Exploration Activities
Exploration Activities per Day:
Travel Speed
Activities per Day
10 feet or less0 Activities (needs
Forced March to be able to do something)
15 to 25 feet1 Activity
30 to 40 feet2 Activities
45 to 55 feet3 Activities
… even more4 Activities
Group Activities:
Travel-
- cost: 1 Activity or 2 if the adjacent zone is difficult terrain
-
move to an adjacent zone
Reconnoiter (as long as you keep Concentration)-
- cost: 1 Activity
-
gain advantage on Investigation & Perception checks in an adjacent zone; may ambush foes
Indiviual Activities:
Forced March (risks exhaustion)-
- cost: 0 Activities
-
gain +1 Activity that can only be used for Travel
-
DC 15 Con saving throw vs. exhaustion; failing by 5 gets you 2 levels
Fortify Camp (stacks)-
- cost: 1 Activity
-
increase the random ‘night event die’ by one step (e.g. from a d6 → d8)
-
your party gains +1 to passive Perception & to Initiative rolls during the next night
Mark the Area (requires Reconnoiter)-
- cost: 1 Activity
-
this zone requires -1 Activity (min. 1/2) to Travel into in future travels
-
this also applies to your whole Broken Tusk Tribe, should it move into this zone
Subsist (disadvantage without Reconnoiter)-
- cost: 1 Activity
-
make a Survival check to gain
rations (DC depends on terrain)
-
failing by 5 gets you exhaustion; failing by 10 gets you 2 levels