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Travel and Pace

Travel and pacing.

Other movement penalties may apply, if the party has some movement restrictions (due to swimming, climbing, crawling and difficult terrain)

Travel (Map Pace)

Pace modifiers.

Climbing , Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks.

Forced March : Traveling more than 8 hrs in day risks Exhaustion. Each character must make a Con save throw at the end of each additional hr. DC 10+1 for each hr past 8 hrs. On a failed save, a character suffers one level of Exhaustion.

Mounts : Double travel distance for one hour (or more if fresh mounts available every 10 miles).

Vehicles : Wagons and carriages move at normal pace. Waterborne vessel have their own speed, and don't suffer pace penalties/benefits. Depending on a vessel (and crew), ships may be able to travel 24 hours a day.

Activities While Traveling : Characters performing activities while traveling (such as navigating, drawing a map, tracking or foraging) do not get a Passive Perception check.

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Travel Options - 5th Edition D&D

Travel assumes 8 hours per day. For each additional hour, make a Constitution saving throw of DC 10 + 1 per hour over 8, or suffer exhaustion.

Travel speed is halved when not on a road or clear plains.

Mounts do not come with saddles (5-60 gp), saddlebags (4 gp) or bit and bridle (2 gp). Mounts not tamed for battle will flee from danger. Mounts can gallop for one hour per day to double their speed (included in distance per day).

Medium mounts can carry 1 small creature. Large mounts can carry 2 medium creatures. Huge mounts can carry 5 medium creatures. The weight of all mounted creatures and their gear counts toward carrying capacity.

Riding without a saddle gives Disadvantage on checks to remain mounted. A military saddle gives Advantage on checks to remain mounted. An exotic saddle is required for flying or swimming mounts. Unintelligent mounts require a bit and bridle to steer.

A pack saddle is required to attach saddlebags. Saddlebags are required to carry gear and can hold 2 cubic feet or 60 pounds.

Mounts pulling a vehicle can move five times their carrying capacity, including the vehicle weight. Multiple mounts pulling can add their carrying capacity together. Chartering a voyage includes any necessary crew, mounts, and their feed. Renting passage on a coach costs 3 cp per person per mile, but typically only between towns.

A rowboat or canoe weighs 100 lbs and can be carried. Renting passage on a ship costs 1 sp per person per mile, but typically only between towns.

Renting passage on an airship costs 1 gp per person per mile, but typically only between major cities.

Spellcasting

High level spellcasters are typically only available to powerful factions or very well-connected people, and usually only in major cities.

The weight of all riders and their gear counts toward a magic item's carrying capacity.

For travel encounters and other details, use Wilderness Travel . For a map, try the Exploration Map

Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon.com/dnd/

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dnd travel 5e

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Travel, camping, & resting variant rules.

Getting to where you’re going is never an easy undertaking. Along the way, many perils and pitfalls await the unaware adventurer. Knowing the direction they need to travel and having enough food to make it there may only be part of the problems they face, but for every adversity there is opportunity. Strewn about the land are hidden treasures to be found, wondrous sights to behold, and perhaps even friends to be made. Nothing invigorates the soul of a traveler more than reaching their destination with a full belly and a happy party. Nothing brings more misery than the bite of insects in an already oppressive swamp. For the seasoned traveler, the journey is always part of the tale worth telling.

Finding Your Way

Characters often have somewhere that they need to go and that place may be several days away. Traveling to a location is part of the adventure, but it is also not a part that should impede what they find at their eventual destination. It’s important to remember that for players, often the destination is more interesting than how they get there. It’s your job as a GM to employ this rule set only when it makes sense. Opportunities abound for setting interesting travel, but take stock of how interested your party is in the journey and adjust your situation as needed. It’s possible that you could use this system for journeys as short as a few hours down the road, but it is recommended that you save these rules for longer travels. This system could be used traveling across a very large and dangerous city or for journeying deep into the frozen mountains of the north. It’s imperative that you, as the GM, make informed decisions about when to employ the travel rules presented here and when to let the party arrive with a short travel montage. Travel in Campfire is meant to be a streamlined approach. Resolving the entirety of a travel should only take 15 minutes if you focus on the core rules. Weaving in roleplay opportunities will increase that time. Keep an eye on your players and determine when to move on.

Phases of Travel

Travel is broken down into three distinct phases where each plays an important role. This travel system keeps adventures moving, be sure to keep your players on task during each phase.

  • Preparation . During this phase, the characters should gather whatever supplies they might need for the trip, including enough water and food to make the journey. You should give them enough information as they would realistically have in character. If they know the dungeon is roughly four days away, don’t be afraid to remind them of that. You will set the difficulty of the trip during this phase.
  • Expedition . This is the actual journey itself and where the characters will use their combined skills and resources to make their way to their destination. There are opportunities for additional roleplay and storytelling as you see fit. You should let the characters work with you to tell the story of their expedition.
  • Resolution . This is when the characters arrive at their destination in whatever state the road has left them. They may arrive feeling upbeat and perky from an enjoyable jaunt on the trail, or they may arrive miserable and discouraged from the rigors of the wilderness.

Preparation

During this phase, the important tasks of setting the challenges on the road will be resolved. While the characters are tending to their tasks of shopping for the trip, set their Travel DC and their Destination Score.

The Travel DC is a summation of the difficulties the characters will face on the road. It is calculated by determining your Terrain Difficulty and adding your Weather Modifier to it.

