Survival Rules in Forgotten Realms | World Anvil

Survival Rules

Travel

Travel Pace
While traveling, a group of adventurers can move at a normal, fast, or slow pace. A fast pace makes characters less perceptive. A slow pace makes it possible to sneak around and to search an area more carefully.  
Forced March
Travel assumes characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, each character must make a Constitution saving throw at the end of the hour. The DC increases for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.          

Activity While Traveling

As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group's journey.   Marching Order The adventurers should establish a marching order. A marching order makes it easier to determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out. A character might occupy the front rank, one or more middle ranks, or the back rank. Characters in the front and back ranks need enough room to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank.
Stealth
While traveling at a slow pace, the characters can move stealthily. As long as they're not in the open, they can try to surprise or sneak by other creatures they encounter.
Noticing Threats
Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the back rank have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle ranks cannot.   While traveling at a fast pace, characters take a -5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.
Other Activities
Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don't contribute their passive Wisdom (Perception) scores to the group's chance of noticing hidden threats. However, a character not watching for danger can do one of the following activities instead, or some other activity with the DM's permission. Some activities might require proficiency with a particular type of tool.   Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.   Draw a Map. The character can draw a map that records the group's progress and helps the characters get back on course if they get lost. No ability check is required.   Track. A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master's Guide has rules for tracking.)   Forage. The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master's Guide has rules for foraging.)  

Food & Water

Characters who don't eat or drink suffer the effects of exhaustion. Exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
Food
A character needs one pound of food per day and can make food last longer by subsisting on half rations. Eating half a pound of food in a day counts as half a day without food.   A character can go without food for a number of days equal to 3 + his or her Constitution modifier (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion.   A normal day of eating resets the count of days without food to zero.
Water
A character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.   If the character already has one or more levels of exhaustion, the character takes two levels in either case.