Wilderness Travel


The party speed is determined by the slowest party member after everyone's speed is adjusted by the encumbrance variant rules. (PHB.176)


The party determines what pace (PHB.181) they'll be keeping while they travel.  A normal pace is generally assumed, and allows the party to move at their party speed with no penalty.  A fast pace will increase the party speed by 1/3 while taking a -5 penalty to Wisdom (Perception) which puts them at a disadvantage in non-exploratory encounters, and reduces their chance of finding exploratory encounters.  A slow pace will decrease the party speed by 1/3 while making some other traveling options available.  Regardless of pace, the party can only travel for 8 hours without penalty, at which time the travel becomes a forced march which requires the party to pass constitution checks every hour or take on levels of exhaustion. (PHB.291)

<u>Exploring</u>: At any movement pace, the party can elect to be exploring rather than just trying to get from point A to point B.  Doing so reduces the party speed by half as side trails are checked out, objects of interest are examined, and so forth, but also doubles your chances for an encounter.

Other Activities

While traveling, party members may each be doing one of the following:

<u>Stealthy Travel</u>: While traveling at a slow pace, the entire party can move stealthily, which can give them an advantage in non-exploratory encounters.  Optionally, a portion of the party can elect to scout ahead of the party while the rest do not move stealthily.  This allows the party to gain the stealthy advantage while some members do other things, but puts the scouts at risk of being isolated if they are surprised by a threat despite their stealthy advantage.

<u>Navigating</u>: If the party is following an obvious landmark (road, stream, stone wall, going to a specific mountain or other visible object) then the party will not risk becoming lost.  In all other circumstances, someone needs to pay attention to where everyone is going by using their Wisdom (Survival) skill.  The party won't necessarily get lost without a navigator, but the chances of it happening are more likely.

<u>Mapping</u>: Someone keeping a journal or notes about where the party has been requires no skill check, and can assist a navigator to get the party back on course if they get lost.  This will also allow the party to supplement a regional map later on.

<u>Tracking</u>: A tracker performing his craft will allow the party to follow the tracks of other creatures. A tracker can also assist a navigator to get the party back on course if they get lost.  The faster a party is moving, the more difficult is it for the tracker to do their job.

<u>Foraging</u>: This cannot be performed at a fast pace.  Everyone who is foraging makes a separate check to determine how much food and water they find and if this will meet the party's needs. (PHB.185)  The faster the party is moving, the more difficult it is for a forager to do their job.

Wilderness Travel

The Conquest of Lemuria Mortuis