Overland Travel
By luuma-makes-games.tumblr.com
This first page is a quick reference for rules in the SRD.
Travel Pace (New)
| Pace | Per Minute | Per Hour | Per Day | Effect |
|---|---|---|---|---|
| Marathon | 600 feet | 6 miles | - | If you have 2 or more levels of exhaustion, you can't travel at this pace. Every 30 minutes of travel, make a DC 10 Constitution check or gain a level of exhaustion. For DM-controlled characters that aren't humanoids, the DC is 20: they're nowhere near as effective as pursuit predators. |
| Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom (Perception) scores |
| Normal | 300 feet | 3 miles | 24 miles | None |
| Slow | 200 feet | 2 miles | 18 miles | Able to use stealth while traveling. As long as they're not in the open, they can try to surprise other creatures they encounter to gain advantage on the initiative roll, or they can try to sneak by. |
While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A marathon pace is hard to maintain, a fast pace makes characters less perceptive, and a slow pace makes it possible to sneak around and to notice threats more easily.
Travel Pace
When traveling for an hour of more, a party travels at the following pace. Choose one of the travel paces below.
Humanoids may not be the most physically mighty type of creature, but they're unrivalled pursuit predators. As such, humanoids and player characters are uniquely good at traveling at a marathon pace. By comparison, horses can usually only travel at a marathon pace (a gallop) for an hour before tiring
You ordinarily use this travel pace table, but you don't use it if everyone in the group has a speed higher than 30 feet, or everyone in the group has a speed lower than 30 feet. In that case, translate the party's speed into travel rates using the following rules:
- In 1 minute, you can move a number of feet equal to the slowest party member's speed times 10.
- In 1 hour, you can move a number of miles equal to slowest party member's speed divided by 10.
- For daily travel, multiply your hourly rate of travel by the number of hours traveled (typically 8 hours).
- For a marathon pace, double the rate of travel.
- For a fast pace, increase the rate of travel by one-third.
- For a slow pace, multiply the rate by two-thirds.
Forced March
The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a DC 10 Constitution saving throw at the end of the hour. On a failed saving throw, a character suffers one level of exhaustion.
Marching Order
The adventurers should establish a marching order.
A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.
A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.
If an adventuring party arranges its marching order with only two ranks, they are a front rank and a back rank. If there's only one rank, it's considered a front rank.
Noticing Threats
Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank.
While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.
While engaged in other activities, you aren't alert to danger, so you don't notice threats.
Other Activities
Characters who turn their attention to other tasks as the group travels don't contribute their passive Wisdom (Perception) scores to the group's chance of noticing hidden threats.
However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM's permission.
Overland Travel for DMs
Wilderness Hazards
This section presents a host of wild threats.
The Damage Severity and Level table is a guide to how deadly certain damage numbers are for characters of various levels. Cross-reference a character's level with the damage being dealt to gauge the severity of the damage. This table is useful when improvising a wild hazard or complication
The table also includes the corresponding level at which a spell does a similar amount of damage - giving an idea of suitable spells for that level. Each wilderness hazard below is assigned a spell level that maps to this table.
Damage Severity and Level
| Character Level | Setback | Dangerous | Deadly |
|---|---|---|---|
| 1st-4th | 1d10 | 2d10 | 4d10 |
| Cantrip | 1st-2nd | 3rd-4th | |
| 5th-10th | 2d10 | 4d10 | 10d10 |
| 1st-2nd | 3rd-4th | 5th-7th | |
| 11th-16th | 4d10 | 10d10 | 18d10 |
| 1st-4th | 5th-7th | 8th | |
| 17th-20th | 10d10 | 18d10 | 24d10 |
| 1st-7th | 8th | 9th |
Hazard-like Spells
Certain wilderness effects can be easily approximated by existing spells. Some examples of this are given in the Spells as Natural Hazards table.
When using an instantaneous spell from this list, consider replacing the damage roll with a suitable roll from the Damage Severity and Level table.
