Travel in Chult

D&D 2024 rule: Travel in Chult. Source: Fumble. rule type Fumble rule Fumble rule Direction and Pace Each day the party chooses a direction and a normal, fast, or slow travel pace. Normal pace covers the standard distance without modifiers. Fast pace gives every traveler -5 to passive Wisdom (Perception) and gives the navigator -5 to navigation checks. Roll a d4; on a 3 or 4, the party moves 1 additional Hex. Slow pace gives the navigator +5 to navigation, allows the party to travel stealthily where the terrain permits, and on a d4 result of 1 or 2 the party moves 1 fewer Hex. Additional Activities The party can perform up to two additional activities using one travel d4 roll. On a 1 or 2, the activities delay the march by 1 Hex; on a 3 or 4, they have no effect on travel pace. This roll is separate from the slow-pace roll, so a slow journey with additional activities makes both rolls. Chult Hexes and Water Each Hex on the Chult Map represents 10 miles. On foot at normal pace, the party covers 1 Hex Per Day. By Canoe, it covers 2 hexes Per Day on a river or lake and 1 Hex through swamp. Each character must drink at least 2 gallons of fresh water Per Day. Water from natural sources must be boiled or treated. If a character drinks too little, they make a DC 15 Constitution Save at the end of the day, with Disadvantage in Medium or Heavy Armor and -5 while traveling fast. On a failure, they gain 1 level of Exhaustion. Pack Animals and Mounts Companions, mounts, dinosaurs, and other creatures also need water and food according to their Size. Animals native to Chult, such as dinosaurs, can find food and water for themselves while in their natural environment. Fumble rule