Travel & Complications

When you zoom in on travel, use complications to create memorable moments and tactical choices.

d20 Travel Complications

d20ComplicationPrompt
1-2Blocked RouteBridge out, landslide, flooded ford
3-4Hostile EncounterBandits, territorial creatures, aggressive locals
5-6Environmental HazardStorm, fog, extreme heat/cold, quicksand
7-8Resource DepletionOut of rations, water tainted, pack animal injured
9-10Getting LostLandmarks don’t match map, trails diverge
11-12Social EncounterFellow travelers, refugees, merchant caravan
13-14Omen or WarningAbandoned campsite, old battlefield, warning signs
15-16Minor DiscoveryDraw from the seeded pool, or a shortcut
17-18Rumor or HookOverhear gossip, find message/map, see something in adjacent hex
19-20Major DiscoveryDraw from seeded pool—a significant find tied to a PC goal

Using Complications

One per journey is usually enough. More for long or dangerous journeys. Frame as choices: “The bridge is out—do you take the long way (+1 day) or risk the rope crossing (dangerous but fast)?“

d12 Travel Encounters

d12EncounterPrompt
1BanditsDemand toll, offer “protection”, or set ambush
2RefugeesFleeing disaster, carrying rumors, need help
3Merchant CaravanWilling to trade, share news, hire guards
4Patrol/GuardsChecking papers, investigating crime
5PilgrimsOn religious journey, share legends
6Hunter/TrapperKnows local area, warns of danger
7Wilderness CreatureTerritorial, curious, or hungry—not immediately hostile
8Rival AdventurersSeeking same goal, friendly or hostile
9MessengerCarrying urgent news, being pursued
10Local Noble/OfficialTraveling with retinue, has request
11Strange TravelerFey, undead, shapeshifter, or just very odd
12Someone from the PastNPC from previous session, consequence of earlier action

Every encounter should offer at least one of: information, choice, resource trade, or future hook.

Quick NPC Generation (for travel)

Using Street Magic’s speed variant:

  1. Title & Pronouns (30 sec): “The Weary Merchant” (he/him)
  2. One Defining Trait (30 sec): Talks too much when nervous
  3. What They Want Right Now (30 sec): Safe passage to the next town

Waypoint Locations

When complications result in discoveries or you need a memorable stop:

d12 Waypoint Types

d12TypeExamples
1Roadside StructureInn, waystation, toll gate, bridge
2Religious SiteShrine, chapel, standing stones
3RuinsCollapsed tower, ancient battlefield
4Natural FeatureWaterfall, cave mouth, ancient tree, hot spring
5CampsiteAbandoned camp, hunter’s blind, bandit hideout
6MemorialGraveyard, cairn, gallows, monument
7FarmsteadRemote farm, mill, quarry, logging camp
8CrossingFord, ferry, rope bridge, stepping stones
9Lookout / Vista PointWatchtower, lighthouse, hilltop overlook
10WorkshopCharcoal burner, tannery, forge, hermit’s workshop
11Strange LandmarkObelisk, arcane circle, fairy ring
12ShelterCave, lean-to, hollow tree, rock overhang

Vista Points

Lookouts and high ground let characters see 2-3 hexes out. This seeds more discoveries without requiring the party to physically enter those hexes.

Example Waypoints:

  • The Weeping Bridge: Stone bridge over gorge, constant drip from moss creates eerie whispers
  • Blackroot Inn: Roadside tavern, hearth smoke smells of pine, proprietor never smiles
  • The Hanging Tree: Ancient oak with rope still attached, ground won’t grow grass beneath it

d12 Weather & Conditions

d12ConditionEffect
1-4Clear & CalmGood visibility, easy travel
5-6OvercastGray skies, moderate visibility, moody
7Light Rain/SnowDamp, slightly slower travel
8Heavy Rain/SnowPoor visibility, slippery surfaces
9Fog/MistVery poor visibility, easy to get lost
10WindDifficult conversation, blown debris
11StormDangerous lightning, must seek shelter
12Extreme/SupernaturalHeat wave, blizzard, unnatural weather