Actually Awesome Adventurer's Atlas Across the planes of the multiverse, one can behold places of wonder, scenes of beauty, and danger. From the brightest cities to the darkest caves, adventurers can expect to face obstacles. But traversing a forest is not like traversing a swamp, and crossing a cold northern ocean is not like crossing a stormy tropical sea. Each place presents unique dangers, and will require different strategies to overcome. This document is an experiment in supplying statistics for locations to use in your game of D&D 5th Edition. In the history of D&D, characters and creatures have had statistics such as strength and intelligence, but locations have relied upon descriptions and images, and sometimes special rules. This atlas aims to codify and quantify more of the differences between places, giving the DM tools to craft journeys through lands, and from one place to another. It also includes rules for exploring, traversing, and overcoming those areas, with meaningful roles and tasks for party members to perform during extended travel. And it aims to spark the imagination, giving DMs a framework for future creativity. These two systems, location statistics and travel rules, are both works in progress, so check the version number below to make sure you are using the latest version. The lands at the end of the document are yours to use as you like, and barely scratch the surface of all the places throughout the multiverse. Version 0.8 updates: Wording updated and clarified throughout.

Scout task has been moved to the navigator, and Side Trek has been moved to the outrider after feedback. Both have been updated.

Environment Score section and descriptions updated.

Getting lost now results in half progress, rather than no progress Environment Scores* Six environment scores provide a quick description of every area's tangible and intangible characteristics: Intensity, Mystery, Size, Power, Exposure, and Hostility. Is an area full of twisting paths and glowing magic? Does it contain vast expanses where little grows? Is it crowded with imposing features, and battered by the elements? Environment scores define these qualities - an area's challenges as well as its benefits. Many travel-related tasks roll against these six scores. The next section covers rules for many of those tasks, which usually call for a character or group of characters to make an ability check against one of the six scores. Intensity (ITY) Intensity measures the sheer challenge and force of features in the area. Climbing a difficult surface, swimming in rough water, and avoiding debris from a volcanic eruption would all roll against this score. Mystery (MYS) Mystery measures how difficult it is to understand or learn information about an area, either via research or scouting. Remembering the correct path, locating a hidden place, or finding a record of the area's history would all roll against this score. It also indirectly determines an area's Navigation DC, which is the DC required to find one's way through the area. Size (SIZ) Size measures the sheer vastness of an area. Size indirectly determines how long an area takes to travel through, and a party might roll against it when traveling between known locations along an established route. Power (POW) Power measures the strength of an area's magic or magical effects. Resisting an area's magical effects, magically changing an area's weather, or harnessing an area's magic would all roll against this score. An area with high magic might contain more magical creatures, more areas of wild magic, or portals to other planes of existence. Exposure (EXP) Exposure measures how open the area is to the environment. Keeping warm in a freezing blizzard, hiding a campsite, or avoiding meteors that constantly fall from the sky would all roll against this score. Hostility (HOS) Hostility measures how hard it is to live in an area. Finding food and water, gaining the friendship of local inhabitants, and mining rare materials in the area would all roll against this score. It also indirectly determines the number of hostile creatures in an area's events.

