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UnearthedArcana:IntotheWild
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.
Therulesforwildernesstravelinchapter5of
theDungeonMaster’sGuideandchapter8ofthe
Player’sHandbookallowaDMtotrackaparty’s
progressforeachhouroftravel.Thoserules
worksimilarlytotherulesfordungeon
navigation,inthattheplayerspickadirection
andstrikeoffinsearchofadventure,adjusting
theirpathastheygo.
WhatInoticedinmyowncampaigns,though,
wasthatplayerstendedtofocusprimarilyon
theirdestinationinwildernesstravel.Ina
dungeon,playersthinkintermsofopeningthe
doortotheeast,orinvestigatingthepassageto
thenorth.Theirchoicesaretacticalinnature,
andbasedontheimmediateenvironment.
Adventurersmightbeseekingalostshrineina
dungeon,butthedecisionstheymakealongthe
wayareallimportantandinteresting.
Inthewilderness,mostsituationsallowthe
characterstotravelinanydirectiontheychoose.
Theirchoicesarecircumstantialratherthan
tactical.Sowhenthecharactersdecidetoseek
outaruinedtempleintheforest,thechoices
theymakealongthewaymatterlessthanthat
initialbig-picturedecision.
Thefollowingapproachtowilderness
explorationandtravelprovidesanewoverlay
fortheexistingrulesfromtheDungeonMaster’s
GuideandthePlayer’sHandbook.They’rebuilt
aroundtheideathattheplayershaveaspecific
destinationinmindasthepartysetsoutforthe
day.Theyalsorequirethatyoutakeanew
approachtodesigningthewildernessregionsof
yourcampaignasaDM.
ResolvingTravel
Theseoptionalrulesbreakoverlandtraveldown
intofourdifferentphases.
Wilderness Travel Phases
Choose destination
Choose activities
Resolve activities and travel
Camp
ChooseDestination
Beforethepartybeginstravelingfortheday,the
playersmustchooseadestination.Adestination
canbeaplacethepartycanreachthatsameday,
oronethatrequiresseveraldaysoftravel.
Ifthecharacterswanttowanderanarea
withoutaspecificdestination,usethestandard
rulesforwildernesstravelandexplorationfrom
theDungeonMaster’sGuideandthePlayer’s
Handbookastheyventureacrossyourmap.
NavigationDC
Theserulesintroduceanewconceptcalledthe
navigationDC.Somedestinationscanbefound
automatically,butothershaveaDCthat
measuresthedifficultyoffindingapathtoreach
them.TheNavigationDCtableprovidessome
examples.
Somelocationsmightbedifficultoreven
impossibletofindwithoutthecharactersfirst
meetingaspecificprerequisite.Reachingan
invisibletowerfloatingintheairmightrequirea
specialmagicitemthatleadsthecharacterstoit.
Orifamundanelocationishiddenwithinathick
mistthatfillsavalley,characterswhofindaway
todispersethemistcanlowerthenavigationDC
forthatlocationsignificantly.
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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
ChooseActivities
Eachplayerundertakesanactivitywhile
traveling,choosingfromamongtheoptions
offeredinchapter8ofthePlayer’sHandbook—
butwithonemodification.Inanycasewherethe
destinationhasanavigationDC,atleastone
charactermustchoosetonavigateinorderto
givethepartyachancetoreachitsdestination.
ResolveActivitiesandTravel
Usingtheserules,asinglesetofabilitychecks
forthecharacters’activitiesresolvesafullday’s
worthoftravel.TheactivitiesfromthePlayer’s
Handbookfunctionasdescribed,withthe
followingexceptions.
Navigation
Iftheparty’sdestinationhasanavigationDC,
onecharactermustmakeaWisdom(Survival)
checkagainstthatDC,applyingnormalmodifiers
fortheparty’stravelpaceandotherfactors.
Withasuccessfulcheck,thecharactersmake
progresstowardtheirdestination,perhapseven
reachingitiftheymovequicklyenough.Ifthe
checkfails,orifnocharactermakesacheck
whenthedestinationhasanavigationDC,the
partybecomeslost.
BecomingLost
Ifthepartybecomeslost,thecharactersendthe
dayatthewronglocation.RollontheBecoming
Losttabletodeterminewherethecharacters
endup.Ifaresultwouldbeimpossible—suchas
requiringthecharacterstotravelfartherthan
theycaninaday—justpickapointbetweenthe
characters’startingpointandtheirintended
finallocationthatrepresentsoneday’stravel.
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
RandomEncounters
Whiletravelingusingtheserules,usethenormal
guidelinesforrandomencountersfoundinthe
DungeonMaster’sGuide.Asanoptionalrulefor
whenthecharactersarelost,rolltwiceforeach
randomencounterchecktoreflectthatthe
charactersmightblunderintoamonsterlairor
otherunusualthreat.
Travel
Afterdeterminingifagroupbecomeslostorhas
arandomencounter,checkyourmapto
determinethecharacters’routeduringtheday.
