.

Forced March

Players can safely travel for 8 hours in a day before risking exhaustion. For each additional hour of travel beyond that, each player or their mounts (if riding or in carriage) must make a Constitution saving throw at the end of every hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, player or its mount suffers level of exhaustion.

If the party is moving at a slow pace, they gain a +5 bonus to the check, and a fast pace imposes a -5 penalty

Determine Terrain

Several activities during a travel refer to the Navigation DC. This DC is depending on the terrain you are traversing.

The harder the terrain, the slower your group will advance during your travel, up to a point where you must concentrate on actually getting forward than paying attention to other activities. This means that in order to travel through hard terrain, you must at least travel at a normal pace or a slow pace with a successful trailblazer to make any headway.

Terrain Difficulty DC Speed Modifier
Barren, wasteland 10 -1 miles/hour
Clear, farmland 5 ——
Desert, rocky 10 -1 miles/hour
Desert, sand 15 -2 miles/hour
Forest, medium or heavy 15 -2 miles/hour
Forest, light 10 -1 miles/hour
Glacier 10 -1 miles/hour
Grassland, foothills 5 ——
Scrub, bushland, hills 10 -1 miles/hour
Jungle, heavy 20 -3 miles/hour
Jungle, medium 15 -2 miles/hour
Marsh, swamp 20 -3 miles/hour
Moor 15 -2 miles/hour
Mountain, high 20 -3 miles/hour
Mountain, low or medium 15 -2 miles/hour
Tundra 15 -2 miles/hour
Any terrain, by trail 5 ——
Any terrain, by road 5 +2 miles/hour
Fog, rain, low visibility +3 ——
Storm, snowfall, dark night +5 -1 miles/hour
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 ——— ———

Travel Activities

For each travel leg, a player may choose one of the following activities in accordance with your chosen travel pace. Each activity has an associated ability check you will take to determine your success or failure during the travel leg.

Dangerous Activities

Several activities are noted as Dangerous. Performing one of these activities usually means having to separate from the group and the risk of being attacked or trapped without help.

Distracting Activities

Some activities are so demanding that you can't pay much attention to your surroundings. If you perform a Distracting activity, you suffer a -5 penalty to your passive Wisdom (Perception) score for the whole travel leg.

Exhausting Activities

Some activities are much more tiresome that simple travel. If you perform two Exhausting activities on one day, you suffer one level of exhaustion after finishing the second one, but before looking for and setting up camp.

Focused activities

Most activities can be performed by several players. However, some activities can only be performed by one or two simultaneously. These Focused activities can only be performed by a maximum of 2 players, and you only use the higher of the two check results to determine their effect.

If a player fails their check, they still suffer the consequences.

Draw A Map


Skill: Intelligence (Cartographer's tools)


While your companions keep watch, hunt for food and guide the party, you focus on documenting your journey. Drawing a map won't help you on your journey forward, but might proof useful once you try to find your way back. Good maps are also a highly sought-after commodity.


Make an Intelligence (Cartographer's tools) check against the Navigation DC.

  • If your guide succeeded on their navigation check, you gain a +5 bonus to your check.
  • If they failed by less than 5, you suffer a -5 penalty.
  • If you got lost, your check automatically fails.
  • For each travel leg, note if you succeeded or failed your cartography check.

Once you have reached your destination, divide the number of successful cartography checks by the total number of legs traveled, and compare the result on the following table:

Success per Travel Leg Result
0,75 Detailed Map
0,5 Simple Map
0,25 Crude Map
0 Wasted Effort

Hunt & Forage


Skill: Wisdom (Survival)


During your travels, you keep an eye out for nearby sources of food and water, such as roots, fruits, small game, and hidden springs. You must pick one: either plants, game or water.

Make a Wisdom (Survival) check and compare the result with the region's abundance level on the following table to determine the number of fresh rations (for 1 day) you can manage to provide, or gallons of water (8 pints) you gather.

--------- Number of Rations / Gallons ---------

Abundance 1 2 3 4 5 6 7 8
Plenty 10 12 14 16 18 20 22 24
Average 10 13 16 19 22 25 28 31
Scarce 12 16 20 24 28 32 36 40
Barren 15 20 25 30 35 40 45 50

Keep Watch


Skill: Wisdom (Perception)


You keep your eyes peeled and your ears open for any sign of approaching danger, as well as signs of close by pursuers.

