Overland Travel

Characters traveling overland have 2 travel options, Passing Through or Exploring.

Any character traveling while wearing medium or heavy armor gains 1 level of exhaustion/day of travel.

Travel Roles:

While traveling, characters can take the following roles:



Max # of characters


Decides what route to take.



Checks for hazards



Hunts or searches for food



Finds herbs or spell components



The Navigator makes the overland navigation rolls, using their Nature or Survival skill.


A scout watches out for any hazards in the party's path.  The Scout rolls a Nature or Perception check, with a DC the same as the navigation DC for the terrain.  If the check is successful, the Scout spots any random encounter before the encounter spots the party.

When exploring a Hex, a successful scouting roll means that the scout has found clues about the Hex Contents and encounter.

If an encounter is stealthy, the scouting roll must exceed the encounter’s stealth check (opposed roll), or the scout does not see the encounter.


The forager searches for food and water as the party moves.  Each forager must make a Survival or Nature check, with a DC based on the type of terrain.  

Foraging DC

Availability of Supplies

Foraging DC

Sparse  (mountains, barren hills, waste, desert, desolation)


Average (hills, deep forest)


Easy (plains, farm country, prairie, coastline, light forest, jungle)



On a successful Foraging check, each forager find d6 (+wis modifier) pounds of food.


In well-watered lands, any successful foraging check means that enough water has been found to refill all party members water supplies.

In deserts, wastes, barren hills, high mountains or desolation, a successful foraging check finds d6 + (wis modifier) gallons of water.


Characters with certain tool proficiencies can gather supplies as they travel.  Gatherers must make a Perception roll (DC 15) to find supplies appropriate to their proficiency:


On a successful roll, gather 3d6 sp worth of alchemy supplies.


On a successful roll, gather enough materials to brew 1 gallon of liquor (2 lbs)


On a successful roll, gather enough ingredients to improve d6 lbs of food.  Improved food lasts twice as long, but weighs the same amount.


On a successful roll, gather 3d6 sp worth of woodcarving materials.


On a successful roll, gather 3d6 sp worth of herbalism supplies.


On a successful roll, gather 3d6 sp worth of poison supplies.

Getting Lost:

Failing the Navigation check means that the party is lost.  Lost parties don’t move overland (assumed to wandering in circles or backtracking).  They can attempt 1 navigation roll/day to get their bearings.  Each day they spend lost gives them a +1 bonus on this roll.

Alternatively, a lost party can Explore the area to get their bearings.  Parties in an Explored hex are automatically assumed to have their bearings.

Passing Through:

Characters passing through are moving quickly and trying to get someplace. They are focused on making progress, bypassing hazards and avoiding trouble.

In an explored area, the party can Pass Through without any navigation rolls.

When passing through unexplored lands, the Navigator must make a Survival or Nature check each  day traveled to avoid getting lost.  Difficulty is based on terrain.  Characters with Cartographer's tools and proficiency can add their proficiency bonus to the roll.

Parties passing through unexplored terrain roll once on the random encounter table for that type of terrain for each 10-mile hex they pass through.

Passing Through:

Type of Terrain

Navigation DC

Travel Speed

Rough  (mountains, hills, deep forest)


10 miles/day

Average (hills, light forest, desert, wasteland)


20 miles/day

Easy (plains, farm country, prairie, road)


30 miles/day



Parties can explore hexes.  This gives several benefits.  First, it allows them to travel through the area more quickly in the future.  Second, they get XP (and possibly silver, if they later sell the map).  Finally, previously hidden features of the hex are located.

In order to explore a hex, a party must have 1 person with Cartographer’s Tools and proficiency, and one person with either Nature or Survival Proficiency.  Both characters are fully involved in exploring, and cannot take any other roles.  Other members of the party may take other traveling roles, like scouting, gathering or foraging, while the explorers are workings.

To explore a hex, the explorers must travel the equivalent of 30 miles (approximate distance around a 10-mile hex).  This means that a prairie hex can be explored in 1 day, and a mountain hex in 3 days.

Once a hex is explored, the party discovers the Hex Features (roll once on the hex features table) and any inhabitants of the hex (roll one random encounter).  Having a scout can be very helpful while exploring – sometimes the inhabitants are nasty.

Overland Travel

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