Wilderness Travel

Forest (Spring)
Navigate | DC 15 | Forage | DC 10 |
---|---|---|---|
Climate | 9°C (49°F) at day. 6°C (42°F) at night. | ||
Weather | Clear and sunny. No wind. | ||
No encounters |
Possible sights: In the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.
Description, or something interesting.
Successful foraging: Takes 6 hours or slow travel pace. 1+Wis pounds food, 4+Wis gallons water
- A salad of milky caps, wood sorrel, and coral mushrooms
- autumn olive
- birch bark
Successful hunting: Based on size, Tiny 1 lb, Small 4 lb, Medium 16 lb, Large 32 lb. Meat spoils after a day, requiring Con save to avoid poison, or Wis save to avoid Madness (or both); DC based on potency. Fishing is at disadvantage without tool, and requires proficiency for proficiency bonus; DC same as foraging.
Navigation: Typically 24 miles/day unencumbered for 8 hours. -5 DC at slow pace (18 miles/day, can stealth), +5 DC at fast pace (30 miles/day, disadvantage on perception, can't forage). Have advantage with map. On fail become lost, wasting 3 hour(s) before attempting another check. Encounters are checked every 6 hours. Half speed when off the road.
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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