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Wilderness Travel

Wilderness Travel
Biome:
Season:

Forest (Spring)

NavigateDC 15ForageDC 10SearchDC 15
Climate16°C (60°F) at day. 28°C (82°F) at night.
WeatherNecromancy Storm. Everything is heavily obscured, tracks and flames are smothered. Undead creatures have advantage on all saves (including death saves), and non-undead have disadvantage.
No wind.
No encounters
Travel Time:
hr/day
Method
Pace
Distance
Total: / Elapsed:

Possible sights: If traveling with a non-magical animal companion, a redcap spooks it by leaping out and shouting. The master must make a DC 15 Animal Handling check or the animal flees.
Description, or something interesting.

Successful foraging: 1/day: 1+Wis pounds food, 1+Wis gallons water

  • A salad of clovers, marjoram, and lobster mushroom
  • teaberries
  • artichoke

Navigation: Have advantage with map. On fail become lost, extending travel time by 10%. Encounters are checked every 6 hours. Max pace Normal. Fast pace on a good road.

Normal Pace24 miles/dayDisadvantage Stealth
Fast Pace30 miles/dayDisadvantage Perception, Survival, Stealth
Slow Pace18 miles/dayAdvantage Perception, Survival

Contagions: Tainted water gives Sight Rot (DC 15 Con or blind), sewers and dung gives Sewer Plague (DC 11 Con for exhaustion), bad potions give Cackle Fever (exhaustion + DC 13 Con or 1d10 Psychic + Incapacitated).

Need more detailed / nuanced encounters? Try the Encounter Generator. For a list of all travel options and costs, check Travel Options. For tracking time, try the Calendar.

Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon.com/dnd/

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