Travel Encounters

Core Philosophy

  • Day travel: a few meaningful checks, not one per hex

  • Night camp: higher tension, fewer rolls, bigger consequences

  • Encounters aren't always combat

  • Risk increases with danger, speed, and noise

Daytime Encounters

Day travel should have encounters but not at every hex.  Perform encounter checks after hex 2 and hex 4.

Chance and type of encounters

d100

Result

1-40

No encounter

41-60

Signs & Foreshadowing

61-85

Minor Encounter (hazard, discovery, social)

86-100+

Major Encounter (combat or big story moment)

Optional Modifiers (no more than two)

Situation

Modifier

Dangerous region

+10

Road/high traffic

+5

Favorable weather

-5

Bad weather / low visibility

+5

Stealthy travel/high passive perception

-10


If an encounter occurs:

  • Check lead characters' Passive Perception against creature Stealth check.  Checks within 5 of one another means no surprise on either side.

Night Camp Encounters

Camping should feel riskier than travel, but not constant. Perform one encounter check per night.

Before rolling for encounters:

  • Who is on watch each of 4 terms?

  • Roll Survival check for camp setup

Chance and type of encounters

d100

Result

1-30

Peaceful Rest1

31-60

Uneventful Night

61-85

Minor Encounter (hazard, discovery, social)

75-100+

Night attack (Surprise DC 15)

Optional Modifiers (no more than two)

Situation

Modifier

Dangerous region

+10

Road/high traffic

+5

Favorable weather

-5

Bad weather / low visibility

+5

Poor camp setup (< DC 10)

+10

Excellent camp setup (> DC 14)

-10


If encounter occurs:

  • Roll 1d4 to determine watch

  • Awake character(s)

    • Check characters' Passive Perception against creature Stealth check.  Checks within 5 of one another means no surprise.

1 On a peaceful rest, characters may choose to:

  • Gain advantage on first saving throw of the day

  • Regain 1 additional hit die

  • Remove 1 additional level of exhaustion

  • Gain additional Heroic Inspiration