Travel DC = Terrain Difficulty + Weather modifier

Terrain Difficulty

Terrain Difficulty is a representation of how treacherous the lands are that the party will cross. Determine the Terrain Difficulty, as shown in the Terrain Difficulty table.

Weather Modifier

Weather is always a worry when journeying. A foul rain storm or gusting winds can change a brief trip across the grasslands into a grinding affair of stuck carts and poor attitudes.

The GM should choose the Weather Modifier based on the overall theme of the weather throughout the expedition. Choosing rain does not mean that it rains every moment of the trip, it simply means that the weather was overall rainy. Determine the Weather Modifier, as shown on the Weather Modifier table.

After determining your Travel DC, write this number down or keep track of it in some other way as it will be important. You may tell your party what the Travel DC is, or keep it to yourself. This will depend on how you run your table.

Destination Score

Your Destination Score is a target that your players will try to hit in order to find their destination. This is an abstraction of the length of their journey. It is assumed that your players will get to their destination eventually and the Destination Score represents how long they are exposed to the wilderness. For brief journeys, it is recommended that you don’t use these rules and instead allow your players to just simply get there. Set the Destination Score using the Destination Score table.

The GM should feel empowered to change the lengths of journeys to what makes sense for your campaign. If your setting involves small outposts that are several weeks apart, change the Destination Score definitions to fit what works for you. You can set Destination Scores higher than five if you wish, but only do so with parties that enjoy rolling dice. You know your party best, so adjust the length and scores to suit them.

The Expedition phase is when your party will actually set out on their journey and face whatever hardships and majesties may come. This phase simulates the road to their location and is much more of a collaborative process than traditional travel. The goal of the Expedition phase is for your party to use their skills to overcome the Travel DC that was set in the Preparation phase. The party will attempt to use skills in which they are proficient and roll Ability Checks against the Travel DC. The party’s goal is to achieve an amount of successes on their Ability Checks to match the Destination Score before they accumulate a number of failures equal to the Destination score. When the Expedition phase begins, narrate the beginning of their journey and inform them of the length of the trip and the Destination Score they need to reach in order to arrive. Your characters should then look to their skills as adventurers in order to see them through safely. Have them put forth ideas of what skills (in which they are proficient) that they could use and how those could help with the journey. Then, have them roll an Ability Check based on that skill versus the Travel DC set in the Preparation phase. If they succeed, mark a success towards their Destination Score; if they fail, then mark a failure toward their Destination Score. If they roll five or more over the Travel DC, mark two successes. If they roll five or more under the Travel DC, mark two failures. Once enough successes or failures have been marked to meet the Destination Score, the Expedition phase ends and the Resolution phase begins. You should encourage each player to contribute an Ability Check once before allowing someone to contribute a second time. This will go a long way in helping your players feel like their characters helped in the journey.

Consider using this as a roleplay opportunity and empower your players to create scenarios in which their skills would be useful. For example, a player might say that their Halfling Ranger is proficient in survival and will use his ability to track animal movements in order to find a safe path through a forest they encounter along the way. Take the time to describe the forest through which they would travel and have the player roll a Survival Ability Check versus the Travel DC set in the preparation phase. You should then narrate their success or failure to go along with the roll. On a success, the Halfling Ranger may find a game trail that they can follow easily to help the party navigate the woods. On a failure, perhaps the rain of the last few days has washed away all noticeable tracks leaving the party wandering. You should be open to the idea of using skills in nontraditional ways and award creativity early and often. If your players put forth a good or entertaining reason that Intimidation could help them through their travel, consider giving them a chance to execute that idea. It is your role as the GM to ensure that each member of the party feels as though they can contribute. Consider allowing them to use tools with which they are proficient, as well. For example, Cartographer’s Tools could be quite beneficial to the travel process.

Upon arriving at their destination, your party will learn during the Resolution phase of what the road has offered or taken away from them. There are several benefits and pitfalls on a journey, and the Resolution phase gives the party a feel for what kind of journey it was. Much of this phase can be obfuscated to the party. They may already have a feeling for how the trip went based on their successes and failures along the way. At the start of the Resolution phase, determine whether the journey was a Windfall or a Hardship by reviewing the Ability Check successes and failures from the Expedition phase. If they achieved enough successful Ability Checks to meet the Destination Score, then the journey was a Windfall. If they accumulated enough failed Ability Checks to meet the Destination Score, then the expedition was a Hardship. Whether the journey was a Windfall or a Hardship, they should make it to their destination during the Resolution phase.

If the expedition was considered a Windfall, narrate the party arriving in good spirits, fresh off the trail with full bellies and dry stockings. Perhaps they basked in beautiful sights along the way, or they were beset by friendly fae creatures that sang them soft and lilting songs. Take the number of successful Ability Checks that they accumulated during the travel and subtract from it the number of failures that they amassed. This is your Windfall Score. Tell the party to make a number of rolls on the Windfall table equal to their Windfall Score. Narrate the results of their rolls and give them the boons provided by a successful journey.

If the expedition was considered a Hardship, narrate the party arriving in low spirits, weary of the road and ready to seek comfort where possible. Perhaps they couldn’t sleep because of giant frogs croaking all night in the swamp, or the frigid mountain air leaves them shivering under their armor.

Take the number of failed Ability Checks accumulated during the travel and subtract from it the number of successes amassed. This is your Hardship Score. Tell the party to make a number of rolls on the Hardship table equal to their Hardship Score. Narrate the results of their rolls and consign them to the pitfalls provided by a rough expedition.

