Overland Journey Rules

No one in Dungeons and Dragons travels into the wilderness lightly. There are griffons and owlbears and goblins and ghosts and territorial elves and all other manner of creatures in the wilds who will be happy to relieve you of your life and treasure, not to mention the everpresent threat of death from exposure and starvation. These are the rules for when the party travels into the wilds for whatever reason they choose. These rules are shamelessly ripped off from Dungeon World, one of the best non-D&D books ever written for running D&D, but adapted for 5e.

Limiting Rest

These rules assume that the wilderness is dangerous and that the PCs are taking their lives into their own hands when they venture out into it. As such while the PCs are out on an expedition, they cannot take a long rest. Only civilization can provide the access to medicine, soft beds, apothecaries to provide spell components, and taverns to restore morale necessary for true recuperation. The characters must still sleep or meditate each night in the wilderness or risk exhaustion, but they do not get the benefits of a long rest from this. Short rests are not impacted.

Planning the Journey

The most important part of wilderness expeditions that most neophytes ignore to their peril is planning the journey. Check the campaign map to plan your route.

Travel Table

Terrain Distance DC Hazard Danger Road 24 miles 10 Setback Plains 18 miles 10 Setback Forest 12 miles 15 Dangerous Hills 12 miles 15 Dangerous Desert 12 miles 15 Dangerous Mountain 6 miles 20 Deadly Swamp 6 miles 20 Deadly

This gives the players the estimate of the number of days the journey will take, assuming no complications. If all characters in the party have mounts, multiply the distance traveled by 1.25. Mounts may not be used in mountains or swamps without a road.

The Journey

Once the party is in the wild, there are three jobs that must be filled. If a job isn't filled, the roll for it is an automatic failure. The difficulty for each roll is based on the terrain the players traverse. Each character only rolls once for each leg of the journey, the DC is based on the most difficult terrain traveled during that leg.

Rangers

The Natural Explorer feature of the ranger is modified under these rules. Now, instead of preventing the party from being lost and doubling the amount of food foraged, it simply means that the ranger automatically succeeds with whatever role he or she takes during the journey. Alternately, the ranger may choose to roll with advantage to try for a 5+ result, but must accept the results if they fail.

The Trailblazer

The trailblazer makes a Nature check to successfully navigate the terrain and make sure the party gets to where it's going. If the trailblazer succeeds, the party gets to their destination in the expected amount of time. If the trailblazer succeeds by 5+ on the nature roll, the party finds a shortcut or other method of moving faster than normal. The trip only takes 3/4 the normal time. If the trailblazer fails, the party gets lost for a time and a complication occurs. The trailblazer chooses one:

The trip takes much longer than expected. Multiply the travel time by 1.25. If the party is in a race against time, they will lose if this option is taken.

The party arrives on time, but suffers a level of exhaustion from marching to make up for lost time.

The party arrives on time, but has a random encounter.

The Provisioner

The provisioner makes a Survival check to plan and purchase provisions (food, clothing, equipment, etc.) for the journey, to carefully ration out those provisions, and to forage and hunt for additional food along the way. The base cost for the expedition is 1 gp per character per day. If the provisioner succeeds their survival roll, the party pays the base cost. If the provisioner succeeds by 5+, the cost is halved. If the provisioner fails their roll, a complication occurs. The provisioner chooses one:

The expedition costs more than expected. Roll 1d4+1 and multiply the base cost by the result. If the party cannot pay the cost, this option cannot be chosen.

by the result. If the party cannot pay the cost, this option cannot be chosen. The party is inadequately prepared for the journey. Only half the base cost is paid, but the party reaches their destination with a level of exhaustion.

While attempting to forage or hunt for extra supplies, the party has a random encounter.

The Scout

The scout makes a Perception check to watch for danger during the journey. If the scout succeeds, they successfully steer the party clear of any danger (except danger that the trailblazer or provisioner put the party in). If the scout succeeds by 5+, the party is presented with an opportunity - they find a hidden treasure cache, catch an enemy hunting party unaware, come across a roadside shrine that grants the party a boon, or something else of the DM's choosing. If the scout fails, the party is has a random encounter.