Over at Hill Cantons, Telecanter’s Receding Rules, Lasgunpacker, (and a shout out to Aeons & Augauries), there has been some talk to making wilderness travel in D&D-type games more interesting, on both sides of the screen. I’ve discussed this myself in the past, but I think it’s time to revisit the idea; especially after a rather dull episode of wilderness encounters in a recent gaming session (playing on-line with Map Tools, makes wilderness travel rather duller than it should be).
First of all, since I plan on using this in conjunction with the ACKS rules (as that is what I’m playing, and travelling has become part of the sessions recently), I need to understand what rules already exist:
- At ‘normal’ move rate of 120′, a character can travel 24 miles in an 8-hour day;
- A forced march, 12-hour day, increases this to 36 miles, but characters need to rest a day afterwards;
- Terrain adjusts this, as does the actual movement rate of the characters;
- The chance of getting lost also depends on the terrain, but is modified by proficiencies (Navigation, for example, adds 4 to the throw);
- Characters can also forage for food as they travel;
- Wilderness encounters are checked every 6-miles travelled (or 6-mile hex), and any monsters encountered can be evaded;
- The Explorer class gives bonuses to some of these (notably avoiding getting lost, and evasion of monsters).
Note: a throw is the roll of 1d20, target number equal or greater to succeed. It’s just the terminology used in the rules.
So, a party travels through the wilderness, checking for encounters every 6-mile hex (i.e. every two hours), evading as desired, rolling to avoid getting lost, and foraging for food if they run out of rations. It’s a sort of mini-game in itself, and these will provide an excellent basis for my own Wilderness Travel Mini-Game, which really needs a better name :)
Now, let’s think about what elements this mini-game should have:
- Encounters;
- Endurance;
- Equipment;
- Exploration.
I’m calling this the E’s of Travel, (as in Ease, get it?) Let’s move on. I also need to take into account the proficiencies that characters might have, and how these might affect the outcomes. After looking through that section, these are the ones I’ve highlighted:
- Adventuring;
- Animal Husbandry;
- Craft;
- Endurance;
- Healing;
- Knowledge (Geography);
- Land Surveying;
- Mountaineering;
- Navigation;
- Survival;
- Tracking.
Some, such as Navigation and Survival have already been taken into account by the rules (avoiding getting lost, and foraging), the rest should allow characters to overcome difficulties. Endurance, for example, allows characters to do a forced march without resting for a day.
The basics then: the mini-game is based on four 6-mile, 2-hour segments, covering a day’s travel at normal rates over unchallenging terrain; or, simply, four segments per day’s travel, regardless of the actual terrain and travel speeds. The actual distance travelled with be calculated by the party’s movement rate, the terrain, and any encounters along the way.
The basic rules: each segment, check to see if the party is lost, check to see if an encounter occurs or a hazard is encountered, check if the party’s endurance is flagging, and whether their equipment (that includes any animals, as well as rations) has suffered any damage. On failed throws, deal with the consequences, which may be countered if the characters have the right sort of knowledge or skill, or are particularly clever. Repeat as necessary, end the day, and carry on for the next; and so on, and so forth. You can also alter the time, changing days to weeks, to speed through lengthier journeys.
With that in mind, I hereby present for you…
The Es of Travel
Travel is based on the 8-hour day, as standard, covering 24-miles. Each segment (full version) covers a quarter of that (2-hours, 6-miles; basically 3 miles per hour). Each segment assumes certain activities, requires a throw to avoid mishaps, and is modified by certain proficiencies; as per the table below. Roll once per segment, assign a player or character to the throw (Exploration is for guides, Encounters for scouts or look-outs, Endurance & Equipment for anyone).
| Segment | E for… | Throw Required to Avoid… | Modified by… (bonus) |
|---|---|---|---|
| Morning | Exploration | …getting lost | Navigation (+4) |
| Afternoon | Encounters | …hazard | Land Surveying (+4) |
| Evening | Endurance | …fatigue | Endurance (+4) |
| Camping | Equipment | …damage | Craft (+4) |
This is in addition to the normal chance of a Wilderness Encounter, which is a simple 1 in 6 chance per quarter/segment; normal rules apply, including evasion. However, if the Judge desires, this can be rolled into the Encounter throw above, and the consequence tables below take this option into consideration.
The targets for the various throws depend on the terrain, modified by the weather if desired; as below. Each has a base difficulty, which is raised or lowered by the weather; these correspond to the following target numbers:
| Difficulty | Throw required |
|---|---|
| Easy | 4+ |
| Normal | 7+ |
| Hard | 11+ |
| Extreme | 16+ |
| Impossible | 22+ |
| Weather | Step Up? |
|---|---|
| Clear, warm, breezy | No |
| Raining | Yes |
| Strong winds | Yes |
| Stormy conditions | Yes |
| Cold | Yes |
Note: start at base, move up table from Easy toward Extreme. Combine steps, to a maximum of Impossible.