Spells as Natural Hazards
| Natural Hazard | Spell Level | Approximate Spell |
|---|---|---|
| Swamp gas | Cantrip | Dancing lights |
| Earth tremor | 1st | Earth tremor |
| Fog, smoke | 1st | Fog cloud |
| St. Elmo's fire | 1st | Faerie fire |
| Windstorm | 2nd | Gust of wind |
| Lightning storm | 3rd | Call lightning |
| Toxic gas | 3rd | Stinking cloud |
| Blizzard | 4th | Ice storm, sleet storm |
| Flood, whirlpool | 4th | Control water |
| Toxic pool | 4th | Vitriolic Sphere |
| Wildfire | 4th | Wall of fire |
| Whirlwind | 5th | Whirlwind |
| Falling debris | 5th | Conjure volley |
| Mirage | 6th | Hallucinatory terrain |
| Pyroclastic flow | 8th | Incendiary cloud |
| Tidal wave | 8th | Tsunami |
| Earthquake | 8th | Earthquake |
| Volcanic lightning | 9th | Storm of vengeance |
| Meteor | 9th | Meteor swarm |
Weather Hazards (1st)
Some creatures are adapted to their climate, and automatically succeed on their saving throws against certain effects like extreme heat or frigid water.
Extreme Cold
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion.
Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear that's dry (thick coats, gloves, and the like) and a Ranger with the arctic favored terrain.
Extreme Heat
When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a DC 5 Constitution saving throw at the end of each hour or gain one level of exhaustion.
Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do Rangers with the desert favored terrain.
Strong Wind
A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind extinguishes open flames, disperses fog, and makes flying by nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.
A strong wind in a desert can create a sandstorm.
Sandstorm
A sandstorm is usually about 30 miles in diameter and 2 miles high. It moves 90 feet per round, or 10 miles per hour. A creature in the sandstorm has disadvantage on Widsom (Perception) checks that rely on sight, and takes 1 slashing damage for each hour it spends there unless it's wearing suitable clothing.
Heavy Precipitation
Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight or hearing. The precipitation also extinguishes open flames. Heavy rain can also soak clothing through.
High Altitude
Traveling at altitudes of 10,000 feet or higher above sea level is taxing for a creature that needs to breathe, because of the reduced amount of oxygen in the air. Each hour such a creature spends traveling at high altitude counts as 2 hours for the purpose of determining how long that creature can travel.
Breathing creatures become acclimated to a high altitude by spending 30 days or more at this elevation. Breathing creatures can't become acclimated to elevations above 20,000 feet unless they are native to such environments.
Other Wilderness Hazards
Beyond the inevitable presence of difficult terrain, there's a plethora of dangerous hazards for intrepid explorers.
Brambles (1st)
Brambles can represent a thicket of blackberries, roses, or razorvine (a sharp-edged plant that grows in wild tangles and hedges, and clings to the sides of buildings and other surfaces as ivy does). A 10-foot-high, 10-foot-wide, 5-foot-thick hedge of brambles has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.
When a creature comes into direct contact with brambles for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing or piercing damage.
Desecrated Ground (1st)
Some cemeteries and catacombs are imbued with the unseen traces of ancient evil. An area of desecrated ground can be any size, and a detect evil and good spell cast within range reveals its presence.
Undead standing on desecrated ground have advantage on all saving throws.
A vial of holy water purifies a 10-foot-square area of desecrated ground when sprinkled on it, and a hallow spell purifies desecrated ground within its area.
Slippery Ice (1st)
Slippery ice is difficult terrain. When a creature moves onto slippery ice for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.
Thin Ice (2nd)
Thin ice can tolerate one medium creature or eight small creatures per 10-foot-square area without breaking - about 300 pounds. A creature wearing heavy armor requires twice the area. Whenever the weight on an area of thin ice exceeds its tolerance, the ice in that area breaks. All creatures on broken ice fall through.
When a creature on the ice falls prone, the ice in its area breaks. Thin ice is often slippery too.
Alternately, you can use a weight tolerance for the thin ice: 3d10x10 pounds per 10-foot-square area.
Frigid Water/Snow (3rd)
A creature can be immersed in frigid water or snow for 5 minutes before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw.
