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Travel

This is an ad hoc set of procedures to quickly resolve relatively safe overland travel quickly.   First the DM determines the length of the trip. Examples:
  • 3-4 days of safe overland travel to the city of Thay.
  • 2-6 days of sneaking around Ilmen Marsh searching for a dragonborn village.
  Each PC in the party can make one test to contribute to the trip. Multiple PCs can make the same test - only the highest result counts. If any of the tests are not made by a PC, then the roll is made with a flat D20 at disadvantage.  
TESTS:
Navigation:
success: stay on the path; travel along expected path in expected time
failure: lose the way; travel along an unexpected slower or more dangerous path
  Sneak:
success: travel undetected by others
failure: your traveling is detected
  Cover tracks:
success: others are unable to follow you
failure: others are able to follow you
  Quartermaster:
success: needed travel supplies are brought and consumed as expected
failure: needed travel supplies are spoiled or not available and therefore missing
  Gather Supplies:
success: supplies available along the way are gathered
failure: no supplies are gathered along the way
  Speed the way & bear the load:
success: travel completes in the expected time
failure: travel is delayed or the traveling party is more exhausted than expected
  Search Along the Way:
success: find shortcut, reduce travel time by d20% or find something of interest
failure: no effect

Harn - Where
Harn - Who
Harn - When
Harn - How
Harn - What


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