TEXT: ©2018 Wizards of the Coast LLC 
  1 
  Unearthed	Arcana:	Into	the	Wild	
  This Is Unofficial Material 
  The material here is presented for playtesting and to 
  spark your imagination. These game mechanics are in 
  draft form, usable in your campaign but not refined by 
  final game design and editing. They aren’t officially part 
  of the game and aren’t permitted in D&D Adventurers 
  League events. 
   If we decide to make this material official, it will be 
  refined based on your feedback, and then it will appear 
  in a D&D book. 
  The	rules	for	wilderness	travel	in	chapter	5	of	
  the	Dungeon	Master’s	Guide	and	chapter	8	of	the	
  Player’s	Handbook	allow	a	DM	to	track	a	party’s	
  progress	for	each	hour	of	travel.	Those	rules	
  work	similarly	to	the	rules	for	dungeon	
  navigation,	in	that	the	players	pick	a	direction	
  and	strike	off	in	search	of	adventure,	adjusting	
  their	path	as	they	go.	
  	 What	I	noticed	in	my	own	campaigns,	though,	
  was	that	players	tended	to	focus	primarily	on	
  their	destination	in	wilderness	travel.	In	a	
  dungeon,	players	think	in	terms	of	opening	the	
  door	to	the	east,	or	investigating	the	passage	to	
  the	north.	Their	choices	are	tactical	in	nature,	
  and	based	on	the	immediate	environment.	
  Adventurers	might	be	seeking	a	lost	shrine	in	a	
  dungeon,	but	the	decisions	they	make	along	the	
  way	are	all	important	and	interesting.	
  	 In	the	wilderness,	most	situations	allow	the	
  characters	to	travel	in	any	direction	they	choose.	
  Their	choices	are	circumstantial	rather	than	
  tactical.	So	when	the	characters	decide	to	seek	
  out	a	ruined	temple	in	the	forest,	the	choices	
  they	make	along	the	way	matter	less	than	that	
  initial	big-picture	decision.	
  	 The	following	approach	to	wilderness	
  exploration	and	travel	provides	a	new	overlay	
  for	the	existing	rules	from	the	Dungeon	Master’s	
  Guide	and	the	Player’s	Handbook.	They’re	built	
  around	the	idea	that	the	players	have	a	specific	
  destination	in	mind	as	the	party	sets	out	for	the	
  day.	They	also	require	that	you	take	a	new	
  approach	to	designing	the	wilderness	regions	of	
  your	campaign	as	a	DM.	
  Resolving	Travel	
  These	optional	rules	break	overland	travel	down	
  into	four	different	phases.	
  Wilderness Travel Phases 
  Choose destination 
  Choose activities 
  Resolve activities and travel 
  Camp 
  Choose	Destination	
  Before	the	party	begins	traveling	for	the	day,	the	
  players	must	choose	a	destination.	A	destination	
  can	be	a	place	the	party	can	reach	that	same	day,	
  or	one	that	requires	several	days	of	travel.	
  	 If	the	characters	want	to	wander	an	area	
  without	a	specific	destination,	use	the	standard	
  rules	for	wilderness	travel	and	exploration	from	
  the	Dungeon	Master’s	Guide	and	the	Player’s	
  Handbook	as	they	venture	across	your	map.	
  Navigation	DC	
  These	rules	introduce	a	new	concept	called	the	
  navigation	DC.	Some	destinations	can	be	found	
  automatically,	but	others	have	a	DC	that	
  measures	the	difficulty	of	finding	a	path	to	reach	
  them.	The	Navigation	DC	table	provides	some	
  examples.	
  	 Some	locations	might	be	difficult	or	even	
  impossible	to	find	without	the	characters	first	
  meeting	a	specific	prerequisite.	Reaching	an	
  invisible	tower	floating	in	the	air	might	require	a	
  special	magic	item	that	leads	the	characters	to	it.	
  Or	if	a	mundane	location	is	hidden	within	a	thick	
  mist	that	fills	a	valley,	characters	who	find	a	way	
  to	disperse	the	mist	can	lower	the	navigation	DC	
  for	that	location	significantly.	
