
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:
- Buy Provisions (prices listed below, Each party member can carry up to 5 days’ worth, up to 35 days’ provisions with the full party.
- 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.
- Add/Subtract 1 day for each character with Invigoration or Exhaustion.
- 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.
- Subtract provisions used from total.
- 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.
- (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
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