Expanded rules for exploring the jungles of Chult, inspired by the exploration rules in Dungeon World by Sage LaTorra, Adam Koebel

These rules aim to give different roles to different players, make tracking food and water matter more, and give space for player character’s skills to shine.

Each Day of Travel the following events take place:

  1. DM Prep
  2. Camp Wakes Up
  3. Party Sets Out
  4. Trekking
  5. Make Camp
  6. Sleep

DM Prep

Determine Weather

Roll the weather for the party for the day portion of the journey. This is good to do publicly at the start of a day’s travel so the players can see it.

Roll Weather Pathfinder Scout Quartermaster Night Watch
0 Strangely Cold
1 Sunny with Clouds
2 Raining & Sunshine
3 Raining & Overcast
4 Very Sunny & Humid
5 Very Hot & Dry Disadvantage Disadvantage
6 Heavy Rain & Overcast Disadvantage Disadvantage
7 Heavy Rain & Windy Disadvantage Disadvantage
8 Foggy Disadvantage Disadvantage
9 Storms Disadvantage Disadvantage Disadvantage Disadvantage

Rainy Season Table

Roll Weather Pathfinder Scout Quartermaster Night Watch
0-1 Raining & Sunshine
2 Raining & Overcast
3 Very Sunny & Humid
4-5 Heavy Rain & Overcast Disadvantage Disadvantage
6-7 Heavy Rain & Windy Disadvantage Disadvantage
8 Foggy Disadvantage Disadvantage
9 Storms Disadvantage Disadvantage Disadvantage Disadvantage

Optional DC Rules