  
  ©2018 Wizards of the Coast LLC 
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  Navigation DCs 
   DC 
  Description 
   None 
  Destination has a clear road, trail, or well-
  marked path leading to it 
   10 
  Destination lacks a path but is in open terrain 
   15 
  Destination lacks a path but is in dense terrain 
  such as forest or mountains 
   20 
  Destination is hidden, with active efforts made 
  to conceal its existence through mundane 
  means 
   25 
  Destination is hidden using illusions or other 
  magic 
   30 
  Destination is hidden using powerful magic, 
  such as a regional effect that causes a forest’s 
  trees to slowly shift and force characters onto 
  the wrong path 
  Choose	Activities	
  Each	player	undertakes	an	activity	while	
  traveling,	choosing	from	among	the	options	
  offered	in	chapter	8	of	the	Player’s	Handbook—
  but	with	one	modification.	In	any	case	where	the	
  destination	has	a	navigation	DC,	at	least	one	
  character	must	choose	to	navigate	in	order	to	
  give	the	party	a	chance	to	reach	its	destination.		
  Resolve	Activities	and	Travel	
  Using	these	rules,	a	single	set	of	ability	checks	
  for	the	characters’	activities	resolves	a	full	day’s	
  worth	of	travel.	The	activities	from	the	Player’s	
  Handbook	function	as	described,	with	the	
  following	exceptions.	
  Navigation	
  If	the	party’s	destination	has	a	navigation	DC,	
  one	character	must	make	a	Wisdom	(Survival)	
  check	against	that	DC,	applying	normal	modifiers	
  for	the	party’s	travel	pace	and	other	factors.	
  With	a	successful	check,	the	characters	make	
  progress	toward	their	destination,	perhaps	even	
  reaching	it	if	they	move	quickly	enough.	If	the	
  check	fails,	or	if	no	character	makes	a	check	
  when	the	destination	has	a	navigation	DC,	the	
  party	becomes	lost.	
  Becoming	Lost	
  If	the	party	becomes	lost,	the	characters	end	the	
  day	at	the	wrong	location.	Roll	on	the	Becoming	
  Lost	table	to	determine	where	the	characters	
  end	up.	If	a	result	would	be	impossible—such	as	
  requiring	the	characters	to	travel	farther	than	
  they	can	in	a	day—just	pick	a	point	between	the	
  characters’	starting	point	and	their	intended	
  final	location	that	represents	one	day’s	travel.	
  Becoming Lost 
   d6 
  Result 
   1–4 
  2d6 miles in a random direction from 
  destination 
   5–6 
  After traveling in circles, end 1d6 miles in a 
  random direction from starting point 
  Random	Encounters	
  While	traveling	using	these	rules,	use	the	normal	
  guidelines	for	random	encounters	found	in	the	
  Dungeon	Master’s	Guide.	As	an	optional	rule	for	
  when	the	characters	are	lost,	roll	twice	for	each	
  random	encounter	check	to	reflect	that	the	
  characters	might	blunder	into	a	monster	lair	or	
  other	unusual	threat.	
  Travel	
  After	determining	if	a	group	becomes	lost	or	has	
  a	random	encounter,	check	your	map	to	
  determine	the	characters’	route	during	the	day.	
  From	their	starting	location,	track	how	far	they	
  travel	toward	their	destination.	Narrate	any	
  changes	in	terrain	or	any	special	locations	the	
  characters	find	along	the	way,	resolving	
  encounters	as	needed.	
  Describing	the	Wilds	
  In	the	same	way	that	a	map	and	an	encounter	
  key	describe	a	dungeon,	the	wilderness	can	be	
  summarized	with	a	hex	map	and	a	collection	of	
  interesting	features.	
  Mapping	the	Wilderness	
  The	guidance	given	for	wilderness	mapping	in	
  the	Dungeon	Master’s	Guide	applies	to	these	rules,	
  with	one	potential	exception.	It’s	a	good	idea	to	
  map	out	an	area	that	a	party	can	cover	in	a	day	
  or	two	of	travel,	to	allow	your	design	to	bring	out	
  the	details	that	make	each	area	unique.	
  	 When	creating	a	wilderness,	take	the	time	to	
  think	about	the	mood	of	an	area.	Is	it	a	hot,	
  
  ©2018 Wizards of the Coast LLC 
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  oppressive	desert?	Is	it	a	terrifying	realm	of	
  craggy	peaks	and	rivers	of	lava,	with	a	massive	
  fortress-spire	built	by	a	god	of	war	looming	over	
  the	landscape?	
  	 Take	time	to	also	think	about	what	creatures	
  are	active	in	the	wilderness,	and	why.	Are	the	
  characters	moving	through	a	war-torn	land,	with	
  orc	patrols	harassing	the	characters?	Do	
  hobgoblin	legions	struggle	to	tame	a	wild	
  frontier,	building	defensive	points	to	help	claim	
  it?	Are	there	legendary,	deadly	monsters	that	
  hunt	in	this	region?	
