As an exploration faced game, a West Marches game involves a more complex exploration phase. Take some time to familiarize yourself with the amended rules as presented below: Journey Activities Adventurers have the option to participate in activ
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ities while traveling in order to pick up some extra
resources, improve the conditions of their journey,
or learn more about the world around them. The DC of each activity is dependent on a number of factors, including the region's environment, inclement weather, or the presence of natural or supernatural threats. Notable DC Modifiers Inclement Weather (+2) may impede an adventurer's ability to complete certain tasks such as tracking. Multitasking (+3) comes into play when a character is attempting to undertake multiple activities at once. For each task beyond the first, a +3 modifier is applied to all DCs. Hostile Territory (+4) comes into play for certain travel activities, but not all. A character decides which activity they are engaging in at the start of each day that they are travelling. A party member may engage in one of the following activities during a watch: Busk : When traveling along a road or through a populous area, adventurers can entertain passersby with a successful
Acrobatics, Athletics, or Performance check. Earning gold as they travel. Chronicle : An adventurer that writes down observations of landmarks, customs, and points of interest can make an Intelligence (History) check or the use of appropriate tools each day. Success may grant Expertise dice (1d4 to be added to future skill checks) or unlock potential Boons to be used on later travel days. This replaces the cartographer role. Cook : By acting as the party’s cook and quartermaster,
with a cook’s utensils can help ensure that everybody remains fed. A success generates additional Supply (albeit not at the same rate as foraging), while a critical success restores a hit die to each creature traveling with the group. Cover Tracks : While moving at a slow pace, an adventurer can
cover the party’s tracks with a Survival check so
that it is harder for pursuers to follow. The adventurer’s Survival check result is the DC for any
pursuer’s Survival check to track them. Enterain : With a successful Performance check an adventurer
can help keep the party’s spirits high. Each party
member can only benefit from this journey activity
once per week. Successful entertain checks can be used to avoid or remove afflictions such as Strife and Fatigue. Forage . A character can search for food, water, and other resources, potentially gathering useful supplies as they travel. Rules for foraging are found on page 22 of the West Marches Enchiridion. Harvest : An adventurer that succeeds on a Medicine or
Nature check finds plants to refill a healer’s kit. A critical success might generate healing herbs to the effect of a potion of healing ! Navigate . A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make Wisdom (Survival) checks to navigate. A party member can assist the navigator, provided that they are proficient in Survival. When an adventurer can tell cardinal directions, such as a character with the Keen Mind or Explorer feats, they always have advantage made on Wisdom (Survival) checks made to navigate. Notice Threats. A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their passive Wisdom (Perception) score to notice threats. Pray : While traveling many choose to connect with deities
and spirits. An adventurer makes a Religion check. Success may invoke blessings from the gods, while abject failure may displease them. Rob : Adventurers can force others into handing over their
coins with a successful Intimidation check, or pickpocket travelers with a successful Sleight of Hand
check. To perform this journey activity, the party
must be in a populated area such as a Country Shire,
Open Roads, or Urban Township. This journey
activity usually takes a week to complete. Scout : An adventurer roams at a distance from the party,
making a Perception check seeking vantage points
to look ahead. This journey activity can only be attempted once per journey, with success granting advantage on future rolls or even finding shortcuts. Track . A character can follow a trail or set of tracks while pursuing a creature or group of creatures. Rules for tracking are found on page 18 of the West Marches Enchiridion . Helping While Traveling Generally speaking, any activity undertaken by a character while travelling can be assisted by another character, granting advantage on the check. In certain cases, such as when navigating or tracking, there are certain requisite skill proficiencies or other features a character must have before they can help. Features, spells, and other effects that grant a specific bonus to a check, such as a cleric’s guidance spell, can be used during travel activities. If the effect requires an action, such as with guidance, the character granting the effect must use their entire travel activity to do so. If the effect is passive, such as from a magic item, the effect is simply enacted as on a normal check. Travel Pace While adventuring, characters may sometimes wish to travel at a faster
pace, and other times at a slower one, depending on a variety of factors.