Make a Wisdom (Perception) check. If you roll 7 or less, you take 8 as result. The DM determines the DC for any threat or other suspicious activity along your path and compares it to the result of all watching players.

If you travel at a Fast Pace, you do not benefit from minimum result of 8 on your Keep Watch die roll.

Navigate


Skill: Intelligence (Navigator's tools) or Wisdom (Survival)


More often than not, a location of interest for a group of adventurers is not situated along a well trodden path, but hidden in the wilds behind obscure hints and directions.

If you wish to find your way through the wilds towards a specific location, you need to make a Navigation check at the Navigation DC. The Navigation DC is additionally modified by the information you possess to reach your destination:

Detail of information DC
Detailed map with travel hints -5
Outdated or simple map 0
Crude Map or general directions (e.g. 40
miles north-west, near a small lake)
+5
Obscure information (e.g. follow the
rising sun for 2 moons as the owl flies)
+10

If you navigation check fails by less than 5, you roughly travel towards your target, but not in the most direct way. Your travel speed is halved (rounded down) for this travel leg.

If your navigation check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your location.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.

Scout


Skill: Intelligence (Investigation)


If your travel informations are rather vague, or you are simply curious to see what else is there to see, you can scout ahead of the group. Make an Intelligence (Investigation) check. The DM determines the DC for any noticeable thing in the vicinity.

You might find such things as creatures waiting in ambush, favorable paths, or hidden locations.

Sneak


Skill: Dexterity (Stealth)


Sometimes you need to move quietly for a while to avert the eyes and ears of close by enemies or to cover your tracks and take detours to shake off possible pursuers. In order to do so, you don't need the whole party to perform the Sneak activity, as the party members that do, can try to keep everyone else as stealthy as possible.

Add the Dexterity (Stealth) check results of all sneaking party members together and divide the sum by the number of all players in the group (rounding down). This is the final and effective result for the group's efforts.

Track


Skill: Wisdom (Survival)


Sometimes you don't try to find a specific location, but follow or chase another creature or group. Instead of the Navigation activity, make a Wisdom (Survival) check against the terrain DC to find and follow the track of your quarry. If your quarry is trying to cover their tracks, use the higher of their Sneak result or the terrain DC.

If you check fails by less than 5, you are having trouble following your quarry. Your travel speed is halved (rounded down) for this travel leg.

If your check fails by 5 or more, you have made a mistake. Your travel speed is halved (rounded down) for this travel leg, however, you moved away from your quarry.

If you rolled a total of 5 or lower, you got lost. Depending on the nature of your surroundings, getting lost might entail additional complications and dangers.


A different use for the Track activity is to read the tracks your group crosses during their travel, in order to glean what kind of creatures are roaming nearby. Make a Wisdom (Survival) check. The DM determines the DC for any possible tracks you might find and to which creatures they might belong.

Trailblaze


Skill: Strength (Athletics)


Traveling through difficult terrain slows you significantly. You can help your companions by clearing a clear path for them to follow. Make a Strength (Athletics) check against the terrain DC. If you succeed, the terrain's travel speed penalty is reduced by 1 mile per hour (to a minimum of 0).

If you succeed by 5 or more, the terrain's travel speed penalty is reduced by 2 miles per hour instead.

If you fail the check by less than 5, you still reduce the terrain's travel speed penalty by 1 mile per hour (to a minimum of 0), but you automatically suffer one level of exhaustion at the end of the activity.

Making Camp

When it's time to make camp for the night, the players need to start looking for a suitable camping location. If you had players Scout on the last leg, they may make an additional Intelligence (Investigation) check, while players that Kept Watch may make an additional Wisdom (Perception) check with disadvantage. Compare each check to the table below.

If none of the party took either activity, you need to spend an additional hour to find a suitable campsite.

Campsite properties Search DC
0 5
1st Random 10
2nd Random 15
Campsite properties Search DC
3rd Random 20
All +1 doubled 25
All +2 doubled 30

Each campsite is defined by up to three different properties (see below), determined by the DM at random (roll d6).

d6 1st Property 2nd Property 3rd Property
1 Comfortable Defendable Hidden
2 Comfortable Hidden Defendable
3 Defendable Comfortable Hidden
4 Defendable Hidden Comfortable
5 Hidden Comfortable Defendable
6 Hidden Defendable Comfortable

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 search by Scouting using Intelligence (Investigation) 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.