  	 Pay	special	attention	to	friendly	settlements	
  and	roads.	The	ease	of	movement	roads	provide	
  and	the	promise	of	a	safe	haven	make	well-
  traveled	and	settled	areas	attractive	to	most	
  characters—especially	low-level	characters.	
  Adventure	Locations	
  Consider	each	of	the	potential	adventure	
  locations	on	your	map,	and	assign	navigation	
  DCs	to	them	as	appropriate.	Take	into	account	
  the	creatures	that	dwell	nearby,	a	site’s	notoriety,	
  the	presence	of	any	paths	or	roads	leading	there,	
  and	so	forth.	
  Regional	Effects	
  Review	the	monsters	that	lair	in	your	wilderness,	
  and	determine	if	any	exert	regional	effects	that	
  you	need	to	account	for.	Regional	effects	
  (described	in	the	Monster	Manual)	are	a	great	
  tool	for	showing	the	players	how	the	presence	of	
  a	powerful	creature	can	alter	the	environment.	
  They	also	add	an	element	of	magic	and	
  strangeness	to	areas	that	might	otherwise	seem	
  mundane.	
  Determine	Checks	and	DCs	
  Take	note	of	the	DC	needed	to	forage	in	an	area.	
  But	also	think	about	DCs	for	any	other	ability	
  checks	that	you	feel	are	relevant	for	the	region.	A	
  few	appropriate	skills	for	such	checks	are	noted	
  below.	
  	 An	ability	check	you	call	for	might	be	part	of	an	
  existing	activity,	it	might	require	a	special	
  activity	relevant	to	an	area,	or	it	might	be	a	check	
  you	ask	for	only	as	appropriate.	In	any	case,	
  asking	for	special	checks	can	help	drive	home	a	
  region’s	unique	character	and	dangers.	
  	 Athletics.	You	might	require	characters	to	
  attempt	Strength	(Athletics)	checks	to	navigate	
  difficult	terrain	such	as	broken	ground	or	
  mountain	peaks,	with	failure	slowing	the	party	
  and	causing	injury.	
  	 History.	A	successful	Intelligence	(History)	
  check	might	allow	a	character	to	locate	a	
  forgotten	road,	identify	the	origin	of	ruins,	or	
  find	a	site	mentioned	in	myth	or	legend.	
  	 Nature.	By	attempting	Intelligence	(Nature)	
  checks,	characters	might	identify	what	sorts	of	
  creatures	dwell	in	an	area	based	on	subtle	clues,	
  or	spot	the	effect	of	magic	on	a	natural	
  ecosystem.	
  	 Stealth.	It’s	good	to	call	for	Dexterity	(Stealth)	
  checks	in	areas	that	are	heavily	patrolled	or	
  under	the	watch	of	a	specific	creature.	Failing	the	
  check	or	moving	too	quickly	to	be	stealthy	brings	
  the	characters	under	scrutiny.	
  	 Survival.	In	an	area	infested	with	deadly	
  plants	or	other	natural	hazards,	successful	
  Wisdom	(Survival)	checks	can	allow	the	
  characters	to	avoid	gathering	and	eating	
  poisonous	plants,	to	spot	quicksand	and	other	
  hazards,	and	to	avoid	paths	or	areas	where	
  dangerous	creatures	prowl.	
  Tactical	Terrain	
  As	a	final	useful	tool,	consider	creating	a	quick	
  table	to	help	you	generate	terrain	for	random	
  encounters,	or	for	other	events	that	require	a	
  more	detailed	view	as	the	characters	explore.	A	
  random	table	filled	with	iconic	terrain	for	an	
  area	can	help	inspire	you	in	the	moment,	and	
  ensures	that	the	interesting	key	elements	of	a	
  region	remain	part	of	the	action.	
  	 Start	off	with	at	least	one	or	two	noteworthy	
  features	that	are	always	present.	Then	think	of	a	
  few	simple	but	distinctive	features	that	you’d	
  expect	to	find	in	specific	areas.	If	flat	grasslands	
  are	a	dominant	feature,	you	might	also	have	low	
  hills,	ruins,	watering	holes,	thorny	bushes,	and	
  other	less	common	features	to	break	things	up.	
  	 Once	you	are	done,	create	a	list	of	all	your	
  terrain	features	and	assign	each	one	a	
  percentage	chance	to	be	present	in	an	area	
  (including	100	percent	for	dominant	features).	
