Casual
Casual travel is broken up into four phases:
- Covering Ground - One roll for the group to see how much ground you cover this day.
- Fatigue Check - Individual rolls to see if anyone suffers a level of Exhaustion.
- Press On - The party can willingly attempt a second Fatigue Check with disadvantage to go 1/2 the distance you covered so far this day.
- Encounters - The party rolls on an encounter table to see if they have an issues to handle before sleeping for the night.
Covering Ground
Roll a Survival or Nature check to see how much ground you cover.
| Roll | Result | Description |
|---|---|---|
| 1 | Lose 10 Miles | You become lost. |
| 2 - 4 | No Ground Covered | You become lost but make up the ground. |
| 5 - 10 | Gain 10 Miles | Slow day of travel. |
| 11 - 14 | Gain 15 Miles | Normal day of travel. |
| 15 - 19 | Gain 20 Miles | Good day of travel. |
| 20+ | Gain 30 Miles | Fantastic day of travel. |
Fatigue Check
Roll a Constitution saving throw to see if you take any levels of Exhaustion.
| Result | Levels of Exhaustion |
|---|---|
| Critical Failure (10 < DC) | 3 |
| Failure (5 < DC) | 2 |
| Partial Failure (< DC) | 1 |
Determine the DC based on the number of days traveled using:
DC = min(12 + (2 * Number of Days Traveled), 18)