Camp Activities

Once a party sets down to rest, players can choose one or more of the following activities. Each activity takes roughly 1 hour, i.e. each player 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 (Tend to the Wounded).

Attune Magic Item


Skill: none


Attuning to one magical item takes time and concentration. You must have identified the items magical properties before you can attune to it.

Camouflage Camp


Skill: Dexterity (Stealth)


You can use natural materials like rocks or foliage to hide your campsite. A successful DC 15 Dexterity (Stealth) check adds the Hidden property to your campsite if it doesn't have it. The DC to find your campsite is equal to the result of your Dexterity (Stealth) check.

Cook Hearty Meal


Skill: Wisdom (Cook's utensils)


A good night's rest is not guaranteed when camping in the wilds and a fine cooked meal can go a long way to remedy this fact. Make a DC 15 Wisdom (Cook's utensils) check.
You need one fresh ration of food for every person that will partake of the meal, as well as a reasonable amount of seasoning. If you provide at least 50% more fresh rations than necessary, you gain advantage on this check. If you can only provide half the required amount of rations (but not less), you gain disadvantage.

If you succeed, each person partaking of your meal regains a quarter of their maximum hit dice (rounded down, min 1). If you fail, the meal is eatable, but not refreshing. If you rolled a total of 5 or lower, the whole meal is spoiled and its rations are wasted.

You can only benefit from one hearty meal per long rest.

Fortify Camp


Skill: Strength (Athletics)


You can use wooden spikes or large boulders to barricade your campsite or dig a ditch and build rampart. Successful DC 15 Strength (Athletics) check adds the Defendable property to your campsite (if it doesn't already have it).

The DC to enter your campsite is equal to the result of your Strength (Athletics) check.

Hunt & Forage


Skill: Wisdom (Survival)

Gather food and water or hunt local game. This is the same action as the travel activity. However, since you are not traveling at this point, you may make the corresponding Wisdom (Survival) check with advantage.

Identify Magic Item


Skill: proficient Intelligence (Arcana)


If you lack the magic abilities to use the identify spell, you can try to ascertain the nature of a magic item by focusing on its aura and trying to decipher its glyphs and markings. Make an Intelligence (Arcana) check. The DC depends on the rarity of the magic item you wish to identify.

Magic Item Rarity DC
Common 10
Uncommon 15
Rare 20
Legendary 25
Artifact 30

Keep Watch


Skill: Wisdom (Perception)


A long rest requires at least 6 hours of sleep and 2 hours of light activity. Depending on the size of the traveling party, you are advised to take shifts keeping watch while the others try to gain some sleep. Make a Wisdom (Perception) check. If your result is 7 or lower, you can take 8 instead. Players who perform one of the other camp activities (i.e. not sleeping or keeping watch) do not benefit from minimum 8 on the roll.

The DM determines the DC for any threat or approaching danger (hostile creatures or natural phenomena) and compare it to all Wisdom (Perception) results. On a success, the watchers are able to wake and warn the rest of the party, and prevent being surprised.

Set up Traps


Skill: Wisdom (Survival)


You can set a number of small traps like caltrops, slings, and small pits around your camp. Make a Wisdom (Survival) check. The DC to find these traps with an Intelligence (Investigation) or Wisdom (Perception) check , as well as the DC for any saving throw made to resist their effects is equal to the result of your Wisdom (Survival) check.

Rest and Recuperate


Skill: Wisdom (Medicine)


You take your time to catch your breath, properly, eat and drink some, and dress well your wounds. Make a Wisdom (Medicine) check. The DC depends on the severity of your wounds (see the Dress Wounds table). If you succeed, treat any hit dice rolled to determine the hit points you regain as having rolled their maximum value, during this rest. If you suffer from a sickness or disease, you gain advantage to one related Constitution saving throw during your long rest.

Tend to the Wounded


Skill: Wisdom (Medicine)


You go around camp, making sure that the wounds of up to six creatures other than yourself are properly cleaned and dressed. Make a Wisdom (Medicine) check for each patient, in order to assess the wounds and properly dress them. The DC depends on the severity of their wounds (see the Dress Wounds table).

If you succeed, your patient can treat any hit dice rolled to determine the hit points they regain as having rolled their maximum value, during this rest. If your patient suffers from a sickness or disease, you gain advantage to one related Constitution saving throw during your long rest.


Dress Wounds

Hit points
above
DC* Required Uses
of Healer's kit
75% 5 0
50% 10 1
25% 15 2
0 20 3

The DC increases by 5 for every use of a healer's kit you cannot provide.

