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
  Distractions 1d20 Distraction
  • 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
  Shelters Shelters are a staple across the land. Even in the middle of nowhere, there is a chance that someone has set up a home there. Think Craster from Game of Thrones, Anise's Cabin from Skyrim, Craig's Hut in Victoria, Australia. If the location you roll does not make sense for the current terrain, roll again, or pick an option that best suits your situation. These tables are 2d4 to try to balance what would be more common towards the middle of the tables.   Shelters 2d4 Shelter
  • 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.
The quality determines the kind of loot that might be available inside. The quality of the shelter is... 2d4 Quality of Shelter
  • 2 Wealthy
  • 3 Wretched
  • 4 Squalid
  • 5 Poor
  • 6 Modest
  • 7 Comfortable
  • 8 Aristocratic
Of course, shelters don't just exist for adventurers to stumble upon. There is a reasonable chance that it is occupied (50%). As you think of the NPC to put into the shelter, remember that the owner need not be human, or even a playable race.   The owner/occupier of the shelter is... 1d6 Owner is..
  • 1 Hostile
  • 2 Friendly
  • 3 Aloof or nonchalant
  • 4 Absent
  • 5 Has long abandoned this shelter
  • 6 Dead
Dead. Roll 1d4. 1 - Died today or yesterday. 2 - Within the past week. 3 - Within the past month. 4 - Years ago. mike webb (Order #30263893)Ruins Personally, one of the most exciting things to stumble upon in a game. I have put the table as 75% chance for a ruined shelter, but feel free to swap it to 50/50 if it suits you better.   Ruins
  • 1d4 Type of Ruin
  • 1-3 A ruined shelter
  • 4 Broken wagon
Ruined Shelter If you roll a ruined shelter, first roll for the type of ruin on the shelter table on the first page, then roll for the reason it is ruined.   Type of Damage
  • 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
You can choose to fill the ruin with creatures and/or loot of your own choice, or roll on the table below to fill it.   Ruined Shelter Occupants 2d10 Inhabitants
  • 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]
http://mikedweb01.website/Greyhawk/wildernesssurvivalguide.pdf   http://mikedweb01.website/Greyhawk/Improved_Travel_Prep_Sheet_-_Interactive.pdf

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