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  • Handling Overland Travel Encounters in Dungeons and Dragons

    Dungeon Masters, Play

    Overland travel is generally not too complicated, but if you don’t do it often or haven’t handled it before it can be a bit intimidating.

     

    Get your players to establish a routine at the beginning of an extended trip of how they will handle things like setting up camp, setting watch, and marching order.  This will make it easier to determine what who is where when stuff happens.

     

    If the party is on the way to the dungeon, next city, etc. then any encounters should motivate them to reach their destination.  Older modules are full of charts for random encounters that happen during overland travel.  I try to steer away from random encounters as much as possible.  If you have encounters prepared (and you should) then insert them into the travel when they will have the biggest impact on the players.

     

    Unlike a dungeon, overland travel encounters are generally a matter of time rather than of place.  If the journey from village A to city B takes 2 days, then you need to decide when during that trek the encounter will happen. 

     

    If the encounter is a group of thieves waiting in ambush, then it should happen while the party is travelling, not camping.  If they are hired assassins, then they will strike when the party is most vulnerable, usually during a rest period.  You can have a lot of fun creating the timing of the encounter.  Striking just as the sun begins to dip when shadows are at their longest in a murky forest, or rising up from the grass on the windswept plains can offer some interesting surprises.

     

    If the party is on an extended trip and will face several encounters, then you have a great opportunity to really play with the timing.  Do the Night’s Assassins always strike at night?  The party will catch on quickly to timing like this, even going so far as to reverse their schedule, trying to rest during the day and travel at night to throw off the attackers.  Or do the ambushes happen irregularly or appear to be random?  Think through what personality traits drive your NPC’s and the players will enjoy it more.

     

    Remember to include all your overland encounters in your overarching XP and treasure levels.  All too often the random wandering monster doesn’t have any treasure.  After a few of these types of encounters the party’s resources can be drained or their XP level will outweigh their treasure.

     

    As always, have a fun game!

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    2 Responses

    1. Jonathan  •  October 15, 2008 @4:07 am

      ” I try to steer away from random encounters as much as possible” — that’s a shame. At my game table I usually have a portfolio of one-off encounters that randomly occur. Dropping random encounters into an existing adventure adds a sense of uncertainty and, IMHO, sharpens your skills as a DM.

      “Overland travel encounters are generally a matter of time rather than of place.” — While I can appreciate your position - it fits in with the new 4E angle on the game - having everything planned out tends to railroad the players into the storyline the DM has constructed. This, in turn, reduces the game down to a series of linear encounters that happen as the PCs travel down the Storyland Road. I think there are a fair number of DMs out there who prefer a bit more of an open approach to running their games. Overland travel / Wilderness adventure is one of the best times during the campaign to broaden the possibilities and introduce unexpected hooks for later adventures. I would argue that Overland travel is all _about_ place and not time. Unless the players have to be at the dungeon of dread by high noon tomorrow, then… why not let them explore?

    2. Jubilex Begins With an "I"  •  October 15, 2008 @2:36 pm

      Jonathan: Do you know how long the waiting list is to get into the Dungeon of Dread? If the party isn’t there by 12:15 at the latest, they’ll lose their spot and will be forced to hang around the entrance on standby.

      Seriously, though, I agree with you 100%. In my mind the worst kind of overland encounters are those that are planned, because they invite your players to metagame the fun out of the trip (i.e., it’s not a matter of if, but when). Unless there’s a known hazard that the PCs choose to engage, having them travel through a hostile region not knowing whether they’ll make it through without incident or not is a huge part of the thrill/fun of wilderness adventuring.

      Some of my favorite moments as a player have been when the DM has just spent the past twenty minutes talking up the harshness of the region we’re passing through only for us to make it through without running into anyone/thing. The sense of having cheated death is palpable among the entire party!

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