Travel Checklist
Step 1: Choose Pace. Players choose pace.
Note on Illumination: 1-3 area dimly lit by lichen and fungi. 4-6 area dark save for party light sources. Remember in the dark even darkvision has disadvantage on active Perception checks which also lowers passive perception by another 5.
Special Note: Any character besides a ranger with Underdark terrain for Natural Explorer does not lend their passive Perception to the group’s check when navigating or foraging.
Forced March: If the party chooses to march past 8 hours, each hour past 8 requires a Constitution saving throw equal to 10+1 for each hour past 8. On a failed save, the PC gains a level of exhaustion.
Step 2: Navigating: Make navigation check to avoid getting lost (Ranger with Underdark terrain cannot get lost). DC 10 Wisdom (Survival) check to stay on right path. +5 to check at slow pace and -5 if fast pace. If failed, wander in random direction losing 1 day of travel and increasing drow pursuit level by 1.
Step 3: Foraging Check: Check whether food or water can be foraged. DC 15 Survival (Wisdom) Check to find water unless otherwise noted (DC 20 in areas the DM deems have very little food or water).
Failed Check: No food or water found.
Successful Check: 1d6+Wisdom modifier pounds of food or gallons of water (roll separately for each). Note: Ranger with Underdark terrain finds double the amount of food and water.
Food per day by size: Small/Medium: 1 pound- Large: 4 pounds
Water per day by size: Small/Medium: 1 gallon-Large: 4 gallons
Note: Normal pace Outlander Background can find food and water for 5 party members if DM allows.
Step 4: Encounter Checks. Two per day.
Step 5: Rest. Party should decide rest schedule.
Continue steps until you arrive at a destination.
DM Note: I feel a checklist helps a DM keep track of all the required checks for daily travel in an orderly fashion. I highly recommend rolling and/or preparing all encounters in advance, though the table works surprisingly well for improvising. I improvised the first few days of travel. The terrain and creature choices seemed appropriate and were easy to develop into a quick, interesting encounter.
Step 1: Choose Pace. Players choose pace.
- Fast: No stealth. -5 penalty to passive Perception. No Foraging. -5 on Navigation check. Note: A ranger with Underdark Natural Explorer negates the passive perception penalty for himself.
- Normal: No stealth. Can forage.
- Slow: Can Stealth. Can forage. +5 on Navigation check.
Note on Illumination: 1-3 area dimly lit by lichen and fungi. 4-6 area dark save for party light sources. Remember in the dark even darkvision has disadvantage on active Perception checks which also lowers passive perception by another 5.
Special Note: Any character besides a ranger with Underdark terrain for Natural Explorer does not lend their passive Perception to the group’s check when navigating or foraging.
Forced March: If the party chooses to march past 8 hours, each hour past 8 requires a Constitution saving throw equal to 10+1 for each hour past 8. On a failed save, the PC gains a level of exhaustion.
Step 2: Navigating: Make navigation check to avoid getting lost (Ranger with Underdark terrain cannot get lost). DC 10 Wisdom (Survival) check to stay on right path. +5 to check at slow pace and -5 if fast pace. If failed, wander in random direction losing 1 day of travel and increasing drow pursuit level by 1.
Step 3: Foraging Check: Check whether food or water can be foraged. DC 15 Survival (Wisdom) Check to find water unless otherwise noted (DC 20 in areas the DM deems have very little food or water).
Failed Check: No food or water found.
Successful Check: 1d6+Wisdom modifier pounds of food or gallons of water (roll separately for each). Note: Ranger with Underdark terrain finds double the amount of food and water.
Food per day by size: Small/Medium: 1 pound- Large: 4 pounds
Water per day by size: Small/Medium: 1 gallon-Large: 4 gallons
Note: Normal pace Outlander Background can find food and water for 5 party members if DM allows.
Step 4: Encounter Checks. Two per day.
Step 5: Rest. Party should decide rest schedule.
Continue steps until you arrive at a destination.
DM Note: I feel a checklist helps a DM keep track of all the required checks for daily travel in an orderly fashion. I highly recommend rolling and/or preparing all encounters in advance, though the table works surprisingly well for improvising. I improvised the first few days of travel. The terrain and creature choices seemed appropriate and were easy to develop into a quick, interesting encounter.
Last edited: