Wilderness Survival Guide for Players Surviving the wilds of Thule is a difficult task. Adventurers, travelers, and traders alike would benefit themselves to make adequate arrangements for movement across this unforgiving landsacape; perhaps, at the least, purchasing the services of a capable Ranger. Daily needs Food: Each day travellers will require a pound of food per day to meet their minimum nutritional requirement. A character can survive without food for 3 + Consitution Modifier Days. At the end of a day beyond that limit, you are starving and automatically suffer one level of exhaustion. Eating food resets the count of days since starvation onset to zero. Traveller's Rations Hard tack, dried and cured meats, cheeses, and dried grains form the basis of traveller's rations. These rations last for ten days before spoiling. Making them valuable choices for purchase compared to fresh meats which spoil after a day. Water: Each day, travellers require a gallon of water. Hot weather and deserts double this requirement. If the character only is able to drink half a gallon, he or she must succeed on a DC 15 Constitution Saving Throw or suffer two levels of exhaustion. If a character drinks no water for the day, they automatically suffers two levels of exhaustion. Desperate times Water, far more important than food, shows resourcefulness of many adventurers, nomads, and explorers. For every four pounds of fresh meat or plants consumed, this counts as half a gallon of water. Each gallon of fresh blood counts as a half gallon of water and requires a DC 15 Constitution Saving Throw to avoid vomiting. A word on exhaustion Exhaustion is cumulative. Removing a level of exhaustion requires a long rest and meeting the minimum amount of food and water per day. Exhaustion Levels Level 1 Disadvantage on Wis/Dex Checks 2 Disadvantage on all ability checks 3 Speed is halved 4 Disadvantage on attacks and saving throws 5 Total amount of Grit halved 6 Speed reduced to 0 | 7 | Death | Ranging Every day in the wilderness is broken up into 6 four-hour blocks. These blocks can be spent by the group however they like. The group can divide their efforts for each block (e.g. half the group forages while the other half makes camp). However, the risks of being lost make dividing the party are too great. Parties must travel together and cannot sleep and travel simultaneously. The activities are as follows: Activity Description Marching This represents overland travel. The pace that you set is described below. Typically, overland travel requires two blocks, however you may choose a Forced March. For every block of marching beyond the first two, you must succeed a DC 15 Constitution saving throw. A failure gains one level of exhaustion. Navigating: Travelling off-trail requires a Survival check to correctly navigate. The difficulty is set by the DM. Hunting, Fishing, Tracking, and Trapping First, any character can roll a Nature check to determine what creatures live in the landscape. For every block spent hunting, you may roll a to hunt (detailed later). If no party member is proficient in survival, this check is made with disadvantage. Players can choose to track a specific creature or group. Foraging Players or groups may choose to roll a Survival check to forage for either edible plants or water sources. Resting and Camping Spending two blocks counts as a long rest. Two or more characters travelling together can divide into night watches without interrupting this rest. If a character chooses not to rest during a day he or she mus succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. This saving throw repeats every.

