Do you go to the dungeon?

This is an old revision of the document!


I traveled far and wide through many different times, what did you see there?

Looking for Food and Water

I was too lazy to look it up last Tuesday so I just used the "standard DC" (15) and ruled that you had to travel at a slow pace.

I looked up the real rules now and they differ from what I ran with in some ways, I made four mistakes. The first one isn't that big of a deal, but 2, 3 and 4 could've made a big difference.

  • The DC can vary by type of terrain. For the jungles let's bring it down to 10. For deserts let's kick it up to 20.
  • You can forage both at a normal and at a slow pace. (Slow pace is good vs ambushes, but, normal is OK enough for food&water searching.) ← This is probably the biggest mistake I made, but luckily the pace didn't make that much of a difference
  • More than one person can look.
  • You make one roll for both food&water combined. If you fail, you find 1d6+Wis pounds of food (every person needs to eat 1 pound of food per day) and a separate 1d6+Wis gallons of water (every person needs to drink 2 gallons of water per day).

So you really earned those XP you got for making it back home to Port. Congratulations. It's still going to be dangerous but the rules mistakes I was running with made it significantly more dangerous.

The water you find from foraging is risky to drink unless you boil it or magically purify it. Rainwater is safe to drink.

Jungle hunting & River fishing

Cool, but ultimately just a flavorful way to describe the same foraging rules listed above.

For example, you try to catch fish, you roll survival DC 10 and if you make it, you catch 1d6+wis pounds of fish!

Outlander's special power

Pretty much auto-success on large quantities of foraging. Good for food but drink the water on your own risk.

(The outlander can choose between getting six disk of food, twelve of water (in hot climate. Six in normal. Or they can forgo use of this ability if they'd rather roll.)


The raincatcher starts overflowing after 8 gallons. Which is OK, it's just wasted.

  • No rain (thanks Tanyl for this cruel house rule, 1): no rain, no water. Ah wretch! said they, the bird to slay
  • Light rain / mist (2-12): 5 hours per gallon (⅕ gallon per hour — ten hours for one person to drink)
  • Medium rain (13-16): 5 hours per two gallons (⅖ gallon per hour — five hours for one person to drink)
  • Heavy rain (17-19): 5 hours per three gallons (⅗ gallon per hour — two hours for one person to drink)
  • Storm (20): Don't leave your raincatcher out in the storm.

If you have several raincatchers and can leverage short and long rests it can help with water needs.

Purify Food & Water spell

Once you've found water, even river water or ocean water, this spell can purify four thousand gallons per slot!

Brewer's Supplies

Proficiency with Brewer's Supplies allows you to (without having to roll) purify 1 gallon per short rest and 6 gallons per long rest. You don't need the full Brewer's Supplies item (a big item, but, you don't need a fermentation chamber etc etc just for purifying water) if you can explain some other way of doing it with messkits or cookpots or flasks or w/e. You just need the proficiency.

Amateur Purification

Without proficiency any adventurer can spend the same time and amounts (1 hour for 1 gallon, 8 hours for 6 gallons) to improved water status from "risky" to "compromised". That means you still roll con saves when drinking it but whit advantage.

Real World Human Water Needs

For those who think that drinking 2 gallons per day sounds like a lot, and I don't, you can pretend that in the D&D language one gallon is less than in America. You drink less but you also can carry less and you also can find less. The same rules apply though.♥ 1 gallon per day back home, 2 gallons per day here in this hot humid green hellforest.


You need to eat one pound per day. Eating half a pound counts as half a day without food which can be a good way to stretch out your resources.

The first three+Con days without food, you are fine. Every day after that you gain one exhaustion level. There's no save.

Clarifications from "Veins of the Earth"

You can reset your days by eating triple the amount of normal food (5e PHB only says "a normal day of eating" so it's a good thing Veins was more clear) or by eating someone humanoid (such as a kobold, human, or elf).

Once you've entered that starving state, you gain one extra exhaustion level every time you pass up such an opportunity to reset. For example if your friend breaks their leg and you don't eat them.


You need to drink two gallons per day (here in the heat. In normal climate it's one gallon per day). If you drink 2 gallons you are fine.

If you drink 0 gallons

There is no save. You gain one exhaustion level if you have 0 exhaustion levels. You gain 2 exhaustion levels if you have 1 or more exhaustion levels. Hello, death spiral.

If you drink 1 gallon

You can make a DC 15 constitution save. With disadvantage if you're wearing medium armor, heavy armor, or heavy clothing. With -5 if you are travelling at a fast (as opposed to normal or slow) pace. If you fail the save it's as if you had drunk 0 gallons and you will gain one or two exhaustion levels as per above. Hello, death spiral.

I also forgot that you get +5 to navigation when travelling slow (and +5 when travelling fast). This would've made a big difference. Good to learn it.

For navigation, only one person can roll — that is still correct. I guess that's where I got the misunderstanding that that also applied to foraging.

"You are lost 1d6 hours then you can roll again" from the DMG ← doesn't apply to ToA. ToA has a bigger scale with one day per hex instead of a few hours per hex, and simplified rules.

You were reluctant to roll, you just said "we don't go back into the forest helt enkelt" but the hexes are big patches of various terrain. The map just is representative of the most common terrain on the hex, which also sets the DC. 15 for rivers and jungles, 10 for lakes and coastal areas.

Hidden rolls for where you go when you're lost

It's a secret 1d6 roll. I could draw playing cards A,2,3,4,5,6 and reveal them once you find your way, or I could roll under cups and then lift the cups once you find your way. Let me know if this is what you want or if you are OK with me keep doing the hidden 1d6 roll. 1 is north, 2 is northeast, 4 is south etc. (You might accidentally end up where you want to go, too.)

How far can I see

1.22 x [ sqrt( your altitude over prevailing terrain ) + sqrt( target's altitude over prevailing terrain ) ] = miles

Horizon on flat terrain (such as ocean) = 3 miles


OK if you get canoes the rate you can travel faster on the river (even upstream). 2 hexes per day instead of one. River and Flask misremembered it when you were asking them but I just double checked the rules.

Also I found them in the rules so we don't have to use rowboat any more! They cost 50GP but can hold six people that's some pretty big canoes.

Insect repellent

Incense 1 sp for 8 hours of 20-foot-radius.

Salve 1gp for 20 × 24 hours of one bugfree person.

Sleeping without a tent

Xanathar's has clearer guidelines for uncomfortable sleep:

You neither gain nor lose exhaustion levels and you only regain ¼ of spent hit dice.

And it repeats the rule for forgoing long rests completely:

  • DC 10 con save or suffer one exhaustion level.
  • The next day it's DC 15 con save. The next day it's DC20 and so on.
  • Resets to DC 10 after one long rest.

If you have neither tent or bedroll, that counts as forgoing sleep. If you have only one of them, it counts as uncomfortable sleep. Going without tent also has another disadvantage that will be revealed later.

Sleeping tied up

Also counts as uncomfortable sleep.