Variant: Obfuscated Travel

An option that you can employ is to keep all information about the journey secret from the players. In this variant, you do not inform them of the Travel DC or Destination Score during the Preparation phase. You should keep your narrations of their Ability Checks vague and don’t inform them of successes or failures. When they meet the Destination Score with successes or failures, inform them that they have arrived and tell them to make their table rolls. Don’t let them know what table they are rolling on. This variant keeps things more obscure and allows for tense moments where they don’t know if they are facing a Triumph or Hardship.

Campfire © 2021 AbyssalBrews Author Matthew Ross

This is not the complete license attribution - see the full license for this page

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Map Travel Pace

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Special Types of Movement

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures.

The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch."

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying , allow you to travel more swiftly.

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain.

You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

Climbing, Swimming, and Crawling

While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in rough water might require a successful Strength (Athletics) check.

Your Strength determines how far you can jump.

Long Jump. When you make a long jump, you cover a number of feet up to your Strength score if you move at least 10 feet on foot immediately before the jump. When you make a standing long jump, you can leap only half that distance. Either way, each foot you clear on the jump costs a foot of movement.

This rule assumes that the height of your jump doesn't matter, such as a jump across a stream or chasm. At your GM's option, you must succeed on a DC 10 Strength (Athletics) check to clear a low obstacle (no taller than a quarter of the jump's distance), such as a hedge or low wall. Otherwise, you hit it.

When you land in difficult terrain, you must succeed on a DC 10 Dexterity (Acrobatics) check to land on your feet. Otherwise, you land prone.

High Jump. When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. When you make a standing high jump, you can jump only half that distance. Either way, each foot you clear on the jump costs a foot of movement. In some circumstances, your GM might allow you to make a Strength (Athletics) check to jump higher than you normally can.

You can extend your arms half your height above yourself during the jump. Thus, you can reach above you a distance equal to the height of the jump plus 1 1/2 times your height.

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Road and Travel Encounter Tables for D&D 5e

"The path ahead is broken by a river, where the remains of a bridge offer a risky crossing. Amidst a herd of goats several locals are taking part in a ritual at river's edge. It is led by a woman with an antlered mask"

Random tables for Dungeons and Dragons road encounters. Tables for Road Encounters (Levels 1-4, 5-10 and 11+), Beasts, Beasts of Burden, Domesticated Animals, Groups of Travelers, Lone Travelers and Marauders

Road Encounter Tables - creatures | locations | non-combat | enhancements

[Photo by Pat Whelen on Unsplash]

Road Encounters Levels 1-4

Roads and trails encounters.

Roads and trails connect the cities and ports of fantasy nations. A few newly built but many fallen into ruin upon the causeways of older empires. A highway connecting two prominent cities, an ancient trail through sylvan woods or a road built by dwarves and now used by local tribes. Encounters happen at haunted crossroads and narrow paths, with desperate brigands, friendly pilgrims, hungry mercenaries, locals herding goats and any others on the path.

There is a 5e road random encounter generator at ChaosGen. And also a pdf of these and more tables at the DM's Guild as Road Encounters .

Road Encounters Random Tables on DM's Guild

Unusual terrains - feywild | shadowfell | lower planes | elemental | jungle  | roads | ruins | sea

Road Encounters Levels 5-10

Road encounters levels 11+, beast encounters (levels 1-4), beasts of burden (levels 1-4).

Usually encountered with travelers or as part of a caravan.

Domesticated Animals (Levels 1-4)

Domestic animals have a 50% chance of being accompanied by 1d6 commoners or tribal warriors

Group of Travelers (Levels 1-4)

Group of travelers (levels 5-10), lone travelers (levels 1-4), lone travelers (levels 5-10), marauders (levels 1-4), marauders (levels 5-10), more encounters.

If you liked these there are D&D Generators at Chaos Gen , a monthly random tools Newsletter and an instagram of Random Tables .

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100 Random 5e DND Travel Encounters

dnd travel 5e

Breathing life into the journeys of your 5e DND characters and enhancing the depth of your roleplaying world just got easier and more exciting. Our meticulously crafted D100 random encounter table is designed to infuse your fantasy tabletop RPG campaigns with a rich variety of engaging and unique travel encounters.

From mystical encounters in enchanted forests to unexpected challenges in desolate wastelands, our table offers a diverse range of scenarios that cater to any travel setting in your world. Whether you’re a seasoned Dungeon Master or just starting out, these encounters are versatile and easy to integrate, ensuring every journey is filled with memorable moments and thrilling adventures.

Feel free to adapt and weave these encounters into your campaign, creating a vibrant and dynamic storytelling experience for your players.”

100 Random Travel Encounters 5e

Embark on a journey through a world teeming with intrigue and wonder, where the path less traveled is strewn with possibilities. Along weathered roads and whispering forests, every corner you turn offers a chance for new encounters—each a story in the making, an adventure awaiting.

From mysterious merchants peddling exotic wares to lost souls seeking redemption, this collection of roadside encounters offers a tapestry of narratives to enrich your travels. Here, you’ll find a hundred carefully crafted scenarios that promise to breathe life into your journey, turning every moment on the road into a memorable experience.

Whether it’s aiding a cursed wanderer, unearthing the plots of vile bandits, or crossing paths with whimsical creatures of the wood, these encounters are designed to spur creativity and inspire storytelling. Prepare to meet unlikely allies, face moral quandaries, and discover hidden treasures—or hidden dangers—under the open sky or amid the tangled underbrush.