Marching Marching Speeds How quickly you choose to travel for each block of time is written in the four hour block. Pace and the effects of pace are detailed below. Difficult terrain halves the distance Travel Pace: Distance travelled per... Pace Minute Hour Block Effect or Carrying Capacity Fast 400 ft 4 mi 15 mi -5 to passive Perception Normal 300 ft 3 mi 12 mi ___ Slow 200 ft 2 mi 9 mi May roll stealth to conceal movements Narthan Horse 600 ft 7 mi 27 mi 480 lb Musk Ox 400 ft 4 mi 15 mi 700 lb Donkey 400 ft 4 mi 15 mi 420 lb Pony 400 ft 4 mi 15 mi 225 lb Marikanian Warhorse 500 ft 6 mi 25 mi 540 lb Mammoth 400 ft 4 mi 15 mi 1500 lb Mounted movement Travel: Riders may choose the travel speed of their mount instead of walking speed. Mounts require two blocks (8 hours) to water, feed, and rest daily. Mounts will die of dehydration after three days without water, and starvation after five days without food. Mounts forced to march beyond two blocks of travel must succeed a Constitution saving throw with DC=10 times number of extra blocks travelling. A failed throw and the mount dies of exhaustion. Carts and Wagons Mounts pull five times their typical carrying capacity minus the weight of the vehicle. Off road requires a DC 15 Dex check. Those with proficiency in Land Vehicles add their proficiency bonus. Failing the check by 10 or rolling a natural 1 results in the cart breaking down. Repairing a cart is a DC 15 Intelligence check every block. Those with proficiency in Smith, Carpenter, Woodcarver, or Tinker's tools can add their proficiency bonus. Mounts pulling carts or wearing armor may not travel more than two blocks per day. Hunting Requires two separate checks. First you must a Survival check to find prey. If the DM tells you the creature would flee, every member who is hunting must roll a Stealth check to sneak up on the creature. On any failed check, the creature flees before you get into range. You may track the same creature the next block, by rolling a new check (same DC). Sample Travel Log Day 1 Time Block Activity Predawn 1 Sleep/Camp Daybreak 2 Travel, Pace- Normal Mid Day 3 Travel, Pace- Normal Late Day 4 Forage- Water Dusk 5 Hunt Mid Night 6 Camp/Sleep Distanced travelled: 24 miles Day 2 Time Block Activity Predawn 1 Sleep/Camp Daybreak 2 Travel, Pace- Normal Mid Day 3 Travel, Pace- Fast Late Day 4 Forage -Water Dusk 5 Hunt Mid Night 6 Camp/Sleep Distanced travelled: 27 miles Day 3 Time Block Activity Predawn 1 Sleep/Camp Daybreak 2 Horse Travel Mid Day 3 Horse Travel Late Day 4 Horse Forced March -Saving Throw Dusk 5 Forage- Water, Mounts feed/water Mid Night 6 Camp/Sleep, Mounts rest Distanced travelled: 81 miles Day 4- Difficult terrain, uneven rocks Time Block Activity Predawn 1 Sleep/Camp Daybreak 2 Travel, Pace- Normal Mid Day 3 Travel, Pace- Normal Late Day 4 Forced March- Normal Dusk 5 Hunt Mid Night 6 Camp/Sleep Distanced travelled: 18 miles

Trapping Trapping only requires a single Survival check to attempt to place an effective trap. However, it requires the use of supplies (such as a rope or trapper's tools). The advantage of setting traps allows the trapper to return at a later time to collect any prey. The disadvantages of trapping include the potential that the trap does not yield prey or breaks. Having an experienced Rogue in the party, or taking time to roll a Nature check prior to setting your trap may improve your likelihood of success. Trapping Sea-Life Setting ocean traps requires the appropriate trap. The player must place traps either in a major ocean, lake, or river. It requires a single Survival check to place the traps. These traps may be checked every 6 blocks (24h). Fishing Unless players are travelling near water, players first must successfully forage for a sufficient body of water to fish from. After finding water, the player may roll a Survival check to fish for a single block of time.

