As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey.
When it’s relevant to the game—during a dungeon crawl or while traveling through a forest they know is brimming with bandits—the DM should have the party establish who is in the lead (and therefore the most likely to be targeted if a trap is triggered) and who is in the back (the first targeted in a flanking ambush). When it isn’t an important element to what’s currently happening in the game, whichever character is taking the lead on roleplaying is generally assumed to be in front of their companions.
Whether or not creatures notice a hidden threat is determined by their passive Perception scores. When players encounter other characters or creatures while traveling, both parties can choose what happens next. Either party can choose to attack, talk, flee, or wait to see what the other group does. In addition, a Narrator can decide whether or not a party is surprised by the other if combat ensues (see Combat & Turn Based Action).
Unless a member or members of the party are actively keeping a lookout, Use the passive Wisdom (Perception) scores of the characters to determine whether anyone in the group notices a hidden threat. The DM might decide that a threat can be noticed only by characters in a particular rank. For example, as the characters are exploring a maze of tunnels, the DM might decide that only those characters in the rear of the party's marching order have a chance to hear or spot a stealthy creature following the group, while characters in the front and middle of the pack cannot.
While traveling at a fast pace, characters take a –5 penalty to their passive Wisdom (Perception) scores to notice hidden threats.
A party looking to avoid threats can choose to travel at a slow pace and employ stealth, making a group Stealth check, typically using Dexterity. A party with reasonable cover can do more than avoid ambushes—they may well surprise or sneak past their enemies.
Most activities and events conducted during a day of travel can be divided into watches, a standard unit of time used for longer-term play. In an ordinary 24-hour day, there are six watches, each equivalent to about four hours. Watches are kind of “exploration turn,” and are used in navigation, travel activities, weather patterns, and more.
An ordinary party can travel for two watches, or eight hours. Likewise, to complete a long rest, a character needs two watches of sleep, or, again, eight hours. This leaves another two watches during which other activities can be conducted, such as fighting monsters, delving into dungeons, or foraging for supplies.
It’s important to note that watches do not necessarily synchronize perfectly. Watches used in weather patterns do not change at the same time a traveling party’s watches do. Think of watches less as strict locked units as much as a useful shorthand for gauging occurrences and states over longer lengths of time.
While characters are journeying, there are a number of activities that they can undertake in addition to walking. A character can only engage in one travel activity at a time. A character decides which activity they are engaging in at the start of each watch that they are traveling. Most travel activities are done passively while traveling, and thus can be stopped or started at any time; foraging is the exception: a character must spend the full watch foraging in order to find food or water in order to reap any benefits. If the party stops traveling and has no pressing activities, a character could simply continue foraging for their remaining time.
A party member may engage in one of the following activities during a watch:
Notice Threats
A character can keep an eye out for danger and threats as the party travels, making it more difficult for enemies to ambush them, or traps to take effect. A party member that is noticing threats can use their passive Wisdom (Perception) score to notice threats.
Search
A character can be searching for a specific object or location as the party travels, such as a cluster of ruins or rare kind of tree. A party member that is searching uses their passive Wisdom (Perception) score, against a DC determined by the GM.
A character can try to prevent the group from becoming lost as they traverse the wilds. A party member that is navigating can make Wisdom (Survival) checks to navigate. A party member can assist the navigator, provided that they are proficient in Survival.
When an adventurer can tell cardinal directions, such as a character with the Keen Mind or Explorer feats, they always have advantage made on Wisdom (Survival) checks made to navigate.
A character can search for food, water, and other resources, potentially gathering useful supplies as they travel.
A character can follow the tracks of another creature, making a Wisdom (Survival) check when the DM calls for it.
Draw a Map
A character can draw a map, helping the party be aware of their position. No check is required.
Player characters may find themselves wondering exactly what a new region holds: the dread beasts, fell monsters, and ancient evils. A party member can make an Intelligence (Nature) check to discover information about the area around them or a Wisdom (Survival) check to hunt a creature that has been discovered.