So tighten your boots, ready your wits, and set forth on the road. Adventure awaits those brave enough to seek it, and no tale is too small to be told. Welcome to a realm where every roadside meeting can change your destiny, for this is the land of endless possibility.

DND Random Travel and Roadside Encounters

1) Players encounter a small, wounded horse with a saddle and markings indicating it belongs to a local lord. The defensive animal may attack the players out of fear. If the players manage to heal and calm the horse without causing further harm, they find the horse is worth 70 gold, rewarded by the grateful lord.

2) A patrol of soldiers is searching for local bandits. Interaction with them reveals their mission and the possibility of acquiring provisions like food and water. They may also have information on the bandit’s last known location, which could assist the players if they wish to track them.

3) Local farmers are busy in their fields but are hospitable and will share food and water with the players, perhaps sharing local news or the lay of the land, which could be invaluable for navigation.

4) Women working for a nefarious wizard disclose his cruel experiments, turning children into lizards. Stopping this wizard could save the children and earn the players their loyalty, potentially adding new and grateful allies to their party.

5) A lost child seeks assistance in finding his parents, who were victims of the wizard’s curse. Helping reunite the family would not only earn the players valuable information about the wizard but also strengthen their reputation as heroes.

6) Concerned townsfolk outside a building inform players about a missing woodcutter believed to be captured by goblins. Investigating this could lead to a rescue mission and a thankful community, possibly with a reward.

7) Fishermen by a pond offer a moment of respite, sharing ale and food with the players, a chance for the group to gather information and rest before continuing their journey.

8) Farmers in the field generously offer food and water, perhaps along with knowledge of the surrounding area, including information on weather patterns and geographical features that players may face.

9) Hunters around a campfire are willing to share their meal and tales of the land. They could provide tips on tracking and surviving in the wild, or even alert the party of nearby dangers.

10) A traveling merchant with his daughter and a donkey cart appears. His inventory for sale is vast, and while he claims to offer items beyond what is visible, his honesty prevails in fair trade, potentially providing rare goods or masterful craftsmanship.

11) A one-armed woman with a broken leg beside a damaged wagon needs help. Aiding her could reveal her rich background and lead to a handsome monetary reward or insider knowledge of trade routes.

12) A robbed and dethroned king on the road seeks aid in returning to his kingdom. Helping him might not only result in a generous reward but could also secure a powerful ally or royal favor.

13) A man aims to sell 1d6+1 rat pups, their potential as trainable companions or for those looking for less conventional familiars making for an unusual business transaction.

14) Brunhilda, a woman cursed with a ghastly appearance, seeks help lifting the curse. Aiding her could lead to uncovering rare magical knowledge or an ally with potent, unknown abilities.

15) A horse trader, currently with a lame horse, doesn’t have the funds for a new one. Providing assistance could secure future trades at favorable rates or a dependable steed.

16) A band of seven disarmed soldiers seeks work or revenge on their banishers. Offering them a place in the party could bolster ranks for a significant venture or lead to a quest for retribution against a formidable adversary.

17) Brunhilda, apparently under duress, angrily confronts passersby. Soothing or assisting her could reveal her situation’s true depths, possibly leading to uncovering greater plots at work or the items of a powerful enchantress.

18) An eccentric man has an unusual array of rat pups for sale. Whether for curious buyers or questioning his motivations, this peculiar encounter could lead to uncovering a potential plot involving trained vermin or hidden treasures.

19) The same group of seven soldiers presents multiple options for collaboration—aid in returning home, assist in their vendetta, financial support, or self-defense. Their story could be intertwined with broader political machinations.

20) Four men isolated by choice remain aloof from influence and troubles. Their sage advice or possible insider knowledge could be invaluable, especially if players discover the reason for their solitude.

21) Vines entwined around a skeleton offer a clear warning of potential natural dangers in the area or a supernatural threat, urging cautious travel and possible discovery of a lost traveler’s belongings or cursed items.

22) An abandoned wagon with a dead horse may hold leftover goods from a raid or accidental tragedy—a chance to salvage goods but also a clue to lurking dangers or marauders nearby.

23) Two goblins in a dispute over a map might lead to treasure or a hidden location. Interceding could result in gaining a helpful guide or key information if players can settle the quarrel or outwit the goblins.

24) A man and his horse seeking directions to town may award guidance with appreciation or incidental information critical to navigating the area or a shortcut to their destination.

25) A funeral procession seeking help in burying their friend presents a chance for the players to pay respects and possibly discover the deceased’s history, affecting future encounters or uncovering hidden lore.

26) Young lovers picnicking offer shared company and a meal. Their innocence could offer a respite, but their presence might also be a sign of peace in the region or a prelude to a local legend coming to life.

27) Bandits scouting for a camping spot will rob those with gold. This unexpected threat could lead to confrontation or a tactical advantage if the players can outwit or negotiate with the bandits for safe passage.

28) Wedding attendees may become allies if the players are attending the event, or foes if not. Deft social maneuvering could turn this chance meeting into a valuable networking opportunity or even an invitation to a grand event.

29) Funeral attendees may treat the players with suspicion or welcome them as fellow mourners. Either way, the encounter provides a window into local happenings and influential families.

30) Wedding attendees in distress present an opportunity for the players to offer comfort or solve a mystery, potentially resulting in alliances or rewards.

