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## The Journey ### How the Party Sees a Day of Travel
Part 2 | Your Introduction
| TRAVEL | |:---|:-----------| | **Dawn** | |1. Assign Jobs| |2. Decide Pace| |3. Eat and Break Camp| | **Morning** | |Travel| | **Noon** | |Pause to Eat| | TRAVEL | |:---|:-----------| | **Afternoon** | |Travel| | **Evening** | |1. Make Camp| |2. Job Checks| |3. Eat | **Night** | |Sleep|
## Travel Activities It's important to give your whole party something to do while travelling. **Role** A role is chosen by each character, takes approximately 8 hours (any longer and become subject to Exhaustion checks) and each character can only do one Role. Roles are almost all done while travelling, but Lookout is done in Camp. **Camp Tasks** are done in camp, and divided into major and minor tasks. A Major Task takes about 4 hours, and a Minor Task can typically be done under an hour, typically during a short rest. **The Set Up Camp** task does not count against the number of things a character can do. #### Set Up Camp (group check): This involves making a fire and other tasks such as clearing land, setting up tents, or tending animals. It can be done fairly quickly, so can provide benefits for both a short or a long rest. The whole party works together to Set Up Camp. The Setting Up Camp roll is the player's choice of Strength, Intelligence, or Wisdom. If a player does not have camping supplies such as a bedroll or tent and is not sharing one with another player, this roll is made with disadvantage. At least one player must roll Survival. The other players may choose from among the following skill proficiencies (each must choose a different skill unless they also choose survival). The number of failed rolls determine the quality of the camp and subsequently the DC of any camp checks made here. Other rolls, such as Investigation while camping in a dungeon, or Arcana to read the magic runes and see if it's safe to camp, may also apply. Skill|Example activity |---|---| Athletics | Moving rocks or heavy branches Animal Handling | Looking for the spoor of dangerous creatures (such as scorpions, vipers, owlbears) or plants (poison ivy, certain fungus, etc) Mechanics | Setting up tripwire alarms or other traps Religion | Channelling divine power from your god to bless the camp. \columnbreak ##### Setting Up Camp DC |DC|Description| |---|---| 10|A safe, sheltered location is easy to find/weather is clear 15|A safe site is hard to find/weather is bad, but not serious (light precipitation, light wind) 20|Finding a site is very difficult/the weather is severe (heavy precipitation, strong winds) ##### Camping Results |Failures|Description| |---|---| 0|A perfect campsite. Camp checks are DC 5 1 | A good campsite with one flaw. Camp checks are DC 10. 2+| A shoddy or inadequate campsite. Camp checks are DC 15 ### Roles: In general, your travel pace offers advantage on your roll if you travel at a slow pace, and disadvantage if you travel at a fast pace. #### The Guide The guide makes checks to ensure the party doesn't get lost. It's an **Intelligence check**; you may add proficiency for **Survival, Cartographer's Tools, or Navigators' tools.** The Guide has advantage on this check if they have a Map or the party is travelling at a Slow pace. The Guide has disadvantage if the party travels at a Fast pace. **Success**: Subtract today's progress from the remaining travel time. **Failure**: Instead of subtracting progress, you add half a day's worth of travel time. ##### Navigation |DC| Terrain| |:--:|:--:| |5 |Wide open plains; Clear landmarks; Obvious pathway. |10| Tall landmarks; Small hills. |15| Light rain or mist; Woods and hills. |20| Moonlight night; Heavy rain or mist; Forest with no clear pathway or markings. |25| Fog; Thick and obscure forest; Mountains. |30| Clouded night; Impossibly thick fog; A shifting maze; Magically treacherous terrain. #### The Scout/Lookout The character makes a **Wisdom Perception check** to ensure that they do not run into hostile parties, don't camp near hostile parties, and don't get ambushed in the middle of the night by hostile parties. Typically, the scout works while travelling. The Lookout rests 4 hours immediately upon making camp, wakes up to take the night watch, and sleeps again once the others have woken. \pagebreak You have advantage on this check if you use a spyglass (daytime only), a familiar or pet, or while travelling at a slow pace. While camping use traps or spells to warn of incoming danger; checks made at Camp are not affected by travel pace. **Success**: you identified the upcoming encounter; you're not surprised, and get the option to avoid it or make a detour or try to hide. If the party is sleeping, the Lookout has enough warning to wake the party and arm (but not armor) themselves. **Failure**: If the creatures are hiding, or the party is sleeping, you are surprised. #### The Forager The forager makes checks to ensure the party is fed. It's a Wisdom check; you may add proficiency for survival, hunter's traps, or animal handling. The Forager makes the check at the end of the day, as they take stock in what has been gathered. If you're playing a survival-heavy game, the Forager might be a significant role. Success means 2d4 rations of food or water (if you rolled a 5, it could be 3 rations of food and 2 of water, for instance). **Fresh food and water gathered today grants advantage on Cooking and Brewing camp activity checks**. ##### Foraging |DC| Terrain| |:--:|:--:| |5| Lush and verdant forest; Food and water are everywhere. |10| Forest; Coast; Abundant food and clean water. |15| Thin woodland and greenwood. Food must be actively hunted and water is harder to find. |20| Dry, open plains; Very little food or clean water. |25| Desert and barren or polluted land; Food is extremely rare and water may need treatment. |30| Toxic or corrupted deadlands; Food is inedible and water sources are poisoned. #### The Rear