Travel
We are using new overland Travel rules to make it more interesting
Simple Discoveries
This resource was developed to help include more interesting
random elements to travel in DND. Use these occasionally in
place of random encounters; one every few days of travel. Too
many and it will become monotonous.
Type of Discovery
There are three types of discoveries in this resource.
Distractions, Shelters, and Ruins.
Discoveries are not designed with the idea of leading to
another encounter. They should be used to deliver lore,
provide a boon or bane, or give equipment or loot.
Distractions are quick discoveries. These should not eat in
to travel time, with the exception of taking the party off their
intended path.
Shelters are broken into broad categories - you should
determine the kind of structure that is appropriate for the
area.
Ruins are shelters that have run into disrepair or some
other form of destruction.
Start by rolling on the Type of Discovery Table, then roll in
the corresponding section.
Direction Roll 1d8 to determine direction (1=N, 2=NE, etc)
Type of Discovery
1d4 Discovery
- 1 Distraction
- 2 Shelter
- 3-4 Ruin
- 1 A small shrine with an offering bowl (Empty or Full)
- 2 A cairn (small stack of rocks)
- 3 A cemetery, gravestone or grave marker
- 5 A ring of stones, small obelisk, or small monument
- 6 Strange or worked plant growth
- 7 Friendly or curious wildlife
- 8 Circling birds of prey, or other carrion-eaters
- 9 A bright glint or glimmer
- 10 An unexpected, loud sound
- 11 A rare, unexpected monster, tracks or remains
- 12 A source of magic. A rift, a pool, an arcane object
- 13 An ancient monolithic structure
- 14 A glade, grove or a clearing
- 15 A battle between two or more forces
- 16 An evil or good spirit
- 17 A gate or ward, possibly a toll gate
- 18 A waterfall or contemplation pool
- 19 A large scar in the landscape. Natural or magical
- 20 Roll twice on this table and combine the results
- 2 Agriculture: Farm, Vineyard, Orchard
- 3 Defence Point: Watchtower, Guard house
- 4 A Home or Shop: House, Hut or Permanent Tent
- 5 Temporary: Camp (adventurers, goblins, bandits...)
- 6 Natural: Cave, Cavern (animal, kobold, dragon...)
- 7 Religion or Power: Temple, Shrine, Manor or Keep
- 8 The shelter has an aura of magic. Roll again.
- 2 Wealthy
- 3 Wretched
- 4 Squalid
- 5 Poor
- 6 Modest
- 7 Comfortable
- 8 Aristocratic
- 1 Hostile
- 2 Friendly
- 3 Aloof or nonchalant
- 4 Absent
- 5 Has long abandoned this shelter
- 6 Dead
- 1d4 Type of Ruin
- 1-3 A ruined shelter
- 4 Broken wagon
- 2d4 Damage
- 2 Disaster: Flooding, sinkhole, earthquake, landslide...
- 3 Aged: Standing, but decrepit
- 4-5 Aged: Collapsed
- 6 Fire
- 7 Impact: Tree, siege, etc
- 8 Supernatural: Rift, Implosion, etc
- 2 Hidden treasure or magic item. Roll again
- 3 Completely empty; no loot, no creatures
- 4 Recent destruction, eg still smouldering
- 5 Undead
- 6 Original owner still living there
- 7 Medium CR monster(s)
- 8 Wildlife
- 9 Generic loot
- 10 Generally hostile creatures: bandits, goblins, etc
- 11 Humanoid Squatters
- 12 Easy CR monster(s)
- 13 Swarm of creatures. Rats, spiders, rot grubs, etc
- 14 Hard CR monster(s)
- 15 A rambling humanoid
- 16 Roll twice on this table and combine results
- 17 A Spirit. 50/50 chance of being Good or Evil
- 18 Traps. Roll again
- 19 Deadly CR monster(s)
- 20 A high level Spellcaster [the ruin is an illusion]
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