Friday, February 16, 2018

Wilderness & Travel

     For each day that the party travels through the wilderness, follow these steps:
  • Using the map, identify the hex in which the party is currently located.
    Note: The hex is unknown if the party is lost
  • Players determine what direction they want to go, and whether they plan to move at a normal pace, a fast pace, or a slow pace (see “Travel Distances” below).
  • Players choose a navigator, who then makes a Wisdom (Survival) check to determine if the party becomes lost (see “Navigation” below).
  • Check for random encounters each morning, afternoon, and evening or night..
  • At the end of the day, check to see if any party members are dehydrated (see "Dehydration & Disease" below).

Travel Distances

     On the map of Chult, each hex measures 10 miles across. Characters moving at a normal pace can travel 1 hex per day on foot through coastal, jungle, mountain, swamp, or wasteland terrain. They can travel 2 hexes per day if they’re traveling by canoe on a river or lake. The rate of travel up or down river is the same; the rivers are so sluggish that current is almost imperceptible. Without canoes, the normal rate of travel along a river is the same as through the surrounding terrain. Canoes move 1 hex per day through swamp.
     If characters move at a fast pace, roll a d4. On a roll of 3 or 4, they advance 1 additional hex that day. Characters moving at a fast pace take a –5 penalty to their passive Wisdom (Perception) scores, making them more likely to miss clues and walk into ambushes.
     If characters set a slow pace, roll a d4. On a roll of 1 or 2, they advance 1 fewer hex that day (in other words, 1 hex by canoe or none by foot). On any other result, their caution is rewarded, and they travel the same distance as a group moving at a normal pace. Characters moving at a slow pace can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.
     A character with a flying speed of 30 feet can travel 4 miles per hour.

Navigation

     Have the players designate one party member as the navigator. The navigator might be an NPC, such as a guide, and the party can switch its navigator day to day.
     At the start of each new travel day, the DM makes a Wisdom (Survival) check on behalf of the navigator. The result of the check determines whether or not the party becomes lost over the course of the day. The DC of the check is based on the day’s most common terrain: DC 10 for coasts and lakes, or DC 15 for jungles, mountains, rivers, swamps, and wastelands. Apply a +5 bonus to the check if the group sets a slow pace for the day, or a –5 penalty if the group is moving at a fast pace. It’s possible to get lost on a river by following a tributary instead of the main branch.
     If the check succeeds, the navigator knows exactly where the party is on the players’ map of Chult throughout the day.
     If the check fails, the party becomes lost. Each hex on the map is surrounded by six other hexes; whenever a lost party moves 1 hex, roll a d6 to randomly determine which neighboring hex the party enters, and do not divulge the party’s location to the players. While the party is lost, players can’t pinpoint the group’s location on their map of Chult. The next time a navigator succeeds on a Wisdom (Survival) check made to navigate, the DM reveals the party’s actual location to the players.

     Note: Using the Fog of War via Fantasy Grounds, this means that as you explore the map, it will be revealed.  If you're lost, only the DM will know your location.  Once you're no longer lost, you'll know where you are on the map, but the hexes you traveled through will not be revealed.

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