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.

RollResultDescription
1Lose 10 MilesYou become lost.
2 - 4No Ground CoveredYou become lost but make up the ground.
5 - 10Gain 10 MilesSlow day of travel.
11 - 14Gain 15 MilesNormal day of travel.
15 - 19Gain 20 MilesGood day of travel.
20+Gain 30 MilesFantastic day of travel.

Fatigue Check

Roll a Constitution saving throw to see if you take any levels of Exhaustion.

ResultLevels 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)