Fromtheirstartinglocation,trackhowfarthey
traveltowardtheirdestination.Narrateany
changesinterrainoranyspeciallocationsthe
charactersfindalongtheway,resolving
encountersasneeded.
DescribingtheWilds
Inthesamewaythatamapandanencounter
keydescribeadungeon,thewildernesscanbe
summarizedwithahexmapandacollectionof
interestingfeatures.
MappingtheWilderness
Theguidancegivenforwildernessmappingin
theDungeonMaster’sGuideappliestotheserules,
withonepotentialexception.It’sagoodideato
mapoutanareathatapartycancoverinaday
ortwooftravel,toallowyourdesigntobringout
thedetailsthatmakeeachareaunique.
Whencreatingawilderness,takethetimeto
thinkaboutthemoodofanarea.Isitahot,
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oppressivedesert?Isitaterrifyingrealmof
craggypeaksandriversoflava,withamassive
fortress-spirebuiltbyagodofwarloomingover
thelandscape?
Taketimetoalsothinkaboutwhatcreatures
areactiveinthewilderness,andwhy.Arethe
charactersmovingthroughawar-tornland,with
orcpatrolsharassingthecharacters?Do
hobgoblinlegionsstruggletotameawild
frontier,buildingdefensivepointstohelpclaim
it?Aretherelegendary,deadlymonstersthat
huntinthisregion?
Payspecialattentiontofriendlysettlements
androads.Theeaseofmovementroadsprovide
andthepromiseofasafehavenmakewell-
traveledandsettledareasattractivetomost
characters—especiallylow-levelcharacters.
AdventureLocations
Considereachofthepotentialadventure
locationsonyourmap,andassignnavigation
DCstothemasappropriate.Takeintoaccount
thecreaturesthatdwellnearby,asite’snotoriety,
thepresenceofanypathsorroadsleadingthere,
andsoforth.
RegionalEffects
Reviewthemonstersthatlairinyourwilderness,
anddetermineifanyexertregionaleffectsthat
youneedtoaccountfor.Regionaleffects
(describedintheMonsterManual)areagreat
toolforshowingtheplayershowthepresenceof
apowerfulcreaturecanaltertheenvironment.
Theyalsoaddanelementofmagicand
strangenesstoareasthatmightotherwiseseem
mundane.
DetermineChecksandDCs
TakenoteoftheDCneededtoforageinanarea.
ButalsothinkaboutDCsforanyotherability
checksthatyoufeelarerelevantfortheregion.A
fewappropriateskillsforsuchchecksarenoted
below.
Anabilitycheckyoucallformightbepartofan
existingactivity,itmightrequireaspecial
activityrelevanttoanarea,oritmightbeacheck
youaskforonlyasappropriate.Inanycase,
askingforspecialcheckscanhelpdrivehomea
region’suniquecharacteranddangers.
Athletics.Youmightrequirecharactersto
attemptStrength(Athletics)checkstonavigate
difficultterrainsuchasbrokengroundor
mountainpeaks,withfailureslowingtheparty
andcausinginjury.
History.AsuccessfulIntelligence(History)
checkmightallowacharactertolocatea
forgottenroad,identifytheoriginofruins,or
findasitementionedinmythorlegend.
Nature.ByattemptingIntelligence(Nature)
checks,charactersmightidentifywhatsortsof
creaturesdwellinanareabasedonsubtleclues,
orspottheeffectofmagiconanatural
ecosystem.
Stealth.It’sgoodtocallforDexterity(Stealth)
checksinareasthatareheavilypatrolledor
underthewatchofaspecificcreature.Failingthe
checkormovingtooquicklytobestealthybrings
thecharactersunderscrutiny.
Survival.Inanareainfestedwithdeadly
plantsorothernaturalhazards,successful
Wisdom(Survival)checkscanallowthe
characterstoavoidgatheringandeating
poisonousplants,tospotquicksandandother
hazards,andtoavoidpathsorareaswhere
dangerouscreaturesprowl.
TacticalTerrain
Asafinalusefultool,considercreatingaquick
tabletohelpyougenerateterrainforrandom
encounters,orforothereventsthatrequirea
moredetailedviewasthecharactersexplore.A
randomtablefilledwithiconicterrainforan
areacanhelpinspireyouinthemoment,and
ensuresthattheinterestingkeyelementsofa
regionremainpartoftheaction.
Startoffwithatleastoneortwonoteworthy
featuresthatarealwayspresent.Thenthinkofa
fewsimplebutdistinctivefeaturesthatyou’d
expecttofindinspecificareas.Ifflatgrasslands
areadominantfeature,youmightalsohavelow
hills,ruins,wateringholes,thornybushes,and
otherlesscommonfeaturestobreakthingsup.
Onceyouaredone,createalistofallyour
terrainfeaturesandassigneachonea
percentagechancetobepresentinanarea
(including100percentfordominantfeatures).
Thenwhenyouneedtocreateanencounterarea
quickly,youcanrollforeachfeaturetoseeifitis
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present—thinkingofthesekeyfeaturesas
tacticalfeaturesthatcanhaveanimpactonthe
encounter.