Travel Trek A trek is a period of travel, roughly 8 hours long, during which a party makes their way through an area, including time spent planning, provisioning, and taking a breather when necessary. A party will often make two treks in a 24-hour day: one morning trek and one afternoon trek, with a long rest afterwards in the evening until the morning. At the beginning of each trek, every adventurer in the party chooses a role, navigator, outrider, or warden, which broadly determines their responsibilities and contributions to the journey's success. A character can only have one role at a time, and a party that wishes to go anywhere must have at least one navigator to lead them in the right direction. After choosing a role, each character decides upon a task to undertake for the trek, based on their role. These tasks are detailed below. The outcome of each group's tasks are then determined one at a time, according to the task. The outcome of the navigators' tasks are determined first, at the beginning of the trek. The outcome of the outriders' tasks are determined second, around the middle of the trek. The outcome of the wardens' tasks are determined last, at the end of the trek. A character can change their role up until the point that the trek begins, and is free to change it again after it ends. Over the course of the trek, the party will likely encounter the obstacles, events, creatures, and weather of the area they're attempting to traverse. Each area has statistics, encounters, and rules specific to that area, defined in the area's stat block. It is up to the party to determine the roles and tasks each member will undertake to survive the area's dangers. Navigator Navigators lead the party forward, scout the terrain ahead, or chronicle the party's journey as they travel. Navigate A navigator leads the party through the area. At least one navigator, sometimes called the head navigator, must undertake this task for the party to make any progress on the trek. The navigator makes a Wisdom (Survival) or Intelligence (Nature) check against the area's navigation DC. Proficiency and access to cartographers tools or navigators tools allow this check to be made with advantage, as does the possession of an accurate map. A navigator also gains advantage on this check if they have previously successfully trekked completely through the area. If the navigator benefits from all three of these sources of advantage, they succeed on the check automatically. The navigator rolls a progress die, dependent on the method of travel: a d6 for walking, a d8 for riding, a d10 for taking a ship, and a d12 for flying. If multiple members of a party are using different means of travel, use the die corresponding to the slowest method. For example, if a party includes one member mounted on a horse, one member riding a broom of flying, and one member marching on foot, the party would roll the die for walking (a d6). If the result of the check is a success, the number rolled on the die represents how far the party travels during this trek, and the progress made on this leg of their journey. The navigator can also have the party travel at a careful, stealthy pace. The party makes less noise and is less visible while moving, and can surprise or sneak by any creatures they encounter. The party's progress die becomes a d4, regardless of the method of travel. Subtract the amount of progress from an area's travel points. Once an area's travel points have dropped to zero, the party reaches the location described by the travel direction, usually meaning they have made it completely through the previous area and have entered a new one. On a failure, the party becomes lost and makes progress only equal to half the value rolled on the progress die. Each creature in the party loses one hit die, as they spend extra physical and mental effort trying to find their way back to the right path. A character with no hit dice remaining instead suffers one level of exhaustion. In addition, an area might have special rules about what happens when a party becomes lost there. Scout A navigator can attempt to explore the area just ahead of and around the party to learn more about the land. The creature makes a Wisdom(Survival), Wisdom(Perception), or Constitution check against the area's Mystery DC. On a success, the creature learns two pieces of information of its choice about the area from the following list: The creature's choice of one of the area's six environment scores.

The area's Navigation DC.

The area's remaining Travel Points.

One of the area's Resources (if any are present).

One of the area's Ammenities (if any exist).

One event that the party could encounter in the area. Chronicle A navigator can chronicle the details of a journey, helping the party retrace their steps and perhaps even earn some coin from their travels. When a navigator undertakes the chronicle task, they can start or continue work on a record of the party's journey, provided they have proficiency in, and possession of, tools relevant to creating such a record. This record or work is typically a map, but can also be a journal or sketchbook, or even a song, stage performance, or poem, so long as it can capture the details of the journey. If the party becomes lost on this trek, the navigator can use the chronicle to get them reoriented, preventing any characters in the party from losing hit dice or gaining exhaustion levels.

