Journey Process

  1. DM decide on the danger & length of a Journey.
    1. Low Danger = 1 roll for a full day’s travel.
    2. Medium Danger = 2 rolls for a full day’s travel.
    3. High Danger = 3 rolls for a full day’s travel.
  2. DM rolls for weather.
    1. Difficult weather increases the DC with 2.
  3. Players Choose Pace.
    1. Slow = Roll with Advantage.
    2. Normal = Straight roll.
    3. Fast = Roll with Disadvantage.
  4. Journey Check: One of the players rolls a d20 (modified by pace). The DC is set by the DM based on circumstances like location, weather, narrative, etc.
  5. Journey Outcome:
    • Success (Roll meets/beats DC): Players travel uninterrupted.
    • Failure (Roll falls below DC): An encounter will happen.
    • Critical Success/Failure: Cherry on top!

Journey Information

  • Climate
    • p|800
  • Weather
    • Roll on table in Foundry
  • Danger level
    • Low danger - Plains, forests
    • Medium danger - Hills, swamps
    • High danger - Mountains, Wastelands
  • Travel Pace Table

    PaceMinuteHourDayEffectEncounter Modifier
    Fast400 ft4 miles30 miles-5 penalty to passive Wisdom (Perception) scoresDisadvantage
    Normal300 ft3 miles24 milesNo Modifier
    Slow200 ft2 miles18 milesAble to use stealthAdvantage
    Link to original

Encounter Type:

  • Result on d10: After a failed check, roll a d10 to determine the encounter type:
    • 1-3: Combat Encounter (use your preferred encounter table or design your own)
    • 4-6: Social Encounter (introduce interesting NPCs or factions)
    • 7-8: Environmental Challenge (difficult terrain, weather effects, etc.)
    • 9-10: Discovery/Exploration (find hidden objects, landmarks, or clues)