D&D: The Doom of Ardross
The Quest - World Travel
General Travel Pace
When traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the above table. This table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.
The travel pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.
Mounts and Vehicles
For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace.
Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don’t suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.
While travelling at a slow pace, the characters can move stealthily. As long as they’re not in the open, they can try to surprise or sneak by other creatures they encounter.
Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. Travelling at a fast pace causes a -5 penalty to a character’s passive Wisdom (Perception) score.
Other Travelling Activities
Characters who turn their attention to other tasks as the group travels are not focused on watching for danger. These characters don’t contribute their passive Wisdom (Perception) scores to the group’s chance of noticing hidden threats. These characters may however do other activities.
Navigate – The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it.
Draw a Map – The character can draw a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required.
Track – A character can follow the tracks of another creature, making a Wisdom (survival) check when the DM calls for it.
Forage – The character can keep an eye out for ready sources of food and water, making a Wisdom (Survival) check when the DM calls for it.