Additionally, for each trek spent on this task, the chronicle becomes more valuable as something to eventually sell or trade. Each trek spent adding to the work increases its value by 1gp per trek in traveled and well-traveled areas, 2gp per trek in charted areas, 5gp per trek in uncharted areas, and 20gp per trek in unknown areas. Rulers, leaders, or wealthy benefactors interested in an area will usually pay double the value of the final work. Outrider Outriders scout the land ahead, seek out and gather important resources, or search for specific creatures and hidden places. Outriders are absent from the party during their tasks, meaning they're not initially present for any events that occur during the party's traveling. An Outrider that becomes aware of a reason to return to the rest of the party and wishes to hurry back to them can halt their current task's progress and make a Constitution check against the area's Size. On a success, the creature arrives at the party's location after a period of time determined by the check: If the check succeeds by a score of 5 or more, the creature arrives after 1d4 rounds. Otherwise, the creature arrives after 1d6 minutes. On a failure, the creature doesn't arrive back at the party's location until the end of the current travel period, and they fail to gain any benefit from their chosen task. Search An outrider can attempt to hunt down a specific creature or type of creature, or search for a location or type of location. In either case, the outrider first makes a wisdom(survival), wisdom(perception) or intelligence(nature) check against the area's Mystery. The check automatically fails if the area does not contain that location or creature. On a success, the nearby presence of the creature or location is confirmed by a small clue or sign. If the search is for a location or the creature wants to be found, the search succeeds at this point, and the outrider comes upon the creature or place they were looking for. Otherwise, the search becomes a hunt, and the outrider or outriders can continue it on subsequent treks. To continue the hunt for a creature, the outrider needs to succeed on two checks, one per trek. Both checks are wisdom(survival), wisdom(perception) or intelligence(nature) checks, each contested by the creature's wisdom(survival) or dexterity(stealth) check (the creature chooses the ability to use). On the outrider's first success, they come upon a sign of the creature's latest meal, and learn both what it ate and the number and type of any creatures it commonly travels with. On the outrider's second success, they come upon the creature's lair, which the creature leaves from and returns to on its normal schedule. If instead the creature succeeds on either contest, it gains a glimpse of the outrider without the outrider seeing it, and can choose whether to flee, which resets any checks made since the search became a hunt, or ambush the outrider, initiating combat at a place of its choosing with the outrider or outriders suffering from the surprised condition. Gather An outrider can choose to try to hunt, forage, or scavenge a resource in the area. The creature chooses a resource, and makes a wisdom or intelligence check against the area's Hostility, finding 1d4 pounds of that resource on a success if that resource is present, up to a maximum material value of 1GP. This maximum increases to 5GP if the creature possesses tools relevant to the collection of the resource and is proficient with those tools. With expertise in those tools, this maximum increases to 10GP. If the resource is not present, the check automatically fails. Side Trek An outrider or group of outriders can choose to make a side trek to a place that is not specified by the travel direction that at least one of them knows the location of, or return to somewhere in the area that at least one of them has already been. Each creature makes a Constitution or Intelligence check against the area's Size. Creatures traveling together to the same place use the highest of their rolls. On a success, the creatures arrive at the side location, can spend up to an hour there, and return to the party's location. On a failure, the creatures arrive at the side location but are unable to return to the party by the end of the trek. To complete their side trek, they must spend the next 8 hours finding their way back to the party. Warden Wardens keep a look out for danger, maintain their equipment and practice their skills, or keep the party going by making repairs, cooking meals, and lifting spirits. Lookout A warden can watch over the party's position, trying to spot any danger that may be lurking. The warden gains advantage on perception checks and party members at the camp gain advantage on initiative checks for the duration of this trek. A creature with a flying speed or that can otherwise observe the surrounding area from a high elevation can also perform the scout task in conjunction with this one. Prepare A warden can prepare their equipment and themselves for the challenges to come, or practice new skills and techniques. The warden gains 3 preparation points. Preparation points can be spent in three ways: to reroll a natural 1 on their skill check or attack roll, to force an enemy to re-roll a critical hit against them, or to force an enemy to re-roll a successful saving throw triggered by their spell or ability. A creature can only have a maximum of 3 preparation points at a time, and these points do not expire.

Support A warden can support the party's journey by applying their training in a way that benefits the travelling group. The warden chooses a skill or set of tools with which they have proficiency and which, if used, could reasonably benefit the party's journey. This use could represent any number of supporting activities, from cooking food or caring for pack animals, to making repairs or intimidating the party to get a move on. The party may reroll the progress die for navigating and use either result. If three or more group members perform this task, take the maximum of the progress die instead. Improvising a Task Your character can do things not covered by the tasks in this document. Rest Regardless of chosen task, each party member is able to get some respite on their journey, and gains the benefits of a single short rest at a time of their choosing during each 8-hour trek.

