Exploration & Survival

Through the process of adventuring, a party frequently needs to survive through many different environments where the dangers are not only monsters and hazardous terrain, but the acquisition of food, water, and shelter as well. While there are spells that aid in this, only the most powerful of magics can negate the need for these things entirely.

Surviving in the Wilds

At the end of each day, the adventurers must check to see how well they are surviving on the road. This is composed of three d100 tests: one for Food, one for Water, and one for Shelter. The difficulty of each test is based on the environment the adventurers find themselves in. Each test is determined individually from one another: a location can be lush in Food, Sparse in Water, and Hostile in Shelter.

Table: Food
EnvironmentCritical FailureFailureSuccess
Lush (DC 10)01-1011-5051-100
Sparse (DC 15)01-2526-7576-100
Barren (DC 20)01-5051-9091-100
Table: Water
EnvironmentCritical FailureFailureSuccess
Lush (DC 10)01-1011-5051-100
Sparse (DC 15)01-2526-7576-100
Barren (DC 20)01-5051-9091-100
Table: Shelter
EnvironmentCritical FailureFailureSuccess
Lush (DC 10)01-1011-5051-100
Sparse (DC 15)01-2526-7576-100
Barren (DC 20)01-5051-9091-100

Bonuses and Penalties

Other factors may provide additional bonuses or penalties to these d100 tests, or circumvent them completely:

FactorPenalty / Bonus
Group Size-5 for every five creatures
Supplies+10 to applicable tests
Inclement WeatherAdvantage / Disadvantage on d100 test
NotorietyShelter penalty if the party draws attention to themselves
SettlementMay bypass tests
MagicVaries
Creature SizeGroup Contribution
Tiny1/2
Small/Medium1
Large2
Huge4
Gargantuan8

Survival Actions

Before rolling the Tests, each creature may take one Survival Action, which may provide further benefits to the roll. If the action requires an ability check, use the Environment DCs on the table above. On a failure, most checks have no drawback, though some do – and all carry risks in the event of critical failure:

Food

Water

Shelter

Miscellaneous

Determine the Result

Once the final modifiers have been established, roll a d100 and add or subtract the modifiers to get the final result, then compare it to the environment tables to determine if it is a Success, Failure, Critical Failure, or Critical Success.

Table: Food Complications
D20 ResultComplication
1Multiple Complications. Roll two more times on this table and suffer both complications.
2Hunting Accident. While hunting for wild game, your companion received an injury. The creature who rolled the lowest result on the Hunt Survival Action receives a Lingering Injury. If no one took the Hunt Survival Action, gain the complication above instead.
3Starvation. There is not enough food to go around. Every creature in your party must make a DC 20 + 2 for every consecutive day with a Food complication before this Constitution (Resilience) ability check or gain 1 level of Fatigue, plus an additional level for every increment of 5 they failed by.
4Lost Supplies. Your food stores are depleted. Reduce the efficiency of Food Supplies to 0. If your Food Supplies were less than 15, also gain the complication above.
5Food Poisoning. Most of your food was not safe to eat. Creatures in your party make a DC 20 Constitution saving throw. On a failure, the creature gains the Poisoned condition for a number of hours equal to how much they failed by, starting the next day when the DM decides.
6Foraging Accident. While foraging for food, your companion touched something they shouldn’t have. The creature who rolled the lowest result on the Food Forage Survival Action receives a Long-Term Madness. If no one took the Forage (Food) Survival Action, suffer the complication above instead.
7-8Starvation. Food is more scarce than you would like. Every creature in your party must make a DC 15 + 2 for every consecutive day with a Food complication before this Constitution (Resilience) ability check or gain 1 level of Fatigue, plus an additional level for every increment of 5 they failed by.
9-10Deplete Supplies. Your food stores are heavily depleted. Reduce the efficiency of Food Supplies by 10. If your Food Supplies were less than 10, also gain the complication above.
11-12Food Poisoning. Some of your food went bad. Creatures in your party make a DC 15 Constitution saving throw. On a failure, the creature gains the Poisoned condition for a number of hours equal to how much they failed by, starting the next day when the DM decides.
13-14Starvation. Food is more scarce than you would like. Every creature in your party must make a DC 10 + 2 for every consecutive day with a Food complication before this Constitution (Resilience) ability check or gain 1 level of Fatigue, plus an additional level for every increment of 5 they failed by.
15-16Deplete Supplies. Your food stores are partially depleted. Reduce the efficiency of Food Supplies by 5. If your Food Supplies were less than 5, also gain the complication above.
17-18Food Poisoning. Some of your food was a little raw. Creatures in your party make a DC 10 Constitution saving throw. On a failure, the creature gains the Poisoned condition for a number of hours equal to how much they failed by, starting the next day when the DM decides.
19-20Half-Rations. You had enough food to get by, but only just barely. If you roll on the Food Complication chart on your next Survival roll, you roll with Disadvantage