  Then	when	you	need	to	create	an	encounter	area	
  quickly,	you	can	roll	for	each	feature	to	see	if	it	is	
  
  ©2018 Wizards of the Coast LLC 
  4 
  present—thinking	of	these	key	features	as	
  tactical	features	that	can	have	an	impact	on	the	
  encounter.	
  Sample	Region:	
  Moon	Hills	
  The	Moon	Hills	are	a	rugged	series	of	steep	hills	
  at	the	heart	of	Nentir	Vale.	Patrols	from	Fallcrest	
  help	keep	the	area’s	organized	threats	in	check,	
  but	monsters	often	make	forays	out	from	the	
  Cloak	Wood.	Strange	creatures	drawn	from	the	
  Feywild,	the	Shadowfell,	and	the	Elemental	Plane	
  of	Earth	are	also	found	here.	
  Ambient	Mood	
  The	hills	are	steep	and	sharp,	with	jagged	
  escarpments	forming	sprawling,	hilly	plateaus.	
  Small	groves	dot	the	area,	as	do	the	occasional	
  burial	mound,	watchtowers	from	ancient	Saruun	
  Khel,	and	other	old	ruins.	The	features	of	the	
  Moon	Hills	include	the	following:	
  • Play	up	the	hills	and	the	jagged	cliff	faces,	
  making	travel	through	this	area	feel	like	
  navigating	a	maze.	Straight	and	easy	paths	are	
  rare	here.	
  • Random	boulders	are	common	in	the	area,	
  placed	by	the	influence	of	elemental	earth	and	
  looking	as	though	they	were	dropped	from	the	
  sky.	Wind	and	rain	erode	the	soil	to	reveal	
  other	strange	rock	formations	that	develop	as	
  elemental	earth	energy	seeps	into	the	
  landscape.	
  • The	area’s	key	hook	is	the	presence	of	many	
  crossings	to	the	Feywild	and	the	Shadowfell.	
  The	minotaurs	of	Saruun	Khel	traveled	to	both	
  those	planes	and	the	Plane	of	Earth	to	trade.	
  The	distorted	topography	of	the	Moon	Hills	is	
  due	in	part	to	the	influence	of	earth	magic,	and	
  areas	near	planar	crossings	exhibit	
  otherworldly	traits.	This	doesn’t	always	imply	
  the	presence	of	monsters,	but	it	can	leave	
  travelers	feeling	unsettled.	
  • Plenty	of	farms	and	manor	houses	are	found	in	
  the	area,	owing	to	its	proximity	to	Fallcrest.	
  Trails,	old	fences	of	wood	or	stone,	property	
  markers,	and	so	on	are	common	sights,	
  especially	near	the	roads	and	the	river.	
  • Several	druids	are	active	in	the	area,	drawn	by	
  the	ambient	planar	energy	and	its	effects	on	
  the	land.	Though	rocky,	the	soil	of	the	Moon	
  Hills	is	bountiful,	in	part	because	of	the	links	to	
  the	Feywild	and	the	Plane	of	Earth.	Though	in	
  some	areas,	the	influence	of	the	Shadowfell	
  renders	the	land	gray	and	dull.	
  • The	maze-like	nature	of	this	land	promises	lots	
  of	hidden	areas	and	sudden	discoveries.	When	
  bandits	are	active	here,	they	thrive	on	ambush.	
  • The	variety	of	terrain	and	features	makes	
  travel	in	the	Moon	Hills	challenging.	Any	
  experienced	traveler	can	attempt	to	navigate	
  this	place,	but	the	lack	of	clear	sight	lines	and	
  the	difficulty	of	long-distance	navigation	can	
  make	things	daunting	for	the	inexperienced.	
  Settlements	
  An	attack	on	any	of	the	farms	or	manors	in	the	
  Moon	Hills	draws	the	notice	of	travelers	or	locals	
  within	a	day	or	two.	While	the	area	has	its	
  secrets,	the	countryside	is	civilized	overall.	
  Ruins	and	Dungeons	
  The	area	is	dotted	with	a	few	basic	types	of	ruins	
  and	dungeons,	including	the	following:	
  • Megaliths	have	been	raised	by	the	druids,	with	
  tunnels	and	chambers	excavated	beneath	them.	
  They	are	constructed	at	points	where	planar	
  energy	is	strongest,	putting	many	in	proximity	
  with	ancient	ruins	of	Saruun	Khel.	