DM Guide to Wilderness Travelling- Getting Lost Ranging only requires one successful Survival check per day. A failed check means that the party is lost for one block and effectively travels 0 miles. A change in weather, terrain, or pace prompts a new Survival check. Conditions/Terrain DC Plains, farmland 5 Light Forest 15 Dense Forest 20 Swamp 15 Jungle 20 Hills 15 Dry Mountain 20 Tundra 15 Mountain Caps/Arctic 20 Following River No check needed Fast Travel Pace +5 DC Slow Travel Pace -5 DC Rain, fog, low visibility +5 DC Storm, snowfall, overcast night +10 DC Travelling at night, visible stars -5 DC Foraging- Water Foraging for potable water depends on the climate, time of year, and other extenuating circumstances listed below. In general foraging for water is usually successful. Water Terrain DC Plains 15 Light Forest 10 Dense Forest 12 Swamp No check. Dirty Water. Jungle 10 Hills 15 Mountain Base 20 Tundra No check needed Mountain Peak, Sub-Arctic No check needed Major River within 10 miles -5 DC Recent Rainfall -5 DC Snowfall/Winter No check needed Foraging- Edible Plants You can forage for mushrooms/edible plants, fruit/berries, or Nuts/Roots. Nuts/Roots do not perish and a successful foraging yields 1d6 pounds of food. Mushrooms and edible plants are often easier to forage but only yields 1d4 pounds of fluid. Finding a fruit tree or group of bushes is difficult, depending on clime, but yields much more food; a successful check yields 2d6 pounds of food. Plains Type Summer/Spring Autum Winter Fruit/Berries 12 15 N/A Mushrooms/ Edible Plants 10 12 N/A Nuts/Roots 10 11 15 Forest Type Summer/Spring Autum Winter Fruit/Berries 10 15 N/A Mushrooms/ Edible Plants 5 10 N/A Nuts/Roots 10 12 15 Jungle/Swamp Type Summer/Spring Autum Winter Fruit/Berries 12 15 N/A Mushrooms/ Edible Plants 10 12 N/A Nuts/Roots 11 11 15 Hills/Mountain Base Type Summer/Spring Autum Winter Fruit/Berries 13 16 N/A Mushrooms/ Edible Plants 10 12 N/A Nuts/Roots 11 11 15 Tundra/Sub-arctic/Mountain Peak Type Summer/Spring Autum Winter Fruit/Berries N/A N/A N/A Mushrooms/ Edible Moss 15 20 N/A Roots 15 17 20 For all terrain (if applicable) Condition DC Fog, rain, low visibility +3 Storm, snowfall, overcast night +5

Hunting It is up to the DM if the creature is hostile or flees. Creatures that almost universally flee do not have their MM page numbers added Terrain DC Conditions/Terrain DC Plains, farmland, forests 10 Swamp, Jungle 15 Hills 15 Mountain Base, Tundra 20 Mountain Peaks, Sub-arctic 25 Rain, fog, low visibility +3 DC Storm, snowfall, overcast night +5 DC Plains 1d20 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1-2 Rabbit 1d2 12 1d2 N/A 3 Deer 1d4 12 20+1d8 N/A 4 Thulean Elk 1d2 12 30+1d10 PT223 5 Musk Ox 1d8 10 40+1d20 PT223 6 Giant Hyena 1d4 11 10+d10 MM326 7 Giant Lizard 1 10 1d12 MM326 8 Prarie Dog 1d4 12 1d2 N/A 9 Crested Eagle 1 12 1d12 PT221 10 Abominable Sloth 1 10 60+1d12 PT220 11 Sabre-Tooth Cat 1 15 40+1d10 PT 222 12 Giant Badger 1 10 10+d10 MM323 13 Rhinoceros 1 11 40+1d20 