Travel & Complications
When you zoom in on travel, use complications to create memorable moments and tactical choices.
d20 Travel Complications
| d20 | Complication | Prompt |
|---|---|---|
| 1-2 | Blocked Route | Bridge out, landslide, flooded ford |
| 3-4 | Hostile Encounter | Bandits, territorial creatures, aggressive locals |
| 5-6 | Environmental Hazard | Storm, fog, extreme heat/cold, quicksand |
| 7-8 | Resource Depletion | Out of rations, water tainted, pack animal injured |
| 9-10 | Getting Lost | Landmarks don’t match map, trails diverge |
| 11-12 | Social Encounter | Fellow travelers, refugees, merchant caravan |
| 13-14 | Omen or Warning | Abandoned campsite, old battlefield, warning signs |
| 15-16 | Minor Discovery | Draw from the seeded pool, or a shortcut |
| 17-18 | Rumor or Hook | Overhear gossip, find message/map, see something in adjacent hex |
| 19-20 | Major Discovery | Draw 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
| d12 | Encounter | Prompt |
|---|---|---|
| 1 | Bandits | Demand toll, offer “protection”, or set ambush |
| 2 | Refugees | Fleeing disaster, carrying rumors, need help |
| 3 | Merchant Caravan | Willing to trade, share news, hire guards |
| 4 | Patrol/Guards | Checking papers, investigating crime |
| 5 | Pilgrims | On religious journey, share legends |
| 6 | Hunter/Trapper | Knows local area, warns of danger |
| 7 | Wilderness Creature | Territorial, curious, or hungry—not immediately hostile |
| 8 | Rival Adventurers | Seeking same goal, friendly or hostile |
| 9 | Messenger | Carrying urgent news, being pursued |
| 10 | Local Noble/Official | Traveling with retinue, has request |
| 11 | Strange Traveler | Fey, undead, shapeshifter, or just very odd |
| 12 | Someone from the Past | NPC 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:
- Title & Pronouns (30 sec): “The Weary Merchant” (he/him)
- One Defining Trait (30 sec): Talks too much when nervous
- 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
| d12 | Type | Examples |
|---|---|---|
| 1 | Roadside Structure | Inn, waystation, toll gate, bridge |
| 2 | Religious Site | Shrine, chapel, standing stones |
| 3 | Ruins | Collapsed tower, ancient battlefield |
| 4 | Natural Feature | Waterfall, cave mouth, ancient tree, hot spring |
| 5 | Campsite | Abandoned camp, hunter’s blind, bandit hideout |
| 6 | Memorial | Graveyard, cairn, gallows, monument |
| 7 | Farmstead | Remote farm, mill, quarry, logging camp |
| 8 | Crossing | Ford, ferry, rope bridge, stepping stones |
| 9 | Lookout / Vista Point | Watchtower, lighthouse, hilltop overlook |
| 10 | Workshop | Charcoal burner, tannery, forge, hermit’s workshop |
| 11 | Strange Landmark | Obelisk, arcane circle, fairy ring |
| 12 | Shelter | Cave, 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
| d12 | Condition | Effect |
|---|---|---|
| 1-4 | Clear & Calm | Good visibility, easy travel |
| 5-6 | Overcast | Gray skies, moderate visibility, moody |
| 7 | Light Rain/Snow | Damp, slightly slower travel |
| 8 | Heavy Rain/Snow | Poor visibility, slippery surfaces |
| 9 | Fog/Mist | Very poor visibility, easy to get lost |
| 10 | Wind | Difficult conversation, blown debris |
| 11 | Storm | Dangerous lightning, must seek shelter |
| 12 | Extreme/Supernatural | Heat wave, blizzard, unnatural weather |