Mounted Travel

Using mounts and vehicles (carts and wagons) players can significantly shorten travel time.

Travel Pace of Mounts
Pace Cost Miles/Hour Travel Leg Capacity
Pony 50gp 5 per hour 18 miles 225 lb
Mastiff 25 gp 4 per hour 12 miles 195 lb
Musk Ox 30 gp 4 per hour 15 miles 700 lb
Donkey 8 gp 5 per hour 18 miles 420 lb
Riding Horse 75 gp 8 per hour 30 miles 480 lb
War Horse 400 gp 8 per hour 30 miles 540 lb
Draft Horse 50 gp 6 per hour 25 miles 540 lb
Mammoth 200 gp 4 per hour 15 miles 1500 lb
Camel 50 gp 4 per hour 15 miles 480 lb
Carriage 100 gp 4 per hour 15 miles 1500 lb
Cart, wagon 15 gp 4 per hour 12 miles 480 lb

Animals need feed (per day) or can find one themselves with Wisdom (Survival) check at DC based on the Hunt & Forage table (pg. 2) for 1 Ration. Animals who hunger or thirst for longer than 2 days suffer one level of Exhaustion per day at the end of their long rest.

Feed Costs (per day)
Type Cost Weight
Herbivores (hay, barley) 5cp 10 lb.
Omnivore (disposed food) 10cp 5 lb.
Carnivore (by-products, entrails) 25cp 3 lb.

Mounts can pull five times their typical carrying capacity minus the weight of the vehicle. Mounts pulling carts or wearing armor may not travel more than two travel legs per day and suffer a disadvantage to the Forced March check. Travel groups that use wagons have access to the Drive Wagon travel activity, below.

Drive Wagon


Skill: Dexterity (Animal Handling)


You stay at the front of the wagon, maintaining steady pace of the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity(Animal Handling) check against Nativagation DC. Increase the DC by 5 if you are traveling off-road, without clear trail or road.

If your check succeeds by 5 or more, you may increase the travel pace by 1 mile per hour for the rest of the travel leg.

If your check fails by 10 or more or is a critical failure, a cart wheel breaks down. Repairing a cart is Focused activity requiring a successful DC 15 Intelligence check and takes a full travel leg. Players with proficiency in Smith, Carpenter, Woodcarver, or Tinker's tools add their proficiency bonus.

Perils of Travel

Starvation

Players can survive without food for 3 + Consitution Modifier Days. At the end of a day beyond that limit, you are starving and automatically suffer one level of exhaustion. Eating food resets the count of days since starvation.


What's In A Ration?

Hard tack, dried and cured meats, cheeses, and dried grains form the basis of traveller's rations. These rations last for 10 days before spoiling. Making them valuable choices for purchase compared to fresh meats which spoil after a day.


Dehydration

Hot weather and deserts doubles water intake need to 2 pints per travel leg. Players who can only drink half their daily water intake, must succeed on a DC 15 Constitution saving throw or suffer two levels of exhaustion. If a player drinks no water for the whole day, they automatically suffers two levels of exhaustion.


Desperate times

Water, far more important than food, tests the resourcefulness of many adventurers and nomads.

For every four pounds of fresh (not cooked) meat or plants consumed, this counts as 2 pints of water. Each 4 pints of fresh blood counts as a 2 pints of water and requires a DC 15 Constitution saving throw to avoid vomiting.


Sickness

At the end of each day of travel, each player makes a DC 12 Constitution saving throw. If you travel in hazardous weather (arctic or winter) or terrain (jungle or swamp), make that check at disadvantage. Remember that camp activities such as Rest and Recuperate and Tend to the Wounded helps negate this disadvantage. If you fail, record the failure. If you succeed, remove all recorded failures so far.

If you record two failures in a row, you come down with a minor sickness such as common cold. It is more of an annoyance than anything else.

If you record three failures in a row, you get sick from a regional sickness such as flu or malaria. While sickened, you suffer from disadvantage to two of the Dexterity and Wisdom saving throws until you recover. Magic such as greater restoration helps you recover immediately.

If you record four or more failures in a row, you are really sick from a rare regional disease such as plague or dengue fever. While sickened, you suffer one permanent level of exhaustion and disadvantage to all saving throws until you recover. DM may impose other risks, including death.