MM336 14 Lioness 1d4 12 20+1d20 MM331 15 Juvenile male lion 1 12 30+1d10 MM339 (tiger) 16-17 Flock of small birds 1d20 10 1d2 N/A 18 Mammoth 1d4 10 200+2d10 MM332 19 Circling Vultures 1d5 11 1d12 MM339 20 Troop of Baboons 1+1d6 11 2+1d10 MM318 Hills/Mountain Base 1d20 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1-5 Rabbit 1d2 12 1d2 N/A 6-8 Goat 1d4 11 10+1d8 N/A 9 Giant Lizard 1 10 2+1d12 MM326 10-11 Boar 1 9 30+1d8 MM319 12 Crested Eagle 1 12 1d12 PT221 13 Sabre-Tooth Cat 1 15 40+1d10 PT222 14-15 Flock of small birds 1d20 10 1d2 N/A 16 Circling Vultures 1d5 11 1d12 MM339 17 Black Bear 1 11 40+1d10 MM318 (flees) 18-19 Brown Bear 1 11 80+2d10 MM319 20 Short-Faced Bear 1 11 100+2d10 PT222 Swamp 1d12 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1 Flock of small birds 1d20 10 1d2 N/A 2 Mosasaur 1 11 30+1d10 PT221 3 Poisonous Snake 1d4 10 1d2 MM334 4 Constrictor Snake 1d2 10 1+1d4 MM320 5 Giant Poisonous Snake 1 10 5+1d12 MM327 6 Crocodile 1 10 5+1d12 MM320 7 Giant Crocodile 1 10 20+1d8 MM324 8 Lizard 1d6 8 1d4 N/A 9 Giant Lizard 1 10 1d12 MM326 10 Frogs 1d6 10 1d2 N/A 11 Giant Toad 1 10 2+1d12 MM329 12 Turtle 1d4 8 1d6 N/A

Forest 1d100 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1-10 Rabbit 1d2 12 1d2 N/A 11-20 Deer 1d4 12 20+1d8 N/A 21-25 Thulean Elk 1d2 12 30+1d10 PT223 25-27 Giant Lizard 1 10 1d12 MM326 28-29 Crested Eagle 1 12 1d12 PT221 30-31 Abominable Sloth 1 10 60+1d12 PT220 32-33 Sabre-Tooth Cat 1 15 40+1d10 PT 222 34-36 Giant Badger 1 10 10+d10 MM323 37-38 Flock of small birds 1d20 10 1d2 N/A 39-40 Circling Vultures 1d5 11 1d12 MM 41-50 Squirrel 1d4 11 1d2 N/A 51-60 Red Fox 1d2 12 1+1d6 N/A 61-70 Boar 1 9 30+1d8 MM319 71-75 Black Bear 1 11 40+1d10 MM318 (flees) 76-80 Brown Bear 1 11 80+2d10 MM319 81-83 Short-Faced Bear 1 11 100+2d10 PT222 84-87 Racoon 1d2 10 1+1d6 N/A 88-90 Poisonous Snake 1d4 10 1d2 MM334 91-93 Frogs 1d6 10 1d2 N/A 94-96 Turtle 1d4 8 1d6 N/A 97-99 Coyote 1 11 2+1d10 N/A 100 Owlbear 1 11 90+2d6 MM249 Tundra/Sub-Arctic 1d8 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1-2 Arctic Hare 1d2 13 1d2 N/A 3 Flock of small birds 1d20 10 1d2 N/A 4 Snow Fox 1d2 12 1+1d6 N/A 5 Walrus 1d5 12 30+1d8 N/A 6 Polar Bear 1 13 90+2d10 MM334 7 Penguin 1d6 8 2+1d6 N/A 8 Seal 1d4 11 5+1d6 N/A Jungle 1d20 Creature Number Appearing Perception DC Meat (lbs) Page (if hostile) 1 Flock of small birds 1d20 10 1d2 N/A 2 Mosasaur 1 11 30+1d10 PT221 3 Poisonous Snake 1d4 10 1d2 MM334 4 Constrictor Snake 1d2 10 1+1d4 MM320 5 Giant Poisonous Snake 1 10 5+1d12 MM327 6 Crocodile 1 10 5+1d12 MM320 7 Giant Crocodile 1 10 20+1d8 MM324 8 Lizard 1d6 8 1d4 N/A 9 Giant Lizard 1 10 1d12 MM326 10 Frogs 1d6 10 1d2 N/A 11 Giant Toad 1 10 2+1d12 MM329 12 Turtle 1d4 8 1d6 N/A 14 Panther 1d4 12 15+1d20 MM333 15 Abominable Sloth 1 10 60+1d12 PT220 16 Crested Eagle 1 12 1d12 PT221 17 Troop of Apes 1+d6 11 10+1d6 MM317 18 Giant Ape 1 11 50+1d10 MM323 19 Tiger 1 11 30+1d10 MM339 20 Giant boar 8 70+2d10 MM323 Mountain Peak Roll 1d20, on 20, you find a solitary goat