Guard The Rear Guard's job is to make sure they are not followed. It's an Intelligence (Sneak) check. Unlike other roles, the Rear Guard has does not have advantage while travelling at a Slow pace; it's a normal check. In addition, they have Disadvantage when travelling at a Normal pace. #### The Tracker The Tracker only comes into play when the party is following an enemy or group. It's a Wisdom (Survival) check. The DC of the check is either the Sneak check of whomever you're following, or the DC for Tracking, below (whichever is higher). You have advantage on the check if you have a pet, animal companion or wildshape with the Keen Senses ability. You roll again under certain circmstances; the trail crosses an obstacle such as a river or a rockslide, or the weather changes, or the party takes a rest | DC | Tracking | |:---:|:-----------:| | 10 | Soft Surface such as snow | | 15 | Dirt or Grass | | 20 | Stone | | +5 | Each day since the creature passed | | -5 | Creature leaves trail (such as blood) | | Advantage | Tracking multiple creatures or creature does significant damage | Disadvantage| well-trafficked area ### Camp: Major Tasks Roll the relevant skill or tool against the Camp DC from Setting Up Camp. If you succeed you gain the benefit. #### Miscellaneous benefits: **Requires proficiency in skill or tool of player's choice** The player explains what they want, and what skill check they're using to obtain it. If it seems reasonable, the DM agrees. Whatever the roll attempted, it is assumed the activity takes approximately 4 hours. * Gain Inspiration (examples: win a game of dice, meditate, perform katas) * Grant Inspiration (examples: tell a story, sing a song, ease turmoil or pain) * Make an item worth 50gp or less, see below (examples: brew a healing potion, fletch some arrows, make a vial of acid, craft a trap, make a healing kit) * Repair damaged gear | Proficiency | Example items | |:---:|:-----------:| | Alchemist | acid, alchemists' fire, tanglefoot bag | | Carpenter's tools | Craft shelter (advantage on Set Up Camp) | | Cartography | Update Map | | Disguise Kit | Create Disguise | | Forgery Kit | Forged Documents | | Leatherworker | preserve hides for tanning | | Poisoner's Kit | Identify poison, craft basic poison | |Medicine | Healer's Kit (10 charges)| | Smith | craft sling bullets, ball bearings, or caltrops | | Weaver | Sew an outfit | | Woodcarver | Make up to 20 arrows or bolts| #### Cooking **Requires Cooking or Brewing proficiency, cookfire, rations** Rations found today grant advantage on this check. Pick one: * Stretch Rations: Make a meal using half the normal rations * Preserve Rations: Convert fresh rations into preserved rations that won't rot (smoking, salting, drying food) * Restore 1 extra Hit Die: (Uses one ration per person who benefits; each person can only benefit once per day) \pagebreak #### Treat Conditions: **Requires Medicine proficiency** You may treat Poisoned, Blinded, or disease. Roll against the Camp DC. If you succeed your patient may make an additional saving throw against the original DC. If you have an herbalism kit or a healing kit, both you and your patient have advantage on the roll. #### Set Snares: **Requires Survival proficiency, trap material** Especially useful if there aren't enough people in the party to give the Foraging job or Foraging did not obtain sufficient rations. The party member will set snares about the camp, and in the morning, check to see if they caught any creatures. Success means 1d4 food rations are caught; it counts as Fresh Food for tomorrow's Cooking activity. ### Camp: Minor Tasks These may be done over a short rest or before or after a long rest while in camp. #### Treat Wounds: **Requires Medicine proficiency** If you succeed at your roll against the Camp DC, anyone spending a hit die while having their wounds treated may roll twice and take the better result. Roll seperately for each person treated. If you have a healing kit, spending a charge grants you advantage on your roll #### Cook Meal/Brew Drinks: **Requires: Campire, proficiency in Cooking or Brewing** Success means you spend the rations and gain the benefits. Failure means the rations are wasted. Fresh food caught or harvested today grants advantage on the check. * Minor Healing Potion: you prepare a tea that can be consumed during travel. One person per ration spent can drink the tea as an action to heal 1d4+1 HP. Max once per person per day. ### Spells during Camping Camping is a kind of survival situation, and some magic utterly invalidates any non-magical character's efforts or trivializes the challenges involved. The following spells have special rules for camping. *Alarm*: grants advantage on the Lookout's Perception checks. *Create Bonfire*: Grants one success in the Set Up Camp activity. *Create Food and Water*: to discourage "Magic Solves Everything", this spell has an additional cost: casting it imposes Exhaustion on the caster. Casting it should be a last resort. *Create Or Destroy Water*: to discourage "Magic Solves Everything", this spell has an additional cost: casting it imposes Exhaustion on the caster. Casting it should be a last resort. *Goodberry*: when cast normally, berries provided by this spell do not count as food and water. If the caster pays an additional cost (a level of Exhaustion), each berry counts as a day's food and water. *Leomund's Tiny Hut*: to discourage "Magic Solves Everything", this spell has been altered. The hut is adequate protection for the party and using this spell means a Lookout is not required; however, a long rest under the protection of this spell grants only 1/2 your maximum hit points and restores only 1/4 your maximum hit dice. *Unseen Servant*: counts as an additional party member for doing some camp activities. The Unseen Servant may attempt Tasks or Minor tasks (it counts as having a +2 to the roll), and can contribute to Setting Up Camp by granting the caster advantage on their check.