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Wilderness Travel

Wilderness Travel
Biome:
Season:

Forest (Spring)

NavigateDC 15ForageDC 10SearchDC 15
Climate14°C (58°F) at day. 22°C (71°F) at night.
WeatherTransmutation Storm. Everything is heavily obscured, tracks and flames are smothered. The environment transforms into a mixture of materials such as stone, ice, wood, and others which makes everything difficult terrain.
No wind.
No encounters
Travel Time:
hr/day
Method
Pace
Distance
Total: / Elapsed:

Possible sights: One of the carts in a traveling circus has broken down with one of its wheels having snapped, the jester trying to help is not very helpful.
Description, or something interesting.

Successful foraging: 1/day: 6+Wis pounds food, 3+Wis gallons water

  • A salad of oyster mushrooms, milky caps, and lovage
  • autumn olive
  • pine nuts

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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