31) A roving band of orcs presents an immediate threat; their aggressive nature demands a swift and potentially violent resolution or a strategic retreat, depending on the party’s strength and goals.

32) Traveling humans armed and ready for conflict suggest a region fraught with peril; their willingness to fight could point to recent hostilities or signal an upcoming encounter that may require the players’ intervention.

33) Roland, a job-seeking man with a bad leg, promises guidance and treasure knowledge for a wage. His specific skill set could be of great use for navigating treacherous areas or uncovering hidden riches.

34) Elderly women, victims of robbery by the notorious duo Bob and Bill, seek justice and the return of their possessions. Aiding them might reveal a local criminal network or lead to a heartfelt reward.

35) A group of goblins seeking supplies threaten violence. Their desperation could provide a chance for a truce and mutual aid, or players might have to fend off an attack and question their motives.

36) Fleeing kobolds offer an opportunity for linguistic exchange if players can communicate. Discovering what they’re escaping from might prevent future danger.

Apologies for the confusion earlier. Here’s the continuation from number 37:

37) Disguised as a beggar, an old man in tattered clothes offers the players riddles in exchange for coin. Solving his puzzles could reveal hidden treasures or unlock ancient secrets known only to a few.

38) A lively band of seven soldiers looking for work could become valuable allies if the players offer them a mission, or a threat if the players disregard them, leading to a sticky situation down the line.

39) Despite her intimidating screaming, Brunhilda is a beautiful but cursed woman in need of aid. Assisting her could lead to gaining a powerful magical artifact or the solution to a dark mystery in the region.

40) A peculiar man attempting to sell or feed an array of rat pups presents an ethical dilemma, potentially unearthing a strange new magic or a dark plague that threatens the land.

41) The same seven soldiers from before, armed and riddled with tales of exile, present a choice for the players to escort them home, aid their vendetta, or fend off a potential robbery.

42) Four men, secluded and around a campfire, speak of esoteric and occult matters, potentially granting arcane knowledge or foreshadowing a significant supernatural event.

43) An ominous sight of vines strangling a skeleton warns of hidden dangers, possibly leading to a haunted location or an artifact that binds the living with the dead.

44) An empty wagon with a deceased horse alludes to recent violence or plague. It may hold vital clues to prevent a wider disaster or lead to salvageable goods and lore about the lands.

45) A disagreement between two quarrelsome goblins over a map might be a chance to acquire guide services to hidden treasure or a cursed location that invites brave adventurers.

46) A lost man with his horse, seeking directions, offers an occasion for good deeds to be repaid with essential regional knowledge or a trusted future guide.

47) Mourners transporting a coffin beside the road might share local history and lore in appreciation if aided in their solemn task.

48) Two young lovers out for a picnic could offer a light-hearted break and share stories of local legends or rumors of treasure if the players join them.

49) A group of bandits looking for a suitable campsite could provide an encounter full of risk or opportunity, depending on the players’ actions and intentions.

50) A wedding procession invites or threatens the players depending on their response, potentially leading to alliances with local families or social entanglements.

51) A funeral procession, laden with gifts and sorrow, might reveal the area’s deeper stories or superstitions if the players pay their respects or offer assistance.

52) A party of wedding attendees in a despondent mood might seek the players’ help, hinting at a side quest involving family feuds or lost heirlooms.

53) A patrol of orcs searching for provisions offers a confrontation that could lead to battle, negotiation, or an uneasy alliance based on the players’ approach.

54) Human workers on the lookout for employment present a potential labor force for the players, or a disguised group with ulterior motives, creating a twist in the narrative.

55) A man named Roland, with a chest of treasures and tales, seeks employment as a guide, bringing an opportunity for adventure and wealth, if the players listen to his stories.

56) Elderly women, victims of thieves, present a quest for retrieval and justice, offering a storyline that could delve into the thieves’ network or reveal the women’s mysterious past.

57) Goblins eye travelers for potential loot, presenting danger and the chance to better understand the regional threats if the players engage or parley.

58) Babbling kobolds fleeing from terror could offer foresight into approaching hazards if the players can calm and communicate with them, or add a chase sequence to the adventure.

59) Gramps and Gramps, the elderly watchers from their hilltop perch, may provide warnings or prophetic guidance about dangers ahead, or requests for assistance that could lead the players onto a new path.

60) The traveling gnome women with a vegetable cart have much to barter and may share agricultural secrets or hints at fertile grounds for new endeavors or hidden groves.

61) The hunters on horseback, while seemingly aggressive, could share their vast knowledge about the local fauna and dangerous territories or entail a potential escort mission.

62) A demon-summoning cult performing incompetently presents a chance to prevent a great evil, learn a new dark secret or gain cursed items if the ritual is disrupted.

63) The card-playing group, while lacking in skill, could offer intriguing gossip, local intrigue, or a chance to win some easy coin and make new friends or rivals in the region.

64) A group of leonin collecting firewood is friendly and will allow the players to gather what they need, possibly hinting towards areas where magical or rare woods can be found, or where dangerous creatures lurk.

65) A group of villagers collecting water offers to share and trade stories. The encounter may lead to the discovery of a nearby water source with healing properties or the prelude to a local crisis involving the water supply.

66) Farmers in a field will protect their crops fiercely. Players can choose to assist them in exchange for a share of the harvest, learn valuable agricultural techniques, or gain insight into an ecological mystery affecting the crops.

