Ruleset - Traveling Tables

by No Laifu

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Travel Time
Minimum Days of Travel (Max. 12) Event occurs on what day of travel? Reroll Day Roll on: Roll on Table
1 1 - Easy
2 1d2 - Easy
3 1d4 4 Easy
4 1d4 - Moderate
5 1d6 6 Moderate
6 1d6 - Moderate
7 1d8 8 Hard
8 1d8 - Hard
9 1d10 10 Hard
10 1d10 - Difficult
11 1d12 12 Difficult
12 1d12 - Difficult

Why Does This Exist?

I was tired of winging travel situations. This is still winging it in a sense, but now there's a sense of direction and anticipation for me and others who may wish to use this document. This is by no means a superior way to handle travel. This is simply to offer one form of structure to a very barebones structure presented in 5th Edition.

Travel Time

The players can break down their travel time into short bursts of time. There will be a 1 day interval between each travel period to rest and recuperate. If the players choose not to rest for 1 day and instead continue, the next die roll on the encounter tables will be rolled twice, with the DM's discretion on which option will be used. The DM may also opt to not enforce this rule at all or where reason governs accordingly.

An optional rule you may want to consider is to deny the benefits of a long rest after this period of travel. Should you wish to use this idea, I would recommend forgoing exhaustion unless they deliberately do something that seems "exhaust-worthy"

Safe Passage

At the start of a month, it is believed that the gods of travel spread their blessings to each person. This blessing is said to bestow a moment of peace where the dangers of the road and wilderness are kept at bay for one day. At the start of a month, the traveling party may roll a d20. On a 20, you gain the blessing of the Traveler Gods. While you have this blessing, you may replace the events of one encounter with the safe haven option. The blessing disappears afterwards.

Source for Map Here - by crunchywrites

Equating Travel Paces

There should also be some concession to using existing travel paces. These are some rough equivalents according to pace. Adjustments to this are left to the DM's discretion.

Slow/Stealthy. Almost twice the time, roll primarily from Easy or Moderate Encounter Tables.

Normal. Normal time, roll primarily from Easy, Moderate or Hard Encounter Tables

Fast. Half the time, roll primarily from Moderate or Hard Encounter Tables.

What does it mean?

Refer to here when you don't know what's the deal with each of the the terms. Organized alphabetically.

Hostile Encounter

The players encounter something that could threaten their lives. Random combat encounter appropriate for level.

Locational Encounter

The players encounter a focal point in the world. Roll a d6.

Outcome Event
1 Natural Landmark
2 Ruins
3 Natural Landmark
4 Descriptor of the Environment
5 Weather Conditions
6 An obstruction to their destination
Monstrous Encounter

The players encounter a major threat to their goal or to their lives, usually manifesting as a combat encounter. The party reserves the right to get the heck out of dodge. Roll a d6. Outcome 2 is replaced by Outcome 6 after being used 3 times. This table can be modified for the setting easily.

Outcome Event
1 Surprise encounter appropriate for level.
2 An adult dragon swoops in and lands infront of the players - color/chromatic is randomly determined
3 A monstrosity of at least CR 5 appears
4 A crack to the Shadowfell erupts open, releasing a hoard of undead; difficult for level
5 Players witness a battle between two titans unfold within yards of them
6 A very difficult encounter for the level.
Safe Haven

The players encounter a place where they may rest undisturbed for 1 full day. Creatures have disadvantage on checks made to detect or track creatures if they set up camp here unless they see the players do so. Creatures with tremorsense are unaffected by this. Creatures already present while the players set up here are also unaffected by this. Please exercise discretion with the number of creatures that are already present here.

Social Encounter

The players encounter a passerby of some form. Roll a d8.

Outcome Event
1 Minstrel
2 Warrior
3 Thief
4 Adventurer
5 Laborer/Merchant
6 Noble
7 Cleric/Paladin
8 A person of influence and their entourage
Traveling Merchant

The players encounter a peddler with wares, traveling to another location in the world. They may have as much or as little as you want as a DM.

Time Delay

The travel time is increased by a number of days. Roll a d6. The travel time increases by that amount. Roll from the easy table once and include that event during that additional interim.

Unstable Situation Encounter

The players encounter a situation that could go either way. Roll a d8.

Outcome Event
1 An altercation between two travelers.
2 Another traveler is being attacked
3 Players are ambushed by bandits, looking to mug them.
4 An adventurer mistakes one of the players for a bounty
5 Hostile environmental conditions
6 Another traveler is being attacked
7 An adventurer needs your help
8 A crazed individual threatens the party

Encounter Tables

Easy Encounter Table

Outcome Event
1 Locational Encounter
2 Traveling Merchant (General Goods)
3 Safe Haven
4 Nothing Happens
5 Social Encounter
6 Unstable Situation Encounter

Moderate Encounter Table

Outcome Event
1 Locational Encounter
2 Traveling Merchant (Moderate Goods - Potions/Military Weapons)
3 Safe Haven
4 Nothing Happens
5 Social Encounter
6 Unstable Situation Encounter
7 Time Delay
8 Hostile Encounter

Hard Encounter Table

Outcome Event
1 Locational Encounter
2 Traveling Merchant (Rare Goods)
3 Safe Haven
4 Nothing Happens
5 Social Encounter
6 Unstable Situation Encounter
7 Time Delay
8 Hostile Encounter
9 Monstrous Encounter
10 Hostile Encounter

Difficult Encounter Table

Outcome Event
1 Locational Encounter
2 Traveling Merchant (Rare Goods + 1 Very Rare)
3 Safe Haven
4 Nothing Happens
5 Social Encounter
6 Unstable Situation Encounter
7 Time Delay
8 Hostile Encounter
9 Monstrous Encounter
10 Hostile Encounter
11 Unstable Situation Encounter
12 Locational Encounter

Author Notes

Made by No Laifu (u/the15thpaladin; Discord: No Laifu#7941). Created to generate a structure in a game where there isn't much structure at all when it comes to traveling.

Do keep in mind that you can enforce more than one encounter per travel period! For example, let's say you're traveling through a particularly dangerous part of the world. You want that to reflect in the amount of [dangerous/challenging] encounters, so you can go ahead and roll more than once. In the event that you roll the same day twice, that's that. Two events in one day; or more (should you wish to travel that path).

 

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