Sie sind auf Seite 1von 2

Travel Pace Navigation: Survival DCs Lifestyle Expenses Water

Distance Travelled per... Terrain DC Lifestyle Price/Day One gallon of water required per day, or
Pace Minute Hour Day Effect Grassland, meadow, 5 Wretched — two if the weather is hot. A character who
Fast 400 ft. 4 mi. 30 mi. -5 penalty to passive farmland Squalid 1 sp drinks half must succeed on a DC 15
5 hexes Wisdom (Perception) score Arctic, desert, hills, or open 10 Poor 2 sp Constitution saving throw or suffer one
Normal 300 ft. 3 mi. 24 mi. — sea with clear skies and no Modest 1 gp level of exhaustion at end of day. Less
4 hexes land in sight Comfortable 2 gp water automatically fails.
Slow 200 ft. 2 mi. 18 mi. Able to use stealth Forest, jungle, swamp, 15 Wealthy 4 gp If the character already has one or more
3 hexes mountains, or open sea with Aristocratic 10 gp levels of exhaustion, the character takes
overcast skies and no land in minimum two levels in either case.
Forced March: For each hour of travel beyond 8 hours, each character sight
Food
must make a Constitution saving throw. The DC is 10 + 1 for each hour Self-Sufficiency 1 lb. of food required per day. Half counts
past 8 hours. On a failed saving throw, a character suffers one level of Foraging: Survival DCs Characters sustaining as half a day without food.
exhaustion. Food and Water Availability DC themselves in the wild Can go without food for a number of days
Abundant food and water 10 between adventures aren’t equal to 3 + Constitution modifier (min 1).
A mounted character can ride at a gallop for about an hour, covering sources required to spend any coin, At the end of each day beyond that limit,
twice the usual distance for a fast pace. Limited food and water 15 but it is time consuming. If one level of exhaustion automatically
sources they practice a profession, suffered.
Carry Capacity Very little, if any, food and 20 they can eke out the A normal day of eating resets the count of
Carry 15 x Str score lb. water sources equivalent of a poor lifestyle. days without food to zero.
Push, drag, or lift 30 x Str score lb. -5 ft. move Proficiency in the Survival skill
lets them live the equivalent Resting
Waterborne Vehicles of a comfortable lifestyle. Short Rest: 1 hour, spend one or more Hit
Item Cost Speed Distance Distance Dice; recover HP = to Hit Dice roll +
Conversation Reaction
per Round per Day Constitution modifier.
DC Friendly Creature's Reaction Long Rest: 8 hours (max. 2 hours on
Galley 30,000 gp 4 mph 35 feet 96 miles
0 The creature does as asked without taking risks or making watch); recover all HP, regain a total of half
Keelboat 3,000 gp 3 mph 25 feet 72 miles
sacrifices. your max Hit Dice.
Longship 10,000 gp 5 mph 45 feet 120 miles
10 The creature accepts a minor risk or sacrifice to do as asked. Must have at least 1 hit point at the start
Rowboat 50 gp 3 mph 15 feet 24 miles
20 The creature accepts a significant risk or sacrifice to do as of the rest to gain these benefits. One long
Sailing ship 10,000 gp 5 mph 45 feet 120 miles
asked. rest per 24 hours.
Warship 25,000 gp 4 mph 35 feet 96 miles
DC Indifferent Creature's Reaction
0 The creature offers no help but does no harm. Size Categories
Characters in a waterborne vessel are limited to the speed of the
10 The creature does as asked as long as no risks or sacrifices are Size Space Monster
vessel, and they don’t suffer penalties for a fast pace or gain benefits
involved. Hit Die
from a slow pace. Depending on the vessel and the size of the crew,
20 The creature accepts a minor risk or sacrifice to do as asked. Tiny 2 ½ by 2 ½ ft. d4
ships might be able to travel for up to 24 hours per day.
Rowed vessels if going downstream, add the speed of the current DC Hostile Creature's Reaction Small 5 by 5 ft. d6
(typically 3 miles per hour, 25 ft. per round) to the speed of the 0 The creature opposes the adventurers' actions and might take Medium 5 by 5 ft. d8
vehicle. These vehicles can’t be rowed against any significant current, risks to do so. Large 10 by 10ft. d10
