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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 Source for Map Here - by crunchywrites
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.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Equating Travel Paces Safe Haven
There should also be some concession to using existing travel The players encounter a place where they may rest
paces. These are some rough equivalents according to pace. undisturbed for 1 full day. Creatures have disadvantage on
Adjustments to this are left to the DM's discretion. checks made to detect or track creatures if they set up camp
Slow/Stealthy. Almost twice the time, roll primarily from here unless they see the players do so. Creatures with
Easy or Moderate Encounter Tables. tremorsense are unaffected by this. Creatures already present
Normal. Normal time, roll primarily from Easy, Moderate or while the players set up here are also unaffected by this.
Hard Encounter Tables Please exercise discretion with the number of creatures that
Fast. Half the time, roll primarily from Moderate or Hard are already present here.
Encounter Tables. Social Encounter
What does it mean? The players encounter a passerby of some form. Roll a d8.
Refer to here when you don't know what's the deal with each Outcome Event
of the the terms. Organized alphabetically. 1 Minstrel
Hostile Encounter 2 Warrior
The players encounter something that could threaten their 3 Thief
lives. Random combat encounter appropriate for level.
4 Adventurer
Locational Encounter 5 Laborer/Merchant
The players encounter a focal point in the world. Roll a d6.
6 Noble
Outcome Event
7 Cleric/Paladin
1 Natural Landmark
8 A person of influence and their entourage
2 Ruins
3 Natural Landmark Traveling Merchant
4 Descriptor of the Environment
The players encounter a peddler with wares, traveling to
another location in the world. They may have as much or as
5 Weather Conditions little as you want as a DM.
6 An obstruction to their destination Time Delay
Monstrous Encounter
The travel time is increased by a number of days. Roll a d6.
The travel time increases by that amount. Roll from the easy
The players encounter a major threat to their goal or to their table once and include that event during that additional
lives, usually manifesting as a combat encounter. The party interim.
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. Unstable Situation Encounter
This table can be modified for the setting easily. The players encounter a situation that could go either way.
Outcome Event
Roll a d8.
1 Surprise encounter appropriate for level. Outcome Event
An adult dragon swoops in and lands infront of 1 An altercation between two travelers.
2 the players - color/chromatic is randomly 2 Another traveler is being attacked
determined
Players are ambushed by bandits, looking to mug
3 A monstrosity of at least CR 5 appears 3
them.
A crack to the Shadowfell erupts open, releasing An adventurer mistakes one of the players for a
4 4
a hoard of undead; difficult for level bounty
Players witness a battle between two titans 5 Hostile environmental conditions
5
unfold within yards of them
6 Another traveler is being attacked
6 A very difficult encounter for the level.
7 An adventurer needs your help
8 A crazed individual threatens the party

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Encounter Tables
Easy Encounter Table Difficult Encounter Table
Outcome Event Outcome Event
1 Locational Encounter 1 Locational Encounter
2 Traveling Merchant (General Goods) 2 Traveling Merchant (Rare Goods + 1 Very Rare)
3 Safe Haven 3 Safe Haven
4 Nothing Happens 4 Nothing Happens
5 Social Encounter 5 Social Encounter
6 Unstable Situation Encounter 6 Unstable Situation Encounter
7 Time Delay
Moderate Encounter Table
Outcome Event 8 Hostile Encounter

1 Locational Encounter 9 Monstrous Encounter

Traveling Merchant (Moderate Goods - 10 Hostile Encounter


2
Potions/Military Weapons) 11 Unstable Situation Encounter
3 Safe Haven 12 Locational Encounter
4 Nothing Happens
5 Social Encounter
6 Unstable Situation Encounter Author Notes
7 Time Delay Made by No Laifu (u/the15thpaladin; Discord: No
Laifu#7941). Created to generate a structure in a
8 Hostile Encounter game where there isn't much structure at all when it
comes to traveling.
Hard Encounter Table
Outcome Event Do keep in mind that you can enforce more than one
encounter per travel period! For example, let's say
1 Locational Encounter you're traveling through a particularly dangerous part
of the world. You want that to reflect in the amount
2 Traveling Merchant (Rare Goods)
of [dangerous/challenging] encounters, so you can
3 Safe Haven go ahead and roll more than once. In the event that
you roll the same day twice, that's that. Two events
4 Nothing Happens in one day; or more (should you wish to travel that
5 Social Encounter path).
6 Unstable Situation Encounter
7 Time Delay
8 Hostile Encounter
9 Monstrous Encounter
10 Hostile Encounter

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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