  • Ruined	watchtowers	and	small	forts	built	by	
  the	Saruun	minotaurs	dot	the	landscape.	
  Humanoid	monsters	use	them	as	temporary	
  bases.	
  • A	few	abandoned	farmhouses	and	manors	are	
  found	in	the	hills.	These	are	the	legacy	of	raids	
  that	took	place	when	this	area	was	not	so	well	
  protected	by	Fallcrest.	
  • Undiscovered	vaults	of	Saruun	Khel	are	still	
  hidden	in	the	Moon	Hills.	
  • An	earth	cult	might	establish	a	hidden	base	in	
  the	area.	
  
  ©2018 Wizards of the Coast LLC 
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  Moon	Hills	Exploration	
  Wracked	by	energy	from	the	Plane	of	Earth	and	
  dotted	with	crossings	to	the	Feywild	and	the	
  Shadowfell,	the	Moon	Hills	can	be	difficult	to	
  navigate	away	from	the	safety	of	Fallcrest	and	its	
  immediate	environs.	The	hills	form	a	confusing	
  mess	of	paths	between	their	steep	slopes.	
  Moon Hills Summary 
   Navigation. The steep hills and the winding paths 
  between them can be confusing, but the sparse 
  vegetation of the hills allows clear views of the sky. If 
  the characters are off the roads or paths that wind 
  through this area, they must always navigate to avoid 
  becoming lost—even if their destination does not 
  normally require a check. In that case, the check DC is 
  10. 
   Foraging. DC 10; water and light game are plentiful. 
   Special Rules. If the characters take a long rest here, 
  roll on the planar confluence table. 
  Navigation	
  If	the	characters	are	seeking	a	specific	location,	
  use	the	DCs	on	the	table.	Characters	who	become	
  lost	must	make	a	check	to	navigate	to	a	
  destination,	even	if	they	have	a	map	or	know	the	
  path	from	having	made	a	prior	visit.	
  Moon Hills Navigation DCs 
   DC 
  Location 
   None 
  Fallcrest 
   None 
  Watcher’s Point 
   15 
  Bandit camp (common criminals) 
   15 
  Obsidian standing stones 
   15 
  Ruins of the Horned Tower 
   20 
  Dungeon of the Sleeping Titan 
   25 
  Pits of the Fang 
   30 
  Lost gate of the Laughing Path 
  Planar	Confluence	
  Parties	that	rest	in	the	Moon	Hills	risk	exposure	
  to	planar	magic.	Whenever	the	characters	
  complete	a	long	rest	here,	roll	a	d20	and	consult	
  the	table.	
  Moon Hills Planar Confluence 
   d20 
  Result 
   1–16 
  No effect 
   17–18 Shadowfell influence causes nightmares or 
  disturbing visions; regain only half spent Hit 
  Dice 
   19 
  Feywild influence grants vivid, exciting dreams 
  or visions; gain inspiration 
   20 
  Earth influence fortifies and strengthens flesh 
  and bones; gain temporary hit points equal to 
  character level 
  Terrain	
  The	Moon	Hills	are	an	ideal	spot	for	ambush,	as	
  the	steep	slopes	favor	a	well-planned	attack.	
  Bandits	and	intelligent	monsters	prefer	to	open	
  an	assault	with	missile	fire	from	atop	a	hill.	Their	
  targets	can	either	trudge	upslope,	enduring	
  attacks	along	the	way,	or	flee	along	the	gullies	
  between	the	hills.	But	with	the	gullies	providing	
  a	predictable	path,	smart	attackers	have	more	
  ambushers	in	place	just	around	the	corner.	
  Devious	foes	might	even	send	a	group	to	cut	off	
  retreat	back	in	the	ambushed	travelers’	original	
  direction.	
  Moon Hills Tactical Terrain 
   % 
  Description 
   100% 1d3 + 1 steep hills (gullies serve as paths 
  between them) 
   100% 2d4 + 2 scattered trees 
   25% Boulder field (scattered along gullies and with 
  1d3 still perched on hilltops, ready to be rolled 
  with a successful DC 10 Strength (Athletics) 
  check; Dexterity save DC 10; 2d6 bludgeoning 
  and knocked prone) 
   10% Ruined watchtower of Saruun Khel 
   5% 
  Shadowfell influence (disadvantage on death 
  saving throws in the area) 
   5% 
  Feywild influence (disadvantage on Wisdom 
  saving throws in the area) 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Unearthed Arcana/UA48 - Into the Wild.pdf