Travel Pace

The following details how the travel speed of the player characters is calculated.

Travel Pace

The Travel Pace below assumes that characters travel for 8 hours in the day. They can push on beyond that limit, at the risk of exhaustion. Travelling for more than 8 hours a day will be considered Forced March.

A group, such as the player party, always travels at the pace of the slowest creature in the group.

Normal Pace

  • Distance per hour: 3 miles

  • Distance per day: 24 miles

  • Effects: None

Fast Pace

  • Distance per hour: 4 miles

  • Distance per day: 30 miles

  • Effects:

    • Players have disadvantage on Survival checks made to forage.

    • Players can't stop to gather resources.

    • Players have a -5 to active and passive Perception checks while travelling.

Slow Pace

  • Distance per hour: 2 miles

  • Distance per day: 18 miles

  • Effects:

    • Characters can roll for stealth, avoiding being spotted by any creature with a lower passive perception. The players can gain the chance to avoid the creatures entirely or ambush them, if not spotted.

    • Players have advantage on Survival checks made to forage, and when gathering, have advantage on rolls made to determine quantity when harvesting.


Travel Rules

Foraging

Foraging takes an entire day of activity, delaying travel and preventing other activities on the same day.

If party runs out of water & rations, they have to forage to not gain exhaustion. In order to forage, they have to pick the number of players that will attempt to forage, who then must each roll a Survival check, taking the average of all rolls as the final roll. The choice of players must be made before any rolls are made.

  • On a fail, they gain exhaustion.

  • On a success, they gain 1d4+Wis units of food + 1d6+Wis units of water.

The more players forage, the more the DC to find supplies decreases, but there is risk of decreasing the average roll.

Navigation

Each time the players travel for more than 3 days outside of a road, there is a risk of getting lost, and the characters have to choose someone to make a Survival check. On a fail, the party goes off course. Travel time is extended by 1d4 days. Players with cartographer's tools proficiency can roll a cartographer's tools roll instead, with advantage.

Players can only go off course once during a travel between two locations, outside of story or encounter events.

Forced March

When a player decides to Forced March, they must roll a constitution saving throw for every 2 hours travelled, with the first roll being when forced march begins. The initial DC is 15.
For each additional roll during the same forced march, the DC increases by +2.

On a failed save, the player gains exhaustion.

Travelling when mounted

When a creature is considered a mount, they can increase travel speed considerably, determined by the creature's speed. Each foot of speed above 30ft of movement increases travel speed by 1%, so a creature with 40ft of movement would increase travel speed by 10%.

This increase is applied before any other features that also increase movement speed, such as maps.