Into the Wilds

Adventure Awaits

Players can now explore the Wilds of Faerun.  Different regions and environments offer different challenges, experiences, and rewards. When the party finds itself in a town or village, there are further options.  

The basic steps to exploring the wilds are: 

  1. Buy Provisions (prices listed below, Each party member can carry up to 5 days’ worth, up to 35 days’ provisions with the full party.  
  2. Roll travel dice according to region; harsher environments reduce the amount of days players can travel on one rest. Example: For a road, players roll a d8; for a swamp, a d4.
  3. Add/Subtract 1 day for each character with Invigoration or Exhaustion. 
  4. Check for adventure. Players roll to see if an adventure imposes itself with the d20, or can seek it voluntarily. adventures may be dangerous or fanciful; they may be battles, puzzles, or mysteries. Often, but not always, adventure leads to treasure. Adventures always take at least one day. 
  5. Subtract provisions used from total. 
  6. Roll for rest and invigoration. If no long rest is taken, players roll for invigoration with advantage. Players with exhaustion must get a long rest before they can gain invigoration. 
  7. (optional) Search for a merchant and re-provision. Finding a merchant is more difficult in harsher environments. 

Example:
PCs buy 10 days’ provisions. They roll a 1d8 for travelling by road, getting a 7. Three players have invigoration (+3), while two are exhausted(2), for a net of (+1). Players then travel for 8 days.
PCs then roll a 12 on the Adventure table, meaning no adventure presents itself, but they
choose to see what’s happening in the area because they want to try to find treasure or gain experience. A battle ensues, and the players find a nice hoard of gold,  but this takes another day’s provisions for a total of 9 days’ provisions used. Players then again rest and roll for invigoration. They have only 1 days’ provisions remaining, so roll a 16 to find a merchant from whom they buy another 8 days’ provisions with the treasure they won. When this is done, they roll the travel dice again for the next leg of the journey.

Provision Prices: 

Comfortable: 90% chance of long rest + 20% chance of invigoration. .
4 GP per day per character
28 GP  per day (party)
280 GP per tenday
 
Modest:    75% chance of long rest + 10% chance invigoration. 10% chance of exhaustion.
2 GP per day per character
14 GP per day (party)
140 GP per tenday

Poor: 50% chance of long rest+ 5% chance of invigoration. 20% chance of exhaustion.
1 GP per day per character.
7 GP per day (party)
70 GP per tenday

Squalid: 25% chance of long rest, 25% chance of exhaustion.
50 SP per day per character
4 GP per day (party)
40 GP per tenday

Wretched: 10% chance of long rest, 50% chance of exhaustion.
1 SP per day
7 SP per day (party)
70 SP per tenday

Destitute:   5% chance of long rest. 75% chance of exhaustion , 5% chance of critical event.
50 CP per day