Survival Rules
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Travel Roles

Navigating [Survival, Cartographer] (essential travel activity)

The character navigating attempts to lead the party to where they intend to go.

Make a survival check or a check using a cartographer's kit that you are proficient with. The success level of the roll determines how well the party navigates the wilds.

Travel Table

Survival Check Roll

Result

<5

Don’t Move, and roll on the Encounter Table

6–9

Move in a random direction (d6)

10–14

Move towards the intended direction (d3):

  • d1: Tile to the left of the intended hex

  • d2: Intended hex

  • d3: Tile to the right of the intended hex

15+

Move to the intended hex

If a party member is encumbered, the navigator must roll at disadvantage. If over-encumbered, the party member cannot travel overland.

Assist (optional side activity)

A character not leading in any other activities can grant advantage in the task if they are proficient in the relevant skill; however, a character like a Bard could instead grant a Bardic Inspiration to assist in the roll of their travel action.

Hunting [Survival] (optional side activity)

A character choosing to hunt for food while traveling makes a DC 15 survival check, but it may be more difficult in certain parts of the wilds.

Yield based on region, which can modify the DC by:

  • +5 to DC check in a low-forage region

  • No DC adjustment in a normal forage region

  • -5 to DC check in a high-forage region

Uncooked rations weigh the same as regular rations (2 lb per ration).

The level of success determines the size/amount of the creature(s) hunted.

Creature Yield Category

Amount of
Food Yielded

DC Check
Result

Tiny

1 uncooked ration

Meets DC

Small

2 uncooked rations

Beats DC by 5

Medium

4 uncooked rations

Beats DC by 10

Large

8 uncooked rations

Beats DC by 15

Forage for Potion Ingredients [Nature] (optional side activity)

A player may roll a Nature check to gather ingredients to make potions.

Yield based on region, which can modify roll by:

  • -5 to DC check in a high-plant life region

  • No DC adjustment in a normal plant life region

  • +5 to DC check in a low-plant life region

DC Check Result

Amount of
Ingredients Yielded

DC 10+

1 potion ingredient

DC 15+

2 potion ingredients or 1 Construction Piece

DC 20+

3 potion ingredients or 2 Construction Pieces

DC 25+

4 potion ingredients or 3 Construction Pieces

Harvesting Arcane ingredients [Investigation] (Optional Side Activity)

a player may roll an investigation check to search for rare objects in the wilds that yield arcane effects or for suitable building material, usable in crafting and in Missions requests

Yield based on region, which can modify roll by:

  • 5 to DC check in a high magic region

  • No DC adjustment in a normal magic region

  • +5 to DC check in a low magic region

DC Check Result

Amount of
Ingredients Yielded

DC 15+

1 Arcane ingredient or 1 Construction Piece

DC 20+

2 Arcane ingredients or 2 Construction Pieces

DC 25+

3 Arcane ingredients or 3 Construction Pieces

Scouting [Perception] (optional side activity)

A player may roll a Perception check to watch for an ambush.

Use the passive perception of the navigator if no one chooses this activity or if the roll is lower than the passive of the navigator. The roll is checked against a potential attacker’s stealth skill.

Name

Cost

Weight

Description

Construction Piece

2gp

5lbs

Raw material of varying natures such as wood or iron that are used to Craft things with

Potion ingredient

2gp

0lbs

herbs, plants, and other components for crafting potions with

Arcane Ingredient

2gp

0lbs

Strange objects or resources that appear to carry Arcane energy or contained miasma. usable to craft things with

Uncooked Ration

1sp

5lbs

Raw or otherwise unprepared food found out in the wilds. must be converted into a normal Ration on a Long or Short Rest inedible otherwise