Journey Process
DM decide on the danger & length of a Journey.
Low Danger = 1 roll for a full day’s travel.
Medium Danger = 2 rolls for a full day’s travel.
High Danger = 3 rolls for a full day’s travel.
DM rolls for weather.
Difficult weather increases the DC with 2.
Players Choose Pace.
Slow = Roll with Advantage.
Normal = Straight roll.
Fast = Roll with Disadvantage.
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.
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!
Climate
Weather
Danger level
Low danger - Plains, forests
Medium danger - Hills, swamps
High danger - Mountains, Wastelands
Travel Pace Table
Pace Minute Hour Day Effect Encounter Modifier Fast 400 ft 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores Disadvantage Normal 300 ft 3 miles 24 miles No Modifier Slow 200 ft 2 miles 18 miles Able to use stealth Advantage
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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)