Location Statistics The following pages include two sample locations for parties to face: Omawu, the Volcanic Island, which fits well into a pirate-themed or nautical adventure, and Chillwind Pass, which fits broadly into most adventures. Both locations are best suited to parties of levels 1-5. Running these locations To run a location in your game, introduce the location however you see fit and follow the rules from the Travel section above, as well as any rules within the location's stat block. Pay special attention to when a location says to roll events, and any extra effects that occur when the party gets lost. Track the location's travel points as the party navigates their way through, and have the players track the results of their tasks on their character sheets. Events Events are assumed to be rolled "in the moment" by default, which can create interesting surprises in your game. If you prefer, events can also be rolled beforehand, run in the order that they appear in the stat block, or carefully selected according to the Dungeon Master's tastes. The Dungeon Master can also time events however they like, perhaps choosing to have one event occur right at the climax of another to ramp up the tension, or having an event occur at the end of the day as a surprise that keeps the party on their toes. If an event is rolled again after having been rolled once, rather than presenting the same situation, try "advancing the plot" of that event. For example, if the party is travelling through the Chillwind Mountains, encounters the dwarves on the first day, and rolls the dwarves again on the third day, you could have the leading dwarf stumble into their camp with news that the Yeti attacked in the night, and the leading dwarf is the only survivor. Alternatively, if the Yeti is slain and the party rolls the Yeti again later, you can re-roll and run the re-rolled event differently to reflect the Yeti's absence. Just Getting On With It Sometimes, the party just wants to move as fast as possible through the area with minimal interaction, exploration, or rolls. In that case, note that the Navigate task has three prerequisites for automatic success, and that the Support task, if performed by three members, allows travelling at maximum speed. A party that can achieve all three prerequisites, and has at least three wardens supporting the journey can avoid any rolls at all. Combine that with a means of sustained flight, and the Dungeon Master can safely assume that the party completes the journey without incident, and the party can get on with the more interesting part of the adventure.

Omawu, the Volcanic Island Uncharted coastal (ocean) area, naturally isolated Navigation Difficulty Class 14

14 Travel Points 10(3d10 - 6)

10(3d10 - 6) Travel Direction Inward, to a cavern deep in the volcano

Inward, to a cavern deep in the volcano Path 1/4 Tropical shallows, 1/2 Island jungle, 1/4 Volcanic caves ITY MYS SIZ POW EXP HOS 14 (+2) 18 (+4) 6 (-2) 13 (+1) 16 (+3) 8 (-1) Resources Food (Fruit, seafood, and small animals), Fresh water (small streams and occasional rain), Plants (Sea and Jungle), Rocks (volcanic)

Food (Fruit, seafood, and small animals), Fresh water (small streams and occasional rain), Plants (Sea and Jungle), Rocks (volcanic) Ammenities None

