Alternate Travel Encounter System | EN World Tabletop RPG News & Reviews

This is the "Travel Phase" that I use for my town-to-dungeon campaign called The Delve. Each session involves going from town to dungeon and back again before session's end, so PCs do the Travel Phase twice per game.

1. Determine Weather

The normal daily temperature in this region is 72 degrees Fahrenheit during the summer, 52 degrees in the Spring and Fall, and 32 degrees in Winter, but can vary. A temperature that is 30+ degrees Fahrenheit colder or hotter than normal imposes disadvantage on Constitution saving throws made to avoid exhaustion due to Forced March. Hot weather requires double water consumption.

A strong wind imparts disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. Opens flames are extinguished, fog dispersed, and flying by non-magical means impossible.

The clouds carrying rain or snowfall cast the supernaturally dim forest into darkness. Heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

See DMG, pages 109-110.

2. Establish Marching Order

Marching order will determine which characters are affected by traps, which ones can spot hidden enemies, and which ones are the closest to those enemies when a fight breaks out.

3. Set Pace

The distance between Grimdark and The Delve is approximately 9 miles. Due to the thickness of the foliage, low visibility, and supernatural effects, the entire trip is considered to be over difficult terrain.

A normal pace takes 6 hours of travel. There is no possibility of stealthy movement at this pace and a normal chance at noticing threats. Chance of random encounter is 45%.

A fast pace takes 4 hours of travel. Stealthy movement is impossible and passive Perception checks suffer a -5 penalty. There is a reduced chance of a random encounter when traveling at this pace as compared to a normal or slow pace. Chance of random encounter is 35%.

A slow pace takes 9 hours of travel. It is possible to move stealthily at this pace which can help with avoiding encounters or gaining surprise. There is a higher chance of a random encounter than when traveling at a normal or fast pace. At the end of this Forced March, all characters must make a DC 11 Constitution saving throw or suffer one level of exhaustion. (This save is made with advantage if the PC lives a comfortable, wealthy, or aristocratic lifestyle.) Chance of random encounter is 60%.

4. Choose and Resolve Exploration Tasks

Unless the character is a ranger in favored terrain, choose one of the following exploration tasks or describe one of your own. Background or other class features may grant benefits to these activities.

Draw a Map that records the group's progress and helps the characters stay on course. Make a DC 10 Intelligence check* to create an accurate map of the party's path through the forest. An accurate map to the Delve can be sold for 25 gp back in Grimdark.

Forage for food and water as the group travels at a normal or slow pace. Make a DC 15 Wisdom (Survival) check* to find 1d6 + Wisdom modifier pounds of food and water in gallons.

Keep Watch for threats to the party's safety. Passive Wisdom (Perception) scores will determine whether those keeping watch notice a hidden threat.

Navigate carefully through the forest to avoid the risk of becoming lost. At least one member of the party must perform this task. Make a DC 15 Wisdom (Survival) check*. Gain a +5 bonus to the check if traveling at a slow pace or a -5 penalty if moving at a fast pace. An accurate map grants advantage to the check. Success means getting to the desired location without getting lost; failure adds +50% more time to the trip.

Track the path of other creatures in the forest. Make a DC 15 Wisdom (Survival) check* (+5 for each day since the creature passed, -5 if the creature left a trail such as blood). Success means catching up to your quarry or avoiding it entirely. Failure means losing the trail and the quarry or the quarry finding the party instead.

* This assumes something about the resolution of the task is uncertain. Grant automatic success or failure depending on the stated goal and approach plus the fictional circumstances at that time.

5. Check for Random Encounter

Roll 1d20 plus the number of hours spent traveling through the Duskwood. Random encounters occur on a 18+ on a d20 roll. In some cases, the check may have advantage or disadvantage.

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