While travelling, a group of adventurers can move at a normal,
fast, or slow pace, as shown on the Travel Pace table. The table states how
far the party can move in a period of time and whether the pace has any
effect. Travelling at a fast pace makes characters less perceptive and unable
to focus on anything but the road, while a slow travel pace makes it possible
to sneak around and to traverse the area more carefully. Characters can travel for 8 hours—two watches—per day
normally, incurring no penalties. However, a party can push beyond this
limit, at the risk of fatigue. 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 characters suffers one level of fatigue. Travel Pace Distance Per Hour Distance Per Watch Effect Gallop 8 miles* N/A Disadvantage on Survival. Can only be maintained for 1 hour. Fast 4 miles 18 miles -5 on passive Perception and disadvantage on Perception checks Normal miles 12 miles Unable to use Stealth Slow 2 miles 8 miles Advantage on Survival checks Fast Pace. At a fast pace, characters suffer a -5 penalty to passive
Wisdom (Perception) scores, a -5 penalty to Wisdom (Survival) checks
made to navigate or track, and cannot engage in travel activities other than
noticing threats, navigating, or tracking. Normal Pace . A normal pace has no additional effects beyond Stealth not being possible. Slow Pace. At a slow pace, characters are able to travel stealthily,
all Wisdom (Survival) and Wisdom (Perception) rolls are made at advantage. Creatures or characters suffering from two levels of fatigue are incapable of traveling faster than normal pace unless mounted. Creatures or characters suffering from three levels of fatigue may only travel at slow speed unless mounted. Forced March Adventurers on a journey can travel for up to 8
hours in a day before requiring a short rest to reinvigorate themselves and continue —any further
and they may exhaust themselves. For every additional hour of travel past 8 hours, an adventurer
makes a Constitution saving throw at the end of
the hour (DC 10 + the number of additional hours
of travel), suffering a level of fatigue on a failure.
The party can set the pace, increasing the DC of
the saving throw for a normal pace (+1) or fast/
mounted pace (+2). For example, after traveling for 8 hours a party
decides to push themselves and continue the day’s
journey for 1 additional hour at a normal pace. At
the end of the hour they’ve traveled another 3 miles,
but each adventurer makes a DC 12 Constitution
saving throw (10 + 1 additional hour + 1 for normal
pace), suffering a level of fatigue on a failure. Mounts & Pack Animals Mounts such as riding horses can only travel for
about an hour a day at the gallop pace listed in
the Travel Pace table above. While mounts and pack animals
may be useful on a journey, they are also a responsibility—each mount requires its own Supply, may
have difficulty traveling in different kinds of environments, and can become a liability during certain
exploration challenges. For example, it may be
difficult to lead a mount through a swampy area
or have it traverse a landslide. Land Vehicles Wagons and carts are unable to
go faster than a slow pace, but some land vehicles
can choose at which pace to move. Stealth cannot
be used while journeying in a land vehicle, and
they require a DC 13 land vehicle check every day
spent traveling at a fast pace. This DC may vary dependent on the type of terrain being moved through. On a failure, the
vehicle suffers a malfunction (see Malfunctions,
Chapter 4: Equipment in the Adventurer’s Guide). Water Vehicles Water vehicles are restricted by
the speed of the vehicle and gain no benefits from
a slow pace, but have no penalties for moving at
a fast pace. Depending on the vehicle and crew
size, a ship can travel up to 24 hours a day. Shelter and Sleeping Resting & Havens While on a journey, adventurers are only able to
recover from fatigue or strife on a long rest when
they have access to a haven. A haven is a place to
get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For
example, an inn is considered a haven, but a campsite where adventurers must take turns keeping
watch through the night is not. Some spells and
class features may create havens. Camping in the Wilds When making camp for the night in the wilds, there are three critical
factors: how cold it is, how wet you are, and how exposed your campsite
is. If any of these factors are not accounted for, you open yourself to the
risk of all sorts of hazards, ranging from mere unpleasantness to potentially
life-threatening diseases. Warmth With the exception of temperatures above 70 degrees Fahrenheit
(commonly experienced only in arid climates or the hottest summer
months), some additional source of warmth is required at night beyond
basic adventuring clothing If a character sleeps with a blanket or bedroll, they suffer no ill
effects; if a character sleeps next to an open campfire or other large source
of heat, they will similarly suffer no ill effects. These two are the most
common means of maintaining warmth at night, but there might be other
ways to do so. Wetness While it is quite common for adventurers to swim in lakes, wade through
rivers, and dive into dungeon pools—and thus become thoroughly soaked—
it can be quite dangerous to go to sleep while still wet. Characters might
also become wet from travelling in the rain, interacting with exceptionally
watery creatures, bathing, or other activities. A wet creature will dry off over the course of one hour, so long
as they stay dry the entire time. If that creature is near a significant source
of heat, such as a campfire or stove, that time is cut in half. Likewise, there
