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Camping & Travel Tool

The document describes rules for camping and traveling while adventuring. It provides options for camping actions that can improve comfort and bonuses during a long rest, such as taking watch, telling stories, or cooking food. The higher the comfort level, the better the rest. It also outlines rules for simple travel, including movement rates, chances of getting lost, and actions like navigating, foraging, or scouting that can be taken while traveling.

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Carl Jonard
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93% found this document useful (15 votes)
2K views2 pages

Camping & Travel Tool

The document describes rules for camping and traveling while adventuring. It provides options for camping actions that can improve comfort and bonuses during a long rest, such as taking watch, telling stories, or cooking food. The higher the comfort level, the better the rest. It also outlines rules for simple travel, including movement rates, chances of getting lost, and actions like navigating, foraging, or scouting that can be taken while traveling.

Uploaded by

Carl Jonard
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Simple Camping Tool

Each player picks two.


Wandering monster or events have a 1 in 6 chance each
half of the night.
Visibility determines how easily the camp can be found.

Other Camping Bonuses

Take Watch

Comfort 0: Long rest is impossible.


Comfort 1: Long rest. Exhausted the next
day. Only hp and no HD are restored.
Comfort 2: Long rest, but fatigued the next
day. Only HD restored.
Comfort 3: Long rest as normal.
Comfort 4+: Long rest with an extra HD for
each comfort above 3. Any of these extra HD
over your max are turned into a single-use
+1 bonus.

Music

Forage

Stories
Take watch: Stay awake, on guard for
half the night..

Music: Songs and music warm the


soul. Comfort +1. Wandering +1.
Stories: Tall tales make our spirits tall. Comfort
+1. (+2 with actual tall tale/joke/story told)

Forage: Seek out food and water. Get


food and water for 1d6 +WIS people.
Depends on the terrain and your tools.

Campfire

Beds

Campfire: Enough firewood to last all night.


Comfort +1. Advantage on Visibility.

Good beds: Kind on your back and


your dreams. Comfort +1.

Other

Other: Spend 2 hours doing work of some


sort: crafting, studying, or practicing.

Sharpen
Weapons

Prepare
Spells

Prepare Spells: As normal for your


spellcasting.

Sharpen weapons: Ignore the first notch the


next day for up to three weapons.

Cook

Cook: Warm food in your belly. Comfort +1.


-1 ration and waterskin for each belly.

Drinks

Drink: Serve up some booze; make anywhere


feel like home. Comfort +1 and Awareness at
disadvantage for those that partake.

Tend Mounts

Tend mounts: Take care of your mounts and


vehicles or gain only half their bonus the next day.

Simple Travel Tool


Travel Hours Remaining
1

Sight range is 1 hex, telling you the terrain types and visible landmarks. 1
in 6 chance each hour: Navigator makes DC15 WIS or you get lost.
Some terrain modifies the chances of getting lost. A map = -1 chance.
If lost, DM secretly rolls to determine what direction you actually went.
Get your bearings by sighting a landmark or trying to backtrack.
Actions slow the whole group down but are led by one person.

Mounts/terrain modify your speed (x1.5, x0.5, ...).


Vehicles/weather modify your travel hours. Non-drivers get one camping action.
Each extra travel hour: DC10 CON save at disadvantage or gain an exhaustion level.
Wandering monster/event rolls 1/ hr. Normally a 2 in 6 chance of some encounter.
Entering a town, dungeon, etc costs one hour at a minimum.
Mark a marching order below, possibly choosing roles like rear guard or navigator.

Travel Actions
Sneak

Hours Per
Hex

Speed- Cover a distance of


1/( # of travel actions) hexes
Sneaking = -1 wandering monsters,
each hour.
make stealth checks, and avoid
leaving tracks.

Navigate

Navigating = Keep on track towards


your destination. -1 getting lost
chance. Can also draw a map.

Forage

Other

Other = Any other task you could


do while walking but not while
running.

Sight

Foraging = Gather food and water Sighting = Increase sight range by one
while moving: half the amount youd
hex, get advanced warning for
get normally foraging.
hazards/weather, and find landmarks.

Rest
Resting = Take small breaks,,
otherwise make fatigue checks
each hour at disadvantage.

Scout
Scouting = Get fore-warning on
wandering encounters, meaning
active perception versus passive.

Track

Always used
Tracking = Try to follow a specific
foe or find a known secret using
Wisdom checks.

Marching Order

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