See also Planar Travel

See also Airship Travel

See also Mounts and Vehicles

Below are guidelines for how fast a PC can travel on foot in actual distances at different paces (slow, normal and fast.)






400 ft

4 miles

30 miles

-5 to passive perception score






300 ft

3 miles

24 miles







200 ft

2 miles

18 miles

Able to stealth

Calculating Your Party's Pace 




Pace Effect 

Speed X 10 ft. 

Speed ÷10 mi. 

Speed X 0.6 mi. 

Effect based on pace 

Pace Effects 




Use 2/3 base speed, able to stealth 

No effect 

Use 1.33 base speed, -5 passive perception 


Horses: 29 miles/day at a normal pace (7 hours at 3 mi/hr, 1 hour at 8 mi/hr) or 36 miles/day at a fast pace (7 hours at 4 mi/hr, 1 hour at 8 mi/hr).

- A PC can only travel for eight hours a day before they risk becoming exhausted.


More streamlined

Have "vignettes" while travelling


Tips for Random Travel Events


Do you ever find yourself saying "a week passes by as you walk from point A to point B, nothing happens." With this system, you will NEVER have to do that again!

This is how it works:

Easy version: Every d4 hours, roll 3d6 and check against the table below.

At the start of the day, say I call it 8AM, I roll a d4. It comes out a 3. That means, that they travel 3 hours before something happens. So at 11 AM, I roll 3d6. Oh no, it's a complication! A heavy storm is brewing, forcing them to slow down their march. Then, they do whatever they like to prepare for the storm, while I roll another d4. It's  1! The storm lasted only one hour, luckily. rolls 3d6 Just as you see the storm settle down, a wagon in the distance is seen. It looks alot like a merchant's caravan. What a chance encounter!

• 3 to 4: Disaster! (~2%)

• 5 to 6: Hostile Encounter (~7%)

• 7 to 8: Complication (~15%)

• 9 to 12: Nothing of note (~50%)

• 13 to 14: Interesting sight or site of interest. (~15%)

• 15 to 16: Chance Encounter (~7%)

• 17 to 18: Stroke of Luck (~2%)

Disaster means something like a roc or two out hunting for food, and the PCs look tasty. Or an avalanche while they're climbing a mountain. Or maybe sudden winds come, and start forming a tornado. Don't make this just about meeting monsters, though an occasional hobgoblin army is bound to give them a good spook. 

Hostile encounters are simple fights, or at least set up to be such. As always, be ready for your unpredictable players to cleverly bypass the encounter. Just because the roll said it'd be a hostile encounter, doesn't mean you have to force them to fight their way through it. 

Complications are a bit difficult to word, but I'd say they're more for inconveniencing the party, taking their time and effort. Some examples are huge chasms they have to walk around, thick vegetation in a jungle that has to be cut down, heavy rain causing the muddy hills to become shifty, or a sandstorm that's not strong enough to deal damage.

Don't just skip those "nothing"s. We all have a good laugh everytime I narrate how, halfway through the noctophobic's nightpass of guarding, she stares out into the woods, and suddenly notices that gasp nothing at all is new. 

To make writing easier on myself, or be a bit punny (I enjoy the laugh), I call the sights or sites, "Si(gh)t(e)s". You don't have to tell me, I know I'm hilarious. Anyway, they're purely visual, and may work as roadmarks. Something like an altar to a random deity (think that Narnia altar where spoiler alert a major character gets killed), or maybe a graveyard, or something magical, like an altar which speaks or a graveyard where the dead walk as waling ghosts.

Chance encounters are like the above merchant caravan example. The opposite of a complication, basically, just someone who's not hostile to the party. Not too big a difference between this one and the si(gh)t(e)s, to be honest, except that these are alive.

Strokes of luck are just that, superlucky moments. Someone shows them a (magical) shortcut to skip a day of traveling, or a dying priest grants them a boon if they save him, or the wind turns, helping them to move faster, giving them an extra speed.

A good rule of thumb is to have one lucky stroke & disaster, two hostiles and chance encounters, three complications and visual stuff, and a sleeve full of fun things to say when there's nothing new. This does, of course, depend on how far they'll travel. Just multiply the numbers given above by the number of days they'll travel, or something.

Feel free to tell me what you think, and if you have any suggestions or stuff, just go ahead and comment. 


"You realize as you walk that the journey is passing too quietly, and you think now could be a good time to share a story."

"Your character and X's character get into an argument on the way. What are you arguing about?"

Gluto’s Guide to a well-functioning Adventuring party.

Part III: Advanced Party Roles

Travelling Activities

Party travels 24 miles per day over a period of 10 hours.

Rest for 8 hours/day

6 hours making and breaking camp, preparing meals, a little foraging and hunting as the opportunity permits.

Each character with a job to do describes how they are accomplishing each task and the GM provides a relevant skill to check.


Success 15+ 





Reduces the number of rations required by one.

Normal rations: 1 per person per day.

More rations used up/rations go bad.



Reduces the amount of time it takes to reach your destination (the GM will say by how much).

Journey takes as long as expected

Journey takes longer than expected.


Spot creatures from a distance.

Spot any trouble quick enough to let you set up a surprise round.

No surprise from either side.

Surprised by enemies.


Can sell items for a bonus, or can find places to sell unusual items.

Sell items for normal price

Sell items for less than they’re worth

Campsite Activities


On a success, roll a 1d4 for how many ingredients were discovered.

Loremaster - Researching

Finds out some information about what they’re researching/remembering 

Can’t find/recall anything

Perilous Journey

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