None Challenge 3 (700 XP) Concealing Mist. Checks made to navigate to the island for the first time are made with disadvantage. Stranding Rocks. On a failed Navigation check, if the navigator is traveling by a waterborn vehicle, that vehicle takes 8d10 bludgeoning damage and its speed becomes 0. After 8 hours, the tide changes, and a creature outside the boat can spend an hour to make a Strength check against the island's Intensity score, freeing the vehicle on a success and returning its speed to normal. Thick Foliage. Travel progress is halved while traveling through the island's jungle. Offering to the Mountain. A cave halfway up the side of the volcano leads deep into the mountain. The path eventually opens up into a chamber with a pedestal at its center. Atop the pedestal sits a necklace of fireballs. Disturbing the necklace in any way causes a sudden, ominous rumbling. The mountain stirs, and lava begins to fill its chambers. 8 hours later, the volcano erupts (see below). Eruption. The volcano erupts with a massive explosion. Any creatures inside the volcano that are not immune to all damage are instantly slain. Any creatures traveling through the island's jungle or near its coast must make a dexterity saving throw against the island's intensity score or take 3d10 bludgeoning damage + 3d10 fire damage as molten debris is hurled from the mountain for miles in all directions. Lava pours from the volcano in all directions towards the sea, making 1 travel point's worth of progress every hour and consuming the jungle as it goes. Once the lava hits the sea, it cools and solidifies and the eruption ends, the ash cloud visible for miles in all directions. Events Roll for an event when the party first enters the area, whenever the party moves into new terrain, and every 8 hours the party spends in the area. 1d10 Event 1 Sudden Storm Weather event: duration 8 hours, Strong Wind, Heavy Precipitation. Creatures in the island's area must make a constitution saving throw against the island's exposure score or lose a hit die and be unable to gain any benefits from short or long rests until the storm ends. 2 Pirates A crew of 1 bandit captain and 3d6-1 bandits aboard a small sailing ship approach the island by sea. The captain has heard there is treasure in the volcano and will stop at nothing to obtain it. Half the bandits stay aboard the ship while the other half and the captain take a rowboat ashore and make their way to the treasure. 3 Sea Hag A Sea Hag calls out to the party in the guise of an old, ugly crone. She tells the party that there is a magic item in the volcano, but she is too old and frail to get it. She says that she will reward the party with treasure if they acquire it for her. This is a lie: the hag hopes that the party will perish in the eruption while she shelters beneath the waves and, once the eruption is over, she can take the item for herself. 4 Skeletal Remains The party comes across the skeletal remains of a humanoid. 5 Stranded Mariner An unshaven, ragged, injured sailor(commoner) hails the party, ecstatic that their arrival means rescue. The sailor was shipwrecked and severely injured in a storm and has been trapped on the island for 1d12 months. He or she wants nothing more than to leave the island as soon as possible, and will take desperate measures to do so. 6 Sahuagin 2d6-1 sahuagin approach the island from beneath the waves, looking for any signs of creatures that dare venture into their territory. They attack non-sahuagin on sight, but prefer to ambush foes at night and from the water. They are willing to venture inland if they think they can catch interlopers unawares. If they see no signs of trespassing, they leave the area after 1d4 days. 7 Merchant Ship A merchant ship with 1 noble, 2d6 guards equipped with light crossbows, and 2d6 crew(commoners) passes by the island, paying it little mind. Sailing by the island takes them a day. 8 Distant Whales A pod of 1d6 killer whales breaches in the distance. They remain in the area for a day before moving on, fleeing from any danger. 9 Giant Boar A giant boar sees or smells signs of the party, and becomes angry that they are in its territory. Whenever the party next starts making their way through the jungle, the boar charges them. 10 Mischievous Monkey A small macaque(baboon) is curious about creatures that visit the island, and can smell their food. The monkey tries to sneak up to the party and steal up to three rations. If it fails to find any, it settles for taking anything shiny. If spotted, the monkey flees, screeching, into the jungle.

The volcano at the center of the island appears dormant. In fact, it could erupt at any moment. A fire elemental found itself trapped here long ago, and its periodic attempts to escape cause eruptions that formed the island over the course of many years. Initially, the elemental is inactive. Long ago, cultists visited the mountain to try and appease it. They brought offerings of treasure through the caves to the volcano's center, leaving them in a small lava chamber. The magic of one of these items is just enough to keep the volcano from erupting.

Chillwind Mountains Charted mountainous area, naturally connected Navigation Difficulty Class 10

10 Travel Points 11(2d8 + 2)

11(2d8 + 2) Travel Direction Through, via mountain pass ITY MYS SIZ POW EXP HOS 14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2) Resources Food (Small game, Berries and tubers), Fresh water (mountain streams and snow), Plants (Mountain), Rocks (all kinds)

Food (Small game, Berries and tubers), Fresh water (mountain streams and snow), Plants (Mountain), Rocks (all kinds) Ammenities None

None Battlefields Narrow trails, precarious cliffsides, boulder fields, alpine forests, rickety bridges