Optional Detail

These tables help the DM come up with quick results to player actions based on terrain and circumstances.

Foraging - Water

When making a Hunt & Forage travel activity for water, you may apply the following modifiers:

Terrain DC
Tundra, Snowfall/Winter No check needed
Mountain Peak, Sub-Arctic No check needed
Swamp No check. Dirty Water.
Light Forest, Jungle 10
Dense Forest 12
Plains, Hills 15
Mountain Base 20
Major River within 10 miles -5 DC
Recent Rainfall -5 DC

Foraging - Plants

When making a Hunt & Forage travel activity for plants, if your result beats the DC you find specific type of plant food.

Plains
Type Summer/Spring Autum Winter
Fruit/Berries 12 15 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 10 11 15
Forest
Type Summer/Spring Autum Winter
Fruit/Berries 10 15 N/A
Mushrooms/ Edible Plants 5 10 N/A
Nuts/Roots 10 12 15
Jungle/Swamp
Type Summer/Spring Autum Winter
Fruit/Berries 12 15 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Hills/Mountain Base
Type Summer/Spring Autum Winter
Fruit/Berries 13 16 N/A
Mushrooms/ Edible Plants 10 12 N/A
Nuts/Roots 11 11 15
Tundra/Sub-arctic/Mountain Peak
Type Summer/Spring Autum Winter
Fruit/Berries N/A N/A N/A
Mushrooms/ Edible Moss 15 20 N/A
Roots 15 17 20

Hunting

When making a Hunt & Forage travel activity for game, DM may let the players roleplay actual hunting. If they choose to, use the following tables to identify, track and kill the prey. Make a Wisdom(Perception) check against Track DC, and then Attack Roll against Kill AC to hunt the prey with the appropriate weapon (usually, a ranged weapon). You have advantage on the Attack roll if you beat the Track DC by 5 or more prior making the killing shot.

Each terrain table has 17 safe encounters and 3 combat encounters with Monster Manual page reference. In combat encounters, players can withdraw or must fight the creature. Depending how dangerous your environment is, you may change safe encounters into appropriate combat encounters.

Plains
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Rabbit 12 14 1d2
4—6 1d4 Deer 12 13 20+1d8
7—8 1d2 Elk 12 10 30+1d10
9—10 1d4 Wolf 15 13 1d12
10—11 1d4 Fox 15 13 1d8
12—13 1d4 Squirrel 10 13 1d2
14—15 1d20 Flock of birds 10 8 1d2
16—17 1 Eagle 12 12 1d12
18 1 Giant Lizard (MM318) 12 Combat 1d12
19 1 Wild Cat
(MM339)
15 Combat 20+1d20
20 1 Male Lion (MM339) 15 Combat 30+1d10
Hills/Mountain Base
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Rabbit 12 14 1d2
4—6 1d4 Goat 11 13 10+1d8
7—8 1d2 Wild cat 14 10 10+1d8
9—10 1d4 Wolf 15 13 1d12
10—11 1d4 Fox 15 13 1d8
12—13 1d20 Birds 10 8 1d2
14—15 1d5 Vultures 12 10 1d12
16—17 1 Black Bear
(MM318, flees)
11 11 40+1d10


Hills/Mountain Base (cont.)
1d20 Creature Track Kill Meat (lbs)
18 1 Boar
(MM319)
9 Combat 30+1d8
19 1 Brown Bear (MM319) 12 Combat 80+2d10
20 1 Cave Bear (MM334) 13 Combat 100+2d10


Swamp
1d20 Creature Track Kill Meat (lbs)
1—3 1d6 Frogs 10 11 1d2
4—6 1d6 Lizards 8 10 1d4
7—8 1d4 Turtles 8 12 1d6
9—10 1d20 Birds 10 8 1d2
10—11 1d4 Poison Snake 10 13 1d2
12—13 1d2 Constrict Snake 10 12 1+1d4
14—15 1 Crocodile 10 12 20+1d8
16—17 1d4 Snails 8 10 1d2
18 1 Giant poison snake (MM327) 10 Combat 5+1d12
19 1 Giant Lizard (MM318) 12 Combat 1d12
20 1 Giant Crocodile (MM324) 10 Combat 30+1d10