but they can be pulled upstream by draft animals on the shores. A 10 The creature offers no help but does no harm. Huge 15 by 15 ft. d12
rowboat weighs 100 pounds, in case adventurers carry it over land. 20 The creature does as asked as long as no risks or sacrifices are Gargantuan 20 by 20ft. d20
involved. or larger
Dalelands Cormanthor Extreme Cold Individual Treasure: Challenge 0-4
Climate Climate If temperature is 0 °F or less, an exposed creature must pass d100 CP SP EP GP PP
Month °F Season °F Season a DC 10 Constitution saving throw at the end of each hour or 01-30 5d6(17) — — — —
Hammer 38 Winter 43 Winter gain one level of exhaustion. Creatures with resistance or 31-60 — 4d6(14) — — —
Alturiak 38 Winter 43 Winter immunity to cold damage automatically succeed, as do 61-70 — — 3d6(10) — —
Ches 69 Spring 72 Spring creatures wearing cold weather gear and creatures naturally 71-95 — — — 3d6(10) —
Tarsakh 69 Spring 72 Spring adapted to cold climates. 96-00 — — — — 1d6(3)
Mirtul 69 Spring 72 Spring
Extreme Heat
Kythorn 80 Summer 72 Spring Individual Treasure: Challenge 5-10
If temperature is 100 °F or above, an exposed creature
Flamerule 80 Summer 72 Spring d100 CP SP EP GP PP
without drinkable water must pass a Constitution saving
Eleasis 80 Summer 78 Summer 01- 4d6 x100 — 1d6 x10 — —
throw at the end of each hour or gain one level of
Eleint 62 Autumn 78 Summer 30 (1,400) (35)
exhaustion. The DC is 5 for the first hour and increases by 1
Marpenoth 62 Autumn 78 Summer for each additional hour. Creatures wearing medium or heavy 31- — 6d6 x10 — 2d6 x10 —
Uktar 62 Autumn 65 Autumn armour, or are clad in heavy clothing, have disadvantage. 60 (210) (70)
Nightal 38 Winter 65 Autumn Creatures with resistance or immunity to fire damage 61 - — — 3d6 x10 2d6 x10 —
automatically succeed, as do creatures naturally adapted to 70 (105) (70)
Though compared to the Dalelands Cormyr has longer hot climates. 71- — — — 4d6 x10 —
slightly colder winters and shorter summers, and more rain 95 (140)
falls in Sembia during the spring, seasons are pretty much Strong Wind 96- — — — 2d6 x10 3d6
the same throughout the settled lands. A strong wind imposes disadvantage on ranged weapon 00 (70) (10)
attack rolls and Wisdom (Perception) checks that rely on
Climatic Averages for Anauroch hearing. A strong wind also extinguishes open flames, Individual Treasure: Challenge 11-16
Temperature (Summer) daytime 101° F, night-time 62° F. disperses fog, and makes flying by nonmagical means nearly d100 CP SP EP GP PP
Temperature (Winter, lasts 3 months) 33° F. impossible. A flying creature in a strong wind must land at 01- — 4d6 x10 — 1d6 x100 —
The High Ice: Temperature 18° F. the end of its turn or fall. 20 (1,400) (350)
A strong wind in a desert can create a sandstorm that 21- — — 1d6 x100 1d6 x100 —
d20 Temperature imposes disadvantage on Wisdom (Perception) checks that 35 (350) (350)
1-14 Normal for the season rely on sight. 36- — — — 2d6 x100 1d6 x10
15-17 1d4 x 10 degrees Fahrenheit colder than normal 75 (700) (35)
Heavy Precipitation
18- 20 1d4 x 10 degrees Fahrenheit hotter than normal 76- — — — 2d6 x100 2d6 x10
Everything within an area of heavy rain or heavy snowfall is
00 (700) (70)
lightly obscured, and creatures in the area have disadvantage
d20 Wind
on Wisdom (Perception) checks that rely on sight. Heavy rain
1-12 None also extinguishes open flames and imposes disadvantage on Individual Treasure: Challenge 17+
13-17 Light Wisdom (Perception) checks that rely on hearing. d100 CP SP EP GP PP
18-20 Strong 01- — — 2d6 x1,000 8d6 x100 —
Random Encounters 15 (7,000) (2,800)
d20 Precipitation Consider checking once every hour, once every 4 to 8 hours, 16- — — — 1d6 x1,000 1d6 x100
1-12 None or once during the day and once during a long rest-whatever 55 (3,500) (350)
13-17 Light rain or light snowfall (when below 32° F) makes the most sense based on how active the area is. Roll a 56- — — — 1d6 x1,000 2d6 x100
18-20 Heavy rain or heavy snowfall (when below 32° F) d20, on a 18 or higher a random encounter occurs. 00 (3,500) (700)

Das könnte Ihnen auch gefallen