67) A group of hobgoblins on giant dogs rides fiercely down the road. If the players manage to negotiate or follow them, they might discover the location of a hobgoblin outpost or the reason behind their aggressive patrolling.

68) A gathering at a roadside makes for a communal event; villagers invite players to join and warm themselves by the fire. The players could learn of local customs, festivities, or the dark secrets that some revelers might divulge in their merriment.

69) Brunhilda, once beautiful, curses every passerby due to her hideous appearance. Helping her find the source or remedy for her curse may grant the party a faithful ally with arcane knowledge.

70) A curbside sales pitch by a man with rat pups could turn into a breakthrough in pest control magic or an unexpected adventure into an alchemical experiment gone wrong.

71) Seven banished soldiers openly recruit; they offer to join the player’s cause, be it in seeking vengeance, reclaiming their homeland, or providing martial prowess in exchange for gold or other services.

72) An unusual tree along the road grows tall, with a luminescence and mysterious aura. It might provide magical substances or harbor secrets of an ancient druidic ritual imbibed in its rings.

73) Abandoned signs of villagers’ past trouble, like broken possessions and a burnt-out campfire, may lead to untold stories of a group’s misfortune, the remnants possibly holding forgotten heirlooms.

74) The ever-watchful pair of Gramps, looking out for trouble, offer the players advice and foreshadowing of perils ahead, telling tales of the area’s history or legends if prompted.

75) Momma, Ma, and Mango carting turnips harbor more than fresh produce; there could be hints at underground fey activities, smuggling routes, or simply the warm company of a home-cooked meal.

76) Patrols of rangers roaming the area suggest a tactical or environmental affair in the region. They might share skills, provide guidance, or recruit the players for a nature-focused mission.

77) A band of adventurers known for their malice and cruelty traverses the forest, potentially a group to rival or confront, each with their own ever-growing legend ready to clash with the players’ mettle.

78) Traveling bards en route to a local inn could be a welcome opportunity for collaboration, a jovial encounter filled with music and news from across the lands, or a seduction into a grandiose plot with the artists.

79) A stronghold occupied by sneaky bandits hints at a possible infiltration mission, a direct confrontation, or the uncovering of a regional crime syndicate with ties to the broader narrative.

80) A detail of elven travelers hints at peaceful trade or requests—perhaps an opening for diplomacy, learning exquisite arts, or the players becoming entangled in an ancient elven affair.

81) Thieves lying in wait present a potential trap and an immediate threat, opportunity for intelligence gathering, or the test of the players’ ability to navigate through deceit and stealth-driven engagements.

82) A roaming group of hobgoblins could signal a larger militaristic strife in the area, offering battle, tales of mighty conquests, or information about a pending siege or conflict zone.

83) Seeking employment, a small band of halflings equipped with various tools are ready to assist the players, offering their unique skills, knowledge of the local land, or even companionship for a fee.

84) A procession of soldiers ensures the road is secure—a sign of stability, or perhaps of martial law. They may share strategic information or seek recruits for the cause of the local lord.

85) As a group of merchants travels with great haste, their suspicion indicates they may not be as trustworthy as they seem. Dealing with them could reveal black-market trades, espionage, or forbidden knowledge if the players dare to dive deeper.

86) An unforeseen rainstorm pours down, presenting a survival challenge with the need for shelter or the chance to exhibit heroism by helping others caught in the deluge, earning goodwill.

87) The smell of fresh blood on the road guides the players to a brutal scene, a sign of lurking predators or a recent skirmish, and an introduction to a storyline of vengeance or survival.

88) An old man on a bench weaves captivating tales hinting at nearby dungeons and dragons. Whether fact or fiction, his stories may inspire the party to seek adventure or caution them against certain doom.

89) A snapped signpost, possibly a victim of monstrosity or angered entities, may provoke the players’ curiosity about what lies ahead or urge them to repair it, improving travel for all.

90) Remnants of an old, unattended campfire might be a mere traveler’s site or the mark of a secretive gathering, leaving clues for the players to uncover hidden gatherings or lost travelers.

91) Dusty tracks leading in and out of the forest beckon the players to follow the journey of an elusive creature or traveler, presenting an opportunity to track, hunt, or perhaps save someone in trouble.

92) Abandoned yet intact, a campsite lies forsaken in time. Exploring might yield lost journals, ancient relics, or uncover a tragic tale of a past expedition that may be connected to the players’ ongoing quest.

93) A mysterious tree with hard, stone-like bark seems out of place. Studying it may reveal that it’s a petrified ent or a beacon for a hidden druidic sect, offering secrets or an ally within.

94) A singular cow with an ethereal glow, possibly an enchantment or omen, may lead to a divine quest, cursed artifact recovery, or the birth of local myths starring the players.

95) An ordinary road stretches before the players, but a disquieting feeling looms, suggesting an invisible force, a magical threshold, or the precognition for an extraordinary event that awaits.

96) A man named Maugh, strong yet jobless, is willing to carry burdens for coin. Hiring him can ease travels and potentially reveal stories of lost caravans or secret traveler’s paths.

97) A man offering work named Entik is an outcast wizard, bringing the opportunity for magical tutelage, a dangerous spell, or uncovering a wretched excommunication from a mage’s circle.

98) A wandering man named Gorc seeks to lend his sword for hire. Dealing with him could bolster the party’s strength with his war tales, or unravel a disgraced warrior’s path seeking redemption.

99) Soldiers patrolling the region might be protectors against theft, or enforcers with ulterior motives. The players’ interactions could lead to uncovering conspiracies or allying with the local militia.