may be additional means to quickly dry off. In inclement weather, such as rain or snow, the only way to get dry is to have access to sufficient shelter and interior heat. Sitting by the fire in the rain will not help dry a character off sufficiently. Exposure Beyond simple rain and snow, other forms of exposure, typically wind, can
sap away at a character’s strength. The simplest way to avoid exposure is
through shelter, which shields a party from the outdoors. Shelter is any structure or formation that has at least three walls
and a roof. The most common sources of shelter in the wilderness are tents,
caves, and ruins, but there may be others. Sleeping In order to avoid ill effects while resting, characters must satisfy all three
conditions: they must stay warm, they must stay dry, and they must stay
sheltered. Over the course of a short or long rest, if a character does not satisfy any
of the above conditions, they must make a DC 10 Constitution saving throw
at the end of their rest or suffer a level of fatigue. For each additional condition a character does not satisfy,
the DC increases by 5, and the character suffers an additional level of
fatigue. For example, if a character is both cold and exposed to the
wind during their rest, they must make a DC 15 Constitution saving throw
or suffer two levels of fatigue. Creatures with resistance to cold damage
have advantage on these saving throws; creatures within immunity to cold
damage automatically succeed. Food & Supply Mundane consumable items like food and water are
simplified into a single item called Supply. When an
adventurer gains access to food and water, they can
add Supply to their inventory. Basic rations (dry food
and water) usually costs 5 silver for 1 Supply, but
finer foods may cost more. ( The stores in Hope have been updated to reflect this, but your character sheets will need to manually be updated to replace rations & waterskins. For every ration + waterskin in your possession, you gain 1 supply) 1 Supply consists of enough combined food
and water to sustain a Small- or Medium sized creature for a day. Large-sized creatures require 2 Supply each
day. Creatures of Huge size or larger require an
amount of Supply determined by the DM. Whenever a creature takes a short rest, it must
consume a Supply. If it does not, it gains a level
of fatigue. Long rests taken in town or other havens are covered elsewhere. When undertaking the Forage travel activity, a character that successfully forages finds Supply equal to their Wisdom modifier, or twice their Wisdom modifier on a critical success. Supply consumed while in another form (like
while under the effects of a polymorphing
spell or a druid’s wild shape) is wasted and
provides no nourishment when a creature
returns to its normal form. When adventurers run out of Supply while journeying, they can access more in a few ways. Boons and discoveries, which
are common rewards for exploration challenges,
may lead to more Supply. As a last resort, the party
may need to take a detour to the nearest town, find
a wandering merchant, or even abandon the journey
and head home. Tracking If a character wishes to track another creature or group of creatures over
long distances, they must make a Wisdom (Survival) check for each watch
they wish to spend tracking. The DC varies, depending on the terrain, weather, and creature.
If a character is tracking an army’s passage over muddy terrain on a clear
day, no check is required. However, a single individual moving across bare
stone floor in a dungeon may prove much harder. Another player that is proficient in Survival can assist a
character tracking, granting them advantage on the roll. If a character has
some other means of tracking a creature, such as by magic, they may also
assist a tracking character. The Tracking table provides some example DCs and modifiers,
those these may be altered at the GM’s discretion, depending on the
circumstances. Condition DC Soft, muddy ground 10 Dirt or grass 15 Bare stone 20 Each day since the creature passed +5 Creature left a trail, such as blood -5 Tracker is moving at a slow pace -5 Tracker is traveling at a fast pace +5 Navigation There are two basic modes of navigation when travelling the wilderness:
directional and landmark. Landmark navigation depends on nearby
landmarks, locations, and structures to provide the path, while directional
navigation occurs when the party is travelling based on their own sense of
direction. A party decides which mode they will be navigating by on a per day basis, at the same time that they decide travel activities. Landmark Navigation Landmark navigation occurs when the party has a clear, visible destination
in view: the snowy cleft mountain, the massive black tree on the hill, or the
ruined fortress looming ahead. So long as the landmark is clearly in view,
the party does not need to make checks to navigate to it. If the party’s view is not always clear, such as when obscured by
intermittent fog or dense jungle canopy, the party must have the landmark
in clear view at least once every day. If necessary, the party may stop
to get a better view, such as by climbing a tree or using magic to levitate
themselves. At the GM’s discretion, a Wisdom (Perception) check may be
necessary. Landmark navigation can also be used for continuous landmarks
or terrain features, such as following a river, cliffside, or coastline. If the party wishes to travel to a landmark that is large or nonspecific, such as a range of mountains, it is the GM’s discretion where
exactly the party ends up; the broader the landmark, the more variance in the party’s eventual location. Visibility By default, the horizon is approximately 3 miles away, meaning anything
without significant size or elevation cannot be seen past the 3 mile limit.