A creature buried in frigid snow is blinded and inaudible to creatures more than 30 feet away.
Mass Slippage (3rd to 8th)
A slippage is either an avalanche, mudflow or rockslide. A typical mass slippage is 300 feet wide, 120 feet long, and 20 feet thick. Creatures in the path of one can avoid it or escape it if they're close to its edge, but outrunning one is more difficult.
When a mass slippage occurs, all creatures near its path roll initiative. Twice each round, on initiative counts 10 and 0, it travels up to its speed until it can travel no more. When a mass slippage moves, any creature caught within it falls prone, and must make a DC 15 Strength saving throw against its effects.
When a mass slippage stops, it buries creatures within it. A creature buried in this way is restrained. It can use its action to attempt a DC 15 Strength (Athletics) check, freeing itself on a success. A creature that fails this check can't attempt it again until it's freed.
A creature that is not restrained or incapacitated can spend 1 minute digging out a buried creature to free it.
Mudflow (3rd). A mudflow has a speed of 20 feet. A creature that fails its saving throw against the mudflow takes 1d6 bludgeoning damage. Creatures in the mudflow are dragged along with it at half the mudflow's speed, and can attempt to move through it in any direction.
Rockslide (6th). A rockslide has a speed of 60 feet. A creature that fails its saving throw against the rockslide takes 4d10 bludgeoning damage, or half as much on a success.
Avalanche (5th). An avalanche has a speed of 300 feet. A creature that fails its saving throw against the avalanche takes 1d10 bludgeoning damage and sinks a short way into it. Creatures in or on the avalanche are dragged along at the avalanche's speed, and creatures in it are buried in Frigid Snow.
A more realistic avalanche (8th) causes any creature within it to sink 5 feet each time it fails a Strength saving throw against the avalanche. A creature buried in more than 10 feet of a realistic avalanche is incapacitated.
Quicksand (6th)
A quicksand pit covers the ground in roughly a 30-foot radius and is usually 10 feet deep. The quicksand is difficult terrain, and when a creature moves onto quicksand for the first time on a turn, it must succeed on a DC 10 Strength (Athletics) check or fall prone.
When a creature moves less than 20 feet through the quicksand on its turn and ends its turn there, it becomes restrained, and sinks into the quicksand by half its height. As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a DC 15 Strength (Athletics) check. A creature that is completely submerged in quicksand can't breathe.
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength (Athletics) check. The DC is 15, or 20 if the target is completely submerged.
Objects resting on the quicksand can hold the weight of any creature smaller than them without sinking. You can also use this rule for a deep bog.
Radiation (6th)
Hidden underground in maze-like concrete vaults, behind fields of barbed wire and warnings in long-lost languages, there is an insidious metal with a gentle blue glow.
A radioactive source sheds dim light in a 30 foot radius, and sheds an aura of radiation out 1000 feet. A thin sheet of lead can block this aura, but it spreads round corners, carried in the air.
If a creature spends 8 hours within the aura, or moves into the dim light on a turn or starts its turn there, it becomes poisoned for 1 year. Additionally, it must succeed on a DC 15 Constitution saving throw, taking 2d4 necrotic damage on a failed save, or half as much on a success.
A creature poisoned in this way repeats this saving throw whenever it finishes a long rest. While poisoned in this way, it can't lose levels of exhaustion, and its hit point maximum is reduced by the damage it's taken from this effect.
Traveling Chases
Creatures fleeing from danger, or trying to catch up to an enemy, are forced to begin moving at a Marathon pace.
At the start of the chase, it's worth explaining the stakes to your players. Do the following:
- Give the expected duration of the chase in minutes, based on the respective speeds of the chase participants (usually 1 hour or so).
- Explain the extent of the danger.
- Explain the rules of the Marathon pace.
Then, have the party start making its marathon pace Constitiution checks. If one fails, the party is forced to think of a quick solution on their feet, or drop to a Fast pace, or leave their friend behind.
Once the danger catches up to someone, you may wish to begin an encounter, or a chase (following the rules presented in the DMG page 252-253, using the wilderness complications table).