Narrow trails, precarious cliffsides, boulder fields, alpine forests, rickety bridges Challenge 2 (450 XP) Difficult Climb Travel progress for parties without a climbing or flying speed of at least 30ft is halved while in the pass's area due to the steep terrain. Treacherous Falls Whenever the party becomes lost, a random party member must make a dexterity saving throw against the area's intensity score or fall 1d10 x 10 ft down the mountain as their footing gives way. A creature that takes damage from such a fall must make another dexterity saving throw against the area's intensity score or fall another 1d10 x 10ft before coming to rest. Avalanche! Whenever the area experiences a loud noise such as a yelling, a thunderclap, or the roar of an animal, roll a d20. On a 1, the snow piled among the peaks fractures under its own weight and begins to slide down the nearest mountainside. After 1d4 rounds, the sliding snow reaches the area of any creatures on the mountainside. Any creatures or objects not behind at least 3/4 cover must make a strength saving throw against the intensity score of the mountains or take 2d10 bludgeoning damage + 2d10 cold damage and fall 1d10 x 10 ft down the mountainside as the snow hurtles into them. All creatures and objects in the area are then buried beneath a foot of snow. Events Roll two events for every 8 hours the party spends in the area and once whenever they become lost. 1d10 Event 1 Light snow Weather event: duration 8 hours. The area is lightly obscured for the duration. 2 Goats A herd of 2d6 Goats clambers their way through the mountains, looking for plants to graze on amid the rocky peaks. The goats are easily startled of large creatures and will flee in a loud panic at any sign one is nearby, heedless of any other danger. 3 Rock slide Nearby rocks come loose and roll down towards any creatures on the mountainside. Each creature must make a dexterity saving throw. On a failed save, that character takes 2d8 bludgeoning damage. 4 Dwarves A party of 1d4+2 Dwarves makes their way through the mountains. The dwarves believe the mountains are full of valuable ore and gems, but are wary of rumors of a yeti in the area. One dwarf has some training as a healer, and can cast cure wounds once per day. The dwarves are stubborn, and are heading in a different direction to the party. 5 The Yeti that lives in the area becomes hungry and ventures out from its lair, letting out a roar that reverberates through the mountains. The yeti seeks food and to scare off or kill any intruders in the area. It waits until the cover of night or snowfall and tries to ambush any traveling parties in the area. If badly wounded, the Yeti knows how to pitch its roar to trigger an avalanche automatically (see Avalanche!, above). 6 Sudden blizzard Weather event: duration 8 hours, High winds, Heavy Precipitation. For the duration, the area is heavily obscured and falling snow makes all uncovered areas difficult terrain. Creatures in the area without resistance to cold damage or use of winter clothes must make a constitution saving throw against the area's exposure score or lose a hit die and be unable to gain any benefits from short or long rests until the blizzard ends. 7 Frozen remains A body of a creature frozen in the snow lies nearby. 8 Goblin scavengers A group of 1d4+2 Goblins skulks nearby. They are cowardly but will try to steal what they can get away with from passing travelers. 9 Small shrine A small shrine or offering to a god or spirit becomes visible ahead. 10 Giant eagle A Giant Eagle stirs from its nest searches for prey. It hunts during the day, looking for goats or pack animals it can snatch and fly away with. Though it usually leaves live humanoids alone, it's not above making a meal of those who have died by other causes. The eagle hates and fears the yeti, and will take the opportunity to be rid of it if it senses weakness.

Unfinished Locations The following section includes unfinished locations that you could flesh out and use in your own game, with your own twist. What happens when players get lost in these places? What kinds of battlefields, resources, and ammenities might one find there? Farming Village Well-traveled urban area, constructed connected INT MYS SIZ POW EXP HOS 7 (-2) 4 (-3) 2 (-4) 7 (-2) 6 (-2) 8 (-1) 1d10 Event 1 Ornery Elder 2 Rainstorm 3 Troublemaker 4 Visitors 5 Curious Kids 6 Local Hero 7 Wise Elder 8 Craftsperson 9 Guard 10 Farmer Family Wild Frontier Traveled grassland area, naturally adjacent INT MYS SIZ POW EXP HOS 9(-1) 6(-2) 15(+2) 13(+1) 16(+3) 10(+1) 1d10 Event 1 Herd of Beasts 2 Rainstorm 3 Wayward Traveler 4 Incredible View 5 Mercenaries 6 Centaur Band 7 Collapsing Tunnel 8 Raider Ambush 9 Mysterious Omen 10 Signs of Battle Rowdy Port Well-traveled urban area, constructed connected INT MYS SIZ POW EXP HOS 7 (-2) 10 (+0) 6 (-3) 12 (+1) 13 (+1) 12 (+1) 1d10 Event 1 Bounty Hunter 2 Rainstorm 3 Drunks 4 Performers 5 Enforcers 6 Strange Creature 7 Thief 8 Heavy Cargo 9 Far Traveler 10 Rival