However, larger objects typically can be seen from a greater distance,
meaning that navigating by landmarks further than 3 miles away is possible,
provided there are no obstructions in the way, like trees, hills, or buildings. As a broad rule of thumb, a given landmark is visible from 3
miles away, plus one extra mile for every 100 feet the landmark rises above
the surrounding terrain. Thus, a mountain range rising 8,000 feet above
the surrounding land would be visible from 80-85 miles away. However, an
individual mountain peak of 8,000 feet surrounded by mountains terrain
7,500 feet high would only be visible from 8 miles away while viewed from
within those mountains. The GM may call for a Wisdom (Perception) check to attempt
to spot particular landmarks in areas where visibility may be uncertain. If a
player wishes to gauge distance between two locations, the GM should call
for an Intelligence (Perception) check. In an area that is lightly obscured, visibility is reduced to 1
mile. In an area that is heavily obscured, visibility is so low that landmark
navigation becomes impossible. Directional Navigation Directional navigation occurs when the party has no clear visible
destination, but is instead travelling based on their own sense of direction,
instructions off a map, or directions from some other source. Under
directional navigation, the party chooses a navigator, and the navigator
chooses a direction for the group to travel. When choosing a direction, the navigator may do so with
absolute directions, e.g. “I would like to travel north.” They may also do
so with relative directions, e.g. “I would like to travel rightward of our
current facing.” If the navigator has means to know cardinal directions with
certainty, such as the Keen Mind feat or through a compass, they make all
directional navigation rolls with advantage. What a navigator may not do is travel to locations known only
by memory, e.g. “I would like to travel to that ruined temple we found two
weeks ago,” nor may the navigator simply point to the party’s map and
declare that they are travelling there. Once per watch, the navigator must make a Wisdom (Survival)
check to ensure the party is still travelling in the correct direction. The
DC is determined by the terrain type that the party is currently travelling
through; to figure out the typical DC for a given area, see page 50. If another party member wishes to assist the navigator, they
may do so, provided that they are proficient in Survival or have access to
cartographer’s tools. This grants the navigator advantage on navigation
rolls, though the assisting party member counts as spending their travel
time navigating as well, meaning they cannot be on guard for danger or
conducting other travel-time activities. If the party is travelling at a slow pace, the navigator gains a
+5 bonus to the navigation roll, and travelling at a fast pace imposes a -5
penalty. If the region the party is travelling through is lightly obscured,
such as by fog, the navigation DC increases by 5. If the region is heavily
obscured, such as by a storm or the cover of darkness, the navigation DC
increases by 10. If the party is travelling at a slow pace, the navigator gains a
+5 bonus to the navigation roll, and travelling at a fast pace imposes a -5
penalty. If the region the party is travelling through is lightly obscured,
such as by fog, the navigation DC increases by 5. If the region is heavily
obscured, such as by a storm or the cover of darkness, the navigation DC
increases by 10. If the party is travelling at a slow pace, the navigator gains a
+5 bonus to the navigation roll, and travelling at a fast pace imposes a -5
penalty. If the region the party is travelling through is lightly obscured,
such as by fog, the navigation DC increases by 5. If the region is heavily
obscured, such as by a storm or the cover of darkness, the navigation DC
increases by 10. Getting Lost If the party navigator succeeds on their roll against the navigation DC, all is
well, and they continue in their intended direction. If the navigator fails the
roll, however, the party begins to go astray. If the navigator fails the roll by
5 or less, the party goes slightly astray. If the navigator fails the roll by more
than 5, their travel route has gone significantly awry. In either case, the
party will likely travel in a direction that is not their intended direction. The
GM secretly rolls 1d12 and consults the Slightly or Significantly Lost tables,
respectively. All new directions are relative to their intended direction.