Forest
1d20 Creature Track Kill Meat (lbs)
1—3 1d4 Squirrel 10 13 1d2
4—6 1d2 Rabbit 12 14 1d2
7—8 1d4 Wolf 15 13 1d12
9—10 1d4 Wolf 15 13 1d12
10—11 1d2 Fox 12 13 1+1d6
12—13 1d2 Racoon 10 10 1+1d6
14—15 1d2 Wild cat 14 10 10+1d8
16—17 1d20 Flock of birds 10 8 1d2
18 1 Boar
(MM319)
9 Combat 30+1d8
19 1 Brown Bear
(MM319)
12 Combat 80+2d10
20 1 Owlbear
(MM249)
13 Combat 90+2d6


Tundra/Sub-Arctic
1d20 Creature Track Kill Meat (lbs)
1—3 1d2 Arctic hare 12 14 1d2
4—6 1d8 Musk ox 10 12 40+1d20
7—8 1d4 Wolf 15 13 1d12
9—10 1d2 Arctic fox 12 13 1+1d6
10—11 1d4 Goats 11 13 10+1d8
12—13 1d2 Caribou 12 10 30+1d10
14—15 1d6 Penguins 8 12 2+1d6
16—17 1d20 Flock of birds 10 8 1d2
18 1 Saber-Toothed Tiger (MM336) 15 Combat 40+1d10
19 1 Polar Bear
(MM334)
12 Combat 90+2d20
20 1 Yeti
(MM305)
14 Combat 90+1d20
Jungle
1d20 Creature Track Kill Meat (lbs)
1—3 1d20 Flock of birds 10 8 1d2
4—6 1d4 Poison Snake 10 13 1d2
7—8 1d2 Constrictor Snake 10 12 1+1d4
9—10 1d6 Lizards 8 10 1d4
10—11 1 Crocodile 10 12 20+1d8
12—13 1d6 Frogs 10 11 1d2
14—15 1d4 Panthers 12 15 15+1d10
16—17 1+1d6 troop of apes 11 15 10+1d6
18 1 Giant Lizard
(MM318)
12 Combat 1d12
19 1 Saber-Toothed Tiger (MM336) 15 Combat 40+1d10
20 1 Giant ape
(MM323)
11 Combat 50+1d10

Fishing

Fishing is a time-consuming activity that requires a whole travel leg (3-5 hours) to be spent near bank of a river or a lake. For every travel leg fishing, the player rolls a DC 12 Survival check. If successful, the DM rolls on the following table.

Subtract 5 from the result (minimum 1) if fishing on a River, or subtract 10 from the result (minimum 1) if fishing on a Pool or a Small Lake.

Freshwater
1d20 Fish Type Meat (lbs)
1 Bass 2d4
2 Perch 1d6
3 Catfish 2d6
4 Walleye 2d6
5 Crappie 1d4
6 Bluegill 1d2
7 Rudd 1d4
8 Bream 2d4
9 Chub 2d4
10 Pike 3d6
11 Snook 2d6
12 Salmon 2d6
13 Grayling 2d4
14 Trout 2d4
15 Flounder 2d6
16 Grouper 2d6
17 Tarpon 20+2d10
18 Sole 2d4
19 Tuna 10+2d8
20 Swordfish 30+3d10
Saltwater
1d12 Seafood Number Appearing Meat (lbs)
1 Crab 1d8 1d4
2 Crayfish 1d12 1d2
3 Lobster 1d12 1d2
4 Prawn 2d20 1/4
5 Molluscs 1d12 1/4
6 Cockle 1d12 1/4
7 Cuttlefish 1d2 1d2
8 Mussel 1d12 1/4
9 Octopus 1d2 1d4
10 Oyster 1d6 1/4
11 Scallops 1d12 1/4
12 Squid 1d4 1d4

Creating Hazards

The following rules let the DM quickly design and resolve blizzards, hailstorms, avalanches and earthquakes. Choose the appropriate tier of your player group and the danger level of the hazard: setback, dangerous or deadly. Each hazard has associated saving throw (usually Dexterity or Constitution) that the players must check.

If they fail, they take damage appropriate for their level tier. If they succeed, they take half of that damage. If they critical fail, they suffer vulnerability to the full damage. If they critical succeed, they have resistance to the half damage.

