This sheet provides guidelines for playing through wilderness travel and for keeping track of supplies during the journeys.
Journey Cycles
A journey takes place in Cycles that each represent the days spent travelling in the wilderness. The DM first decides whether the journey is short or long, depending on how long it will take the characters to reach their destination. The length of the journey determines how many days are represented by a cycle; each cycle is one day for a short journey or 7 days for a long one.
For each cycle, follow these steps in order:
- 1. Weather. The DM determines the predominant weather conditions for the Cycle., you either choose the weather or roll for it on the Weather table on the DM screen.
- 2. Pace. the players choose the groups travel pace for the cycle: slow, normal, or fast. See the Travel Pace table on the DM screen for details about each pace.
- 3. Navigate. The DM decides whether the adventurers are at risk of losing their way, following the guidelines in the “Becoming Lost” section below.
- 4. Encounter. Roll a
d10 . On a 1, the characters encounter something this cycle. The DM either decides what happens or rolls on the Wilderness Encounter table. - 5. Supplies. Expend food and water for each creature in the party that must eat or drink, consulting the “Food and Water” sections below.
- 6. Progress. Track the party’s progress in the miles for the cycle. You may use a hex map in this kit to keep track of the party’s current location.
Becoming Lost
Travelers are unlikely to get lost when following an established path or road or with a landmark in sight. In those circumstances, assume a group of adventurers won’t get lost.
Here are the circumstances that can cause a group to lose its way:
- Weather that obscures the area, such as heavy rain, snow, or fog.
- Traveling at night, even with light sources or
darkvision . - Dense forest
- Traveling underground
- Traveling at sea while unable to see the sky or any familiar land.
The DM lets the group know when they are in one or more of those circumstances, and then the characters choose one of their number who must make a Wisdom (
If the check fails, the group spends
Random Encounter
If a random encounter occurs, the DM can roll on a table in a book like Xanathar’s Guide to Everything or use the Wilderness Encounter table here.
Wilderness Encounter
d8 | Encounter |
---|---|
1 | A lone, powerful creature appears! The DM chooses the creature, selecting one with a challenge rating that is 1-3 higher than the group’s level. The creature lives in the area or is passing through, and it is hostile toward the group only if they provoke it. |
2-4 | Hostile creatures prowl nearby! The DM chooses the creatures, selecting five with a challenge rating equal to the group’s level. These creatures are either monsters native to the area or hostile travelers |
5-6 | A group of friendly travelers crosses the group’s path. The travelers have |
7 | The group discovers a monument. Roll on the Monuments table. |
8 | The group wanders into a strange place. Roll on the Weird Locales table. |
Monuments
d20 | Monument |
---|---|
1 | Sealed burial mound or pyramid |
2 | Plundered burial mound or pyramid |
3 | Faces carved into a mountainside or cliff |
4 | Giant statues carved out of a mountainside or cliff |
5-6 | intact obelisk etched with a warning, historical lore, dedication, or religious iconography |
7-8 | Ruined or toppled obelisk |
9-10 | Intact statue of a person or deity |
11-13 | Ruined or toppled statue of a person or deity |
14 | Great stone wall, intact, with tower fortifications spaced at one-mile intervals |
15 | Great stone wall in ruins |
16 | Great stone arch |
17 | Fountain |
18 | Intact circle of standing stones |
19 | Ruined or toppled circle of standing stones |
20 | Pillar carved with elemental or fey symbols |
Weird Locales
d20 | Locale |
---|---|
1-2 | Dead magic zone (similar to an antimagic field) |
3 | Wild magic zone (roll on the Wild Magic Surge table in the Player’s Handbook whenever a spell is cast within the zone) |
4 | Boulder carved with talking faces |
5 | Crystal cave that mystically answers questions |
6 | Ancient tree containing a trapped spirit |
7-8 | Battlefield where lingering fog occasionally assumes humanoid forms |
9-10 | A portal to another plane of existence |
11 | Wishing well |
12 | Giant crystal shard protruding from the ground |
13 | Wrecked ship, even if water is nowhere nearby |
14-15 | Haunted hill or barrow mound |
16 | River ferry guided by a skeletal captain |
17 | Field of |
18 | Forest of |
19 | Canyon containing a dragons' graveyard |
20 | Floating earth mote with a tower on it |
Food and Water
Creatures require units of food and water every cycle. The Food and Water Needs table lists the number of food units and water units a creature requires per cycle, and the table indicates how much each unit of food costs per creature for a cycle. A unit’s weight is determined by the cycle:
- Short Cycle: 1 unit = 1 pound/gallon of food/water
- Long Cycle: 1 unit = 7 pounds/gallons of food/water
A creature’s water needs are doubled if the weather is hot, unless it has resistance or immunity to fire damage.
Food and Water Needs
Creature Size | Food/Water per Cycle | Food Cost per Short Cycle | Food Cost per Long Cycle |
---|---|---|---|
Tiny | 1/4 unit | 1 sp, 2 cp | 7 sp, 5 cp |
Small | 1 unit | 5 sp | 3 gp, 5 sp |
Medium | 1 unit | 5 sp | 3 gp, 5 sp |
Large | 4 units | 2 gp | 14 gp |
Huge | 16 units | 8 gp | 56 gp |
Gargantuan | 64 units | 32 gp | 224 gp |
Tracking Supplies
Use the accompanying Supply Tracker to note whether you are tracking a short or long cycle journey and how many units of food and water you are carrying. At the Supply step of each cycle, mark off a box for each unit of food or water consumed.
A character unable to eat or drink gains 1 level of
Foraging
Characters can hunt or gather food and water while the party travels at a normal or slow pace. A foraging character makes a Wisdom (