SampleRegion:
MoonHills
TheMoonHillsarearuggedseriesofsteephills
attheheartofNentirVale.PatrolsfromFallcrest
helpkeepthearea’sorganizedthreatsincheck,
butmonstersoftenmakeforaysoutfromthe
CloakWood.Strangecreaturesdrawnfromthe
Feywild,theShadowfell,andtheElementalPlane
ofEartharealsofoundhere.
AmbientMood
Thehillsaresteepandsharp,withjagged
escarpmentsformingsprawling,hillyplateaus.
Smallgrovesdotthearea,asdotheoccasional
burialmound,watchtowersfromancientSaruun
Khel,andotheroldruins.Thefeaturesofthe
MoonHillsincludethefollowing:
• Playupthehillsandthejaggedclifffaces,
makingtravelthroughthisareafeellike
navigatingamaze.Straightandeasypathsare
rarehere.
• Randombouldersarecommoninthearea,
placedbytheinfluenceofelementalearthand
lookingasthoughtheyweredroppedfromthe
sky.Windandrainerodethesoiltoreveal
otherstrangerockformationsthatdevelopas
elementalearthenergyseepsintothe
landscape.
• Thearea’skeyhookisthepresenceofmany
crossingstotheFeywildandtheShadowfell.
TheminotaursofSaruunKheltraveledtoboth
thoseplanesandthePlaneofEarthtotrade.
ThedistortedtopographyoftheMoonHillsis
dueinparttotheinfluenceofearthmagic,and
areasnearplanarcrossingsexhibit
otherworldlytraits.Thisdoesn’talwaysimply
thepresenceofmonsters,butitcanleave
travelersfeelingunsettled.
• Plentyoffarmsandmanorhousesarefoundin
thearea,owingtoitsproximitytoFallcrest.
Trails,oldfencesofwoodorstone,property
markers,andsoonarecommonsights,
especiallyneartheroadsandtheriver.
• Severaldruidsareactiveinthearea,drawnby
theambientplanarenergyanditseffectson
theland.Thoughrocky,thesoiloftheMoon
Hillsisbountiful,inpartbecauseofthelinksto
theFeywildandthePlaneofEarth.Thoughin
someareas,theinfluenceoftheShadowfell
rendersthelandgrayanddull.
• Themaze-likenatureofthislandpromiseslots
ofhiddenareasandsuddendiscoveries.When
banditsareactivehere,theythriveonambush.
• Thevarietyofterrainandfeaturesmakes
travelintheMoonHillschallenging.Any
experiencedtravelercanattempttonavigate
thisplace,butthelackofclearsightlinesand
thedifficultyoflong-distancenavigationcan
makethingsdauntingfortheinexperienced.
Settlements
Anattackonanyofthefarmsormanorsinthe
MoonHillsdrawsthenoticeoftravelersorlocals
withinadayortwo.Whiletheareahasits
secrets,thecountrysideiscivilizedoverall.
RuinsandDungeons
Theareaisdottedwithafewbasictypesofruins
anddungeons,includingthefollowing:
• Megalithshavebeenraisedbythedruids,with
tunnelsandchambersexcavatedbeneaththem.
Theyareconstructedatpointswhereplanar
energyisstrongest,puttingmanyinproximity
withancientruinsofSaruunKhel.
• Ruinedwatchtowersandsmallfortsbuiltby
theSaruunminotaursdotthelandscape.
Humanoidmonstersusethemastemporary
bases.
• Afewabandonedfarmhousesandmanorsare
foundinthehills.Thesearethelegacyofraids
thattookplacewhenthisareawasnotsowell
protectedbyFallcrest.
• UndiscoveredvaultsofSaruunKhelarestill
hiddenintheMoonHills.
• Anearthcultmightestablishahiddenbasein
thearea.
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MoonHillsExploration
WrackedbyenergyfromthePlaneofEarthand
dottedwithcrossingstotheFeywildandthe
Shadowfell,theMoonHillscanbedifficultto
navigateawayfromthesafetyofFallcrestandits
immediateenvirons.Thehillsformaconfusing
messofpathsbetweentheirsteepslopes.
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
Ifthecharactersareseekingaspecificlocation,
usetheDCsonthetable.Characterswhobecome
lostmustmakeachecktonavigatetoa
destination,eveniftheyhaveamaporknowthe
pathfromhavingmadeapriorvisit.
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
PlanarConfluence
PartiesthatrestintheMoonHillsriskexposure
toplanarmagic.Wheneverthecharacters
completealongresthere,rollad20andconsult
thetable.
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
TheMoonHillsareanidealspotforambush,as
thesteepslopesfavorawell-plannedattack.
Banditsandintelligentmonstersprefertoopen
anassaultwithmissilefirefromatopahill.Their
targetscaneithertrudgeupslope,enduring
attacksalongtheway,orfleealongthegullies
betweenthehills.Butwiththegulliesproviding
apredictablepath,smartattackershavemore
ambushersinplacejustaroundthecorner.
Deviousfoesmightevensendagrouptocutoff
retreatbackintheambushedtravelers’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)