Hazards Save DCs and Attack Bonuses
Hazard Danger Level Save DC
Setback 10-11
Dangerous 12-15
Deadly 16-20
Damage Severity by Level
Character Level Setback Dangerous Deadly
1st-4th 1d10 2d10 4d10
5th-10th 2d10 4d10 10d10
11th-16th 4d10 10d10 18d10
17th-20th 10d10 18d10 24d10

Hazard Examples

Avalanches, Rockfalls and Mudslides

Any Level of Hazard


Any character in the area where the hazard occurs must make a Dexterity saving throw. On a failed save, a creature takes bludgeoning damage and is buried by the hazard, or half as much damage on a successful one. The area is filled with snow, rubble or mud and becomes difficult terrain.

Any buried creature is considered suffocated, and it can dig through to free itself. To do so, the creature must succeed a number of Strength (Athletics) checks, as shown in the following table.

Hazard Level Number of Checks
Setback 2
Dangerous 3
Deadly 4

You can read more about suffocating rules in the chapter 8 of the Player's Handbook.

Blizzard

Setback Hazard


The area affected by a blizzard is considered difficult terrain. When a creature without proper shelter is in the area affected by the blizzard for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one. If a creature is wearing warm clothing, it has advantage on the saving throw.

Earthquakes

Any Level of Hazard


A tremor shakes the area; each creature on the ground in that area must make a Dexterity saving throw or be knocked prone.

The hazard level is determined by the proximity to the epicenter or the intensity of the earth tremor:

  • Setback. Far from the epicenter or light earthquake.
  • Dangerous. Near the epicenter or moderate earthquake.
  • Deadly. Very close to the epicenter or severe earthquake.

Hailstorm

Dangerous Hazard


Similar to a blizzard, the terrain affected by the hailstorm is considered difficult terrain. When a creature without proper shelter is in the area affected by the hailstorm for one hour, it must make a Constitution saving throw, taking cold damage on a failed save or half as much damage on a successful one.

Insect Swarm

Setback Hazard


A cloud of swarming insects fills a 20-foot-radius sphere. The swarm moves at 20 feet on each round. When a creature enters the cloud, it must make a Constitution saving throw. On a failed save, it takes piercing damage, or half as much damage on a successful one. A creature that ends its turn in the cloud must roll another saving throw. A creature cannot be damaged by the insect swarm if it’s wielding a torch or if it is at least 5 feet from a fire.

Lava

Deadly Hazard


The lava is considered difficult terrain. Any creature that enters the lava takes fire damage. A creature that ends its turn in the lava takes fire damage.

Lightning Storms

Dangerous or Deadly Hazard


The DM rolls a d100 to determine if any creature is hit by a lightning.

This check can be made at the beginning of each turn during a combat or in any time while the party is not in combat.

d100 Number of Creatures
1-50 0
51-70 1d4
71-80 1d6
81-90 1d8
91-100 1d10

The creatures hit by a lightning are determined by the DM, and any creature in the area under total cover from above cannot take damage.

Magma Eruptions

Dangerous Hazard


Magma erupts from a point on the ground, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a Dexterity saving throw, taking fire damage on a failed save, or half as much on a successful one.

Poison Clouds and Spores

Setback Hazard


When a creature enters the cloud, it must make a Constitution saving throw, taking poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud must make another saving throw.

Rapids

Setback Hazard


When a Large or smaller creature enters the rapids its pushed 30 feet way in the direction of the water flow and it must succeed on a Strength saving throw or take bludgeoning damage. Any creature caught by the rapids can make a Strength (Athletics) check to swim out of the rapids.

Rogue Wave

Dangerous Hazard


A large and unexpected wave that can be extremely dangerous. When a creature is hit by the rogue wave, it must succeed on a Strength saving throw or take bludgeoning damage, or half as much damage on a successful save. The rogue wave, along with any creatures in it, moves in a straight line at a speed of 50 feet per turn, and any Huge or smaller creature inside the wall must succeed on a Strength saving throw or take damage. The wave damage is reduced by 1d10 on each subsequent round. When the damage is reduced to 0, the wave ends.

A creature caught by the wave can move by swimming and it can make a Strength (Athletics) check to swim out of the wave.

Sandstorms

Dangerous Hazard


Any creature in the sandstorm must make a Constitution saving throw or be blinded until the sandstorm ends. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature cannot be blinded by the sandstorm if it’s wearing goggles or something that protects its eyes.

Any check that relies on sight is made with disadvantage for the duration of the sandstorm.

Unsteady Ground

Setback Hazard


The floor in the area is considered difficult terrain. Any creature on the ground that starts moving on its turn while in the area must succeed on a Dexterity (Acrobatics) check or fall prone. If a creature uses a Dash action, it must make another check.