Throw Difficulties
| Dominant Terrain | Exploration | Encounters | Endurance | Equipment | Movement Modifier |
|---|---|---|---|---|---|
| Plains | Easy | Normal | Normal | Easy | x 1 |
| Forest | Normal | Normal | Easy | Normal | x 2/3 |
| Hills | Normal | Normal | Normal | Normal | x 2/3 |
| Mountains | Normal | Hard | Hard | Hard | x 1/2 |
| Desert | Hard | Normal | Hard | Normal | x 2/3 |
| Swamp | Hard | Hard | Hard | Hard | x 1/2 |
| Roads | Easy | Normal | Easy | Easy | x 3/2 |
On a failed throw a mishap occurs, as below.
Consequences of a failed throw
Exploration Failure
A failed throw means that the party is lost, as per the standard rules (ACKS page 94).
Encounter Failure
A failed throw results in a mishap, or an encounter, or a natural hazard, as below.
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 1 | Wilderness Encounter* | Roll for an appropriate monster | As per Evasion rules (ACKS page 100) |
| 2 | Unusual Storm | Increases difficulty 1 step, lasts 1d4 days | No |
| 3 | Obstruction | Diversion, adds 1d6 hours to journey | Knowledge (Geography) 18+ |
| 4 | Bad weather | Weather worsens, difficulty 1 step up for next throws | No |
Results of 5 or 6 vary depending on the terrain in question.
Plains
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Muddy ground | Adds 1d6 hours to journey | No |
| 6 | Rough ground | -2 to Endurance throw | No |
Forest
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Tree falls | 1d6 damage* | Save vs. Paralysis |
| 6 | Thick undergrowth | Adds 1d6 hours to journey | Tracking 18+ |
Hills
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Scree slopes | Adds 1d6 hours to journey | Knowledge (Geography) 18+ |
| 6 | Steep slope | -2 to Endurance throw | No |
Mountains
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Dead-End | Adds 1d6 hours to journey | Mountaineering 11+ |
| 6 | Fall | 1d6 damage* | Save vs. Paralysis |
Desert
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Heat wave | -4 to Endurance throw | Survival 18+ |
| 6 | Soft sand | Adds 1d6 hours to journey | No |
Swamp
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Boggy | Adds 1d6 hours to journey | Tracking 18+ |
| 6 | Fever | Catch a fever, lasts 1d6 days, -2 to all throws & damage | Save vs. Poison |
Roads
| 1d6 | Mishap | Effects | Avoid? |
|---|---|---|---|
| 5 | Rutted, pot-holes | -2 to Endurance throw | No |
| 6 | Blockage | Adds 1d6 hours to journey | Knowledge (Geography) 18+ |
Endurance Failure
A failed result means that the journey has tired the characters out. Treat this as if they had done a Forced March. If they don’t spend the next day resting, characters suffer the following effects: -1 to attack throws, damage & proficiencies, per day until rested (reduces by 1 per day of rest).
Equipment Failure
Failed throws on this mean that the party’s equipment has suffered some damage during the journey. Animals may become lame, rations spoilt, and boots ruined. Effects last until healed, repaired, and so on.
Each character rolls on the mishap table below, applying the effects to a random item.
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 1 | Animal/character lame* | Move x 2/3 | Animal Husbandry 18+, or Healing 18+ |
| 2 | Blunted | Weapon is blunt (-1 damage) | Adventuring 18+ |
| 3 | Wear & Tear | Backpack falls apart | Craft (leatherwork) 18+ |
| 4 | Rations spoiled | 1d6 days ruined | Forage to replenish (ACKS page 95) |
Results of 5 or 6 vary depending on the nature of the terrain, as below:
Plains, Roads
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 5 | Worn boots | Move x 2/3 | Craft (leatherwork), or Profession (cobbler) 18+ |
| 6 | Breakage | Random piece of equipment breaks | Appropriate Craft 18+ |
Forest
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 5 | Snagged cloaks/clothes | Rips, -1 to next Endurance throw | Craft (leatherwork), or Profession (tailor) 18+ |
| 6 | Bug infestation | Poor night’s sleep, no recovery of hit points or spells | No |
Hills, Mountains
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 5 | Frayed rope | In future has a 1 in 6 chance of snapping when used | Mountaineering 18+ |
| 6 | Dropped | One character loses a random item | Save vs. Paralysis |
Desert
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 5 | Evaporated water | Random water-skin is empty | Forage to replenish (ACKS page 95) |
| 6 | Sand everywhere | Poor night’s sleep, no recovery of hit points or spells | No |
Swamp
| 1d6 | Result | Effects | Avoid? |
|---|---|---|---|
| 5 | Spoiled rations | Random character loses all rations | Forage to replenish (ACKS page 95) |
| 6 | Sodden clothes, bedding | Poor night’s sleep, no recovery of hit points or spells | Survival 18+ |
If a result comes up and the listed equipment does not exist, treat it instead as an injury to a random character, for 1d6 damage; result of not having the right equipment for the job.
To determine the final distance travelled, add up any delays and compare to the 8-hour day. Distance is 3 miles per hour without delays or mishaps; if more hours than the standard 8 result from delays, then the journey stops short.
Feedback
This hasn’t been tested yet, so I welcome any comments and feedback, suggestions and advice as to how to make improve it. And I know it’s a long post, oh well, hope you got to the end without dozing off.
Thanks.

