

That is to say, if the entire party needs nourishment, each member will need to succeed on their Survival check if everyone wants to eat that day.Īs with other facets of the travel system, there may be a way to influence your ability to find food, for better or worse. The check’s DC will vary depending on your environment, but if successful you will be able to gather enough food and water for one person. When traveling at a slow pace or a normal pace, you can attempt to forage for food while on the move by making a Survival skill check. If you’re on the road and you run out of food or water, you may not be completely hopeless.

Like the restrictions to your travel pace, Barovia may contain ways to manipulate the number of random encounter dice you must roll when traveling, thus reducing your chances of running afoul of hostile forces during exploration. If any roll is a 1, you can expect to run into trouble. When traveling at a fast pace, you will roll 3d6. If either roll is a 1, you can expect to run into trouble. When traveling at a normal pace, you will roll 2d6. If this roll is a 1, you can expect to run into trouble. Much like in Kalteyja, when traveling at a slow pace, you will roll 1d6. To this end, after declaring your pace you will roll for random encounters. The faster you travel, the less likely you will be to spot threats in time to avoid them. Barovia is a dangerous place, and as you go from point A to point B you are likely to encounter all kinds of trouble along the way. While it’s certainly nice to reach your destination as quickly as possible, there are drawbacks to traveling at a fast pace. If, for whatever reason, a party member is not able to keep up with the rest of the group, the other members of the party will need to slow down and match the weakest member’s pace or risk leaving him behind. Your party is only as fast as its slowest member.

Likewise, negative conditions such as Encumbrance or Exhaustion may impose penalties. Other modes of transportation, such as traveling on horseback or in a carriage, may confer bonuses to the party while traveling. Traveling on foot at a fast pace allows the party to move up to 6 hexes in an adventuring day. Traveling on foot at a normal pace allows the party to move up to 4 hexes in an adventuring day. Traveling on foot at a slow pace allows the party to move up to 2 hexes in an adventuring day. Your travel pace will determine how much ground you are able to cover in a given day, and you have three options: slow pace, normal pace, or fast pace. At the start of an adventuring day, the party will need to declare its travel pace. Setting Your PaceĮach hex on the travel map represents a distance of 3 miles. This process repeats until the party reaches its destination. If the party makes it through the night, then another adventuring day begins. Each adventuring day begins with the party declaring its pace, traveling (while resolving any trouble that pops up along the way), and then making camp for the night. Travel in Barovia is counted in adventuring days, which work similarly to combat rounds. For more information, see Hunger and Thirst. Before setting off on a journey, make sure you’ll be able to sustain yourself along the way. Coming PreparedĮven in Barovia, your character will need to eat and drink to stay alive. Either way, here’s a travel system for getting around Barovia that works very similarly to how it did in Kalteyja. Your adventures in Barovia will inevitably require you to move from one point of interest to another.