100) Two elderly women approach seeking help to reclaim their belongings stolen by robbers. Their narrative might interweave noble heritage, secrets of an ancient guild, or a heartwarming reunion.

Even More Travel Encounters for 5e DND

Want even more random encounters ? Check out Random Encounters AI today. The site already has over 10,000 random encounters you can use for free – with more coming all the time. Check it out and find me on Twitter to let me know what you think.

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dnd travel 5e

The Difference Between Milestone And Experience Leveling In DnD 5e

Quick links, leveling in dungeons & dragons, milestone leveling in dungeons & dragons, experience leveling in dungeons & dragons.

Leveling in Dungeons & Dragons means that players can look forward to unlocking powerful new abilities for their characters. Yet, there is often confusion when it comes to managing said levels. At character creation, you are met with an option for one of two systems: “milestone” and “experience”-based leveling.

Dungeons & Dragons: How To Write A One-Shot Adventure

Despite dictating how your character will progress throughout a campaign, they work in completely different ways. Oftentimes, Dungeon Masters will be the ones to state what kind of leveling a campaign will go through since for both systems, it is their responsibility to manage the overall party.

Within Dungeons & Dragons 5e, player characters can go up to level 20 , where they will unlock the final features of their chosen classes. The road to level 20 is an arduous journey normally reserved for campaigns that have lasted for months or even years.

In special cases, Dungeon Masters may have campaigns beyond level 20, scaling as high as 25 or 30. But those are normally under somewhat homebrew rules that you may need to dedicate extra time to apply properly.

Within the Dungeon Master’s Guide , there is a section dedicated to the style of play for each level bracket. It is highly recommended to read through before judging how often you want to let your party level up to ensure your campaign fits the right style.

In the simplest form, Milestone Leveling is where the Dungeon Master lets the party level up after each major checkpoint/event in their campaign .

This is arguably the easiest form of leveling in Dungeons & Dragons, but it gives the Dungeon Master freedom to fairly judge and decide when the best times are for the party to level up. They don’t have to worry about the timing of events or how many of a certain monster they need to do per encounter. They can simply let them level up when they feel the time is right.

That being said, the Dungeon Master will still need to judge what level they want the party to be at by the end of their story and place milestones/checkpoints along their timeline. Milestones are any major action or turning point in the story that a Dungeon Master would deem has enough impact on the players to allow them to level up.

Examples Of Milestones

  • Traveling to a remote city and saving them from a Mindflayer.
  • Finding a lost NPC and returning them to their family while avoiding a group of Driders.
  • Uncovering a lost artifact and returning it to a magical vault.
  • Being sent to, then escaping prison.
  • Solving a murder mystery and capturing the culprit.

While the rest of the campaign will still have side adventures and other context to your story, milestones prove to be a conclusion to a plotline , showing character growth to your party.

Leveling based on experience in Dungeons & Dragons requires a lot more calculation, but you are rewarded with a more fair experience between the Dungeon Master and the party.

With experience leveling, the Dungeon Master rewards players with experience points based on actions within the game . If you choose to use experience leveling, there is a specified amount of “experience points” that are needed to advance to the next level, dictated in the Player’s Handbook.

Clearly, using experience-based leveling in Dungeons & Dragons requires the Dungeon Master to carefully plot each event and action to make sure the experience is rewarded evenly . When setting up combat encounters, Dungeon Masters must follow the amount of experience per monster to reward the party and an equal amount of defeated enemies.

For example, within the Monsters Manual , Ogres are shown to have a Challenge Rating of 2 and are worth 450xp (experience points). This means that if you have a party go up against four of them, you take the total amount of experience points (1,800xp) and divide it among the party evenly.

Experience points do not need to come solely from combat encounters. In fact, Dungeon Masters can reward experience based on other actions, like giving gold to street urchins for 50xp or uncovering a trap door for 150xp.

Aside from the calculated combat encounters, Dungeon Masters can continue to grant experience points where needed to make sure their party is leveling at a consistent pace.

Dungeons & Dragons: How To Do A Goblin Ambush As A DM

The Difference Between Milestone And Experience Leveling In DnD 5e

IMAGES

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  2. A Guide to Overland and Wilderness Travel in DnD 5e for Players and DMs

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  3. D100 Great DND Travel Encounters for 5e

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  5. Dnd 5E Far Traveler

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  6. A Guide to Overland and Wilderness Travel in DnD 5e for Players and DMs

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COMMENTS

  1. Movement

    Climbing, Swimming, and Crawling. While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. At the GM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength ( Athletics) check.

  2. Basic Rules for Dungeons and Dragons (D&D) Fifth Edition (5e)

    The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour.

  3. A Guide to Overland and Wilderness Travel in DnD 5e for Players and DMs

    As with many elements of D&D 5e, the exact procedure for traveling through the wilderness is, ultimately, up to the DM. And, as with all things left up to the DM, the only right answer is "whatever works for you, your players, and the type of campaign you want to run.". Some DMs love a super-granular crawl through monster-infested forests ...

  4. Traveling and Pace in D&D 5e

    Travel and pace, especially across long distances, in D&D. Climbing, Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks. Forced March: Traveling more than 8 hrs in day risks Exhaustion.Each character must make a Con save throw at the end of each additional hr. DC 10+1 for each hr past 8 hrs.

