Wilderness Journeys - Dungeon Master's Screen: Wilderness Kit

Wilderness Journeys. This sheet provides guidelines for playing through wilderness travel and for keeping track of supplies during the journeys. Journey Cycles A journey takes place in Cycles that each represent the days spent traveling in the wilderness. The DM first decides whether the journey is short or long, depending on how long it will take the characters to reach their destination. The length of the journey determines how many days are represented by a cycle; each cycle is one day for a short journey or 7 days for a long one. For each cycle, follow these steps in order: 1. Weather The DM determines the predominant weather conditions for the Cycle., you either choose the weather or roll for it on the Weather ( table on the DM screen. 2. Pace the players choose the groups travel pace for the cycle: slow, normal, or fast. See the Travel Pace table on the DM screen for details about each pace. 3. Navigate The DM decides whether the adventurers are at risk of losing their way, following the guidelines in the "Becoming Lost" section below. 4. Encounter Roll a d10. On a 1, the characters encounter something this cycle. The DM either decides what happens or rolls on the Wilderness Encounter table. 5. Supplies Expend food and water for each creature in the party that must eat or drink, consulting the "Food and Water" sections below. 6. Progress Track the party's progress in the miles for the cycle. You may use a hex map in this kit to keep track of the party's current location. Becoming Lost Travelers are unlikely to get lost when following an established path or road or with a landmark in sight. In those circumstances, assume a group of adventurers won't get lost. Here are the circumstances that can cause a group to lose its way: Weather that obscures the area, such as heavy rain, snow, or fog. Traveling at night, even with light sources or darkvision. Dense forest Traveling underground Traveling at sea while unable to see the sky or any familiar land. The DM let...