  5. Road Trip! 3 Steps to Making Travel Fun in Dungeons & Dragons

    Choose your style of travel. Bring the environment to life. Interact with your party. 1. Choose your style of travel. The style of travel you choose will affect how you describe and run the journey. You might opt for a quick montage, providing succinct but flowery descriptions of the party's journey.

  6. Traveling with Style: Skill Challenges

    Yesterday, my players' characters needed to travel for a week from a desolate dungeon to a thriving city. I knew there was only one way to make this journey exciting for everyone: a skill challenge. This article is a follow-up to Exploring the Wilderness: Navigation and Player Agency and Exploring the Wilderness: Creating Dynamic Encounter Areas.

  7. Travel Options

    Travel Options - 5th Edition D&D. -5 to Perception checks. -5 to Navigation (Survival) checks. Able to forage once per day. Can use stealth. Able to forage once per day. +5 to Navigation (Survival) checks. Travel assumes 8 hours per day. For each additional hour, make a Constitution saving throw of DC 10 + 1 per hour over 8, or suffer exhaustion.

  8. Travel, Camping, & Resting Variant Rules

    Travel, Camping, & Resting Variant Rules. Getting to where you're going is never an easy undertaking. Along the way, many perils and pitfalls await the unaware adventurer. Knowing the direction they need to travel and having enough food to make it there may only be part of the problems they face, but for every adversity there is opportunity.

  9. Plane Shift

    Plane Shift. You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.

  10. Stephanie Ortiz

    Instructions. Calculate total days, hours, and minutes for overland travel. Total Miles in Normal Terrain. Total Miles in Difficult Terrain. Pace. Travel Pace*. Assumes 8 hours traveled per day. Assumes the travel pace is (distance per day / hours traveled per day) Does not include time for traveling beyond 8 hours a day.

  11. 5e Dungeon Master Tables

    Map Travel Pace; Encounter; Light Sources; Foraging; Weather; Calendar Dungeon Master Tables. Useful tables for 5E Dungeons and Dragons. Map Travel Pace. Location Slow Normal Fast; Dungeon: 200 ft/min: 300 ft/min/min: 400 ft/min/min: City: 200 ft/min: 300 ft/min: 400 ft/min: Province: 2 mi/hr 18 mi/day: 3 mi/hr

  12. Travel Options in 5e : r/DnDBehindTheScreen

    Travel Options in 5e . This document lists the travel options characters can use in 5th edition. The most important thing is the listing of costs per travel option per day. Table of Contents: Land Travel (from PHB) Mounts. Taming horses. Exotic mounts (including female steeders, rothes, giant sea horses, etc.)

  13. dnd 5e

    The travel pace description and table on page 181-182 of the Player's Handbook states that a normal travel day may contain 8 hours, and gives the following table: Pace: /Hour /Day Miles in an 8-hour walking day: Fast 4 miles 30 miles --> 4x8 = 32 miles (-2 miles a day) Slow 2 miles 18 miles --> 2x8 = 16 miles (+2 miles a day) Why is there an ...

  14. Expenses

    Lifestyle Expenses. Lifestyle expenses provide you with a simple way to account for the cost of living in a fantasy world. They cover your accommodations, food and drink, and all your other necessities. Furthermore, expenses cover the cost of maintaining your equipment so you can be ready when adventure next calls.

  15. Movement

    Movement. Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The GM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance ...

  16. Road and Travel Encounter Tables for D&D 5e

    Road and Travel Encounter Tables for D&D 5e. "The path ahead is broken by a river, where the remains of a bridge offer a risky crossing. Amidst a herd of goats several locals are taking part in a ritual at river's edge. It is led by a woman with an antlered mask". Random tables for Dungeons and Dragons road encounters.

  17. 100 Random 5e DND Travel Encounters

    August 19, 2022 by Paul Bellow. Breathing life into the journeys of your 5e DND characters and enhancing the depth of your roleplaying world just got easier and more exciting. Our meticulously crafted D100 random encounter table is designed to infuse your fantasy tabletop RPG campaigns with a rich variety of engaging and unique travel encounters.

  18. Background: Far Traveler

    The most important decision in creating a far traveler background is determining your homeland. The places discussed here are all sufficiently distant from the North and the Sword Coast to justify the use of this background. Evermeet. The fabled elven islands far to the west are home to elves who have never been to Faerun.

  19. 5E Travel Calculator

    5eMagic.Shop v0.16.8. 5eMagic provides a toolset for Dungeon Masters running 5th Edition Dungeons and Dragons games. Our free generators and calculators prioritize flexibility and ease-of-use for all sorts of campaigns and tables. Our Patreon supporters (called " Keepers ") enjoy even more benefits including increased customization and ...

  20. Transport via Plants

    Transport via Plants. This spell creates a magical link between a Large or larger inanimate plant within range and another plant, at any distance, on the same plane of existence. You must have seen or touched the destination plant at least once before. For the duration, any creature can step into the target plant and exit from the destination ...

  21. The Difference Between Milestone And Experience Leveling In DnD 5e

    Leveling In Dungeons & Dragons . Within Dungeons & Dragons 5e, player characters can go up to level 20, where they will unlock the final features of their chosen classes.The road to level 20 is an ...

  22. Travel Pace

    Special Travel Pace The rules on travel pace in the Player's Handbook assume that a group of travelers adopts a pace that, over time, is unaffected by the individual members' walking speeds. The. rate of travel by the number of hours traveled (typically 8 hours). For a fast pace, increase the rate of travel by one-third.