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D30 Overland Travel Mishaps
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<blockquote data-quote="Charles Dunwoody" data-source="post: 7991821" data-attributes="member: 17927"><p>Adventurers walking from one location to another with gear on their backs face several challenges. Whether backpacking in <strong><a href="https://www.drivethrurpg.com/product/171643/Traveller-Core-Rulebook?affiliate_id=6138" target="_blank">Traveller</a> </strong>or <strong><a href="https://www.drivethrurpg.com/product/150997/Call-of-Cthulhu-7th-Edition--Keepers-Rulebook?affiliate_id=6138%20" target="_blank">Call of Cthulhu</a></strong> or journeying in <strong>Dungeons & Dragons</strong> or <strong><a href="https://www.drivethrurpg.com/product/151366/Ryuutama--Natural-Fantasy-Roleplay?src=hottest_filtered?affiliate_id%20" target="_blank">Ryuutama</a></strong>, here are d30 mishaps an explorer might encounter on the trail.</p><p></p><p style="text-align: center">[ATTACH=full]122098[/ATTACH]</p> <p style="text-align: center"><a href="https://www.enworld.org/pihttps%3A//pixabay.com/photos/robert-duncanson-landscape-art-84959/" target="_blank">Picture courtesy of Pixabay</a></p><p></p><p>These mishaps use <strong>D&D 5E</strong> rules. For each journey decide on a number of Survival checks a group makes, every day or every two or three days. A failed check triggers a roll on the mishap table. On a natural 1 roll on the special mishap table. Alternatively, add these in as set encounters either picking a desired result or rolling randomly. If an event affects only one PC roll randomly to determine which one or choose the PC making the Survival check.</p><p></p><p><strong>Mishap Survival Check Table</strong> (-2 DC on a trail, +2 DC for foul weather)</p><p></p><table style='width: 100%'><tr><td><strong>Terrain</strong></td><td><strong>Difficulty Class</strong></td></tr><tr><td>Grasslands</td><td>7</td></tr><tr><td>Deserts and hills</td><td>12</td></tr><tr><td>Forests, mountains, and swamps</td><td>17</td></tr></table><p></p><p>Roll a d30 to determine the mishap or a d6 for a special mishap. To simulate a d30 roll any die, odd roll 1d20 on the chart and even roll 1d10+20 on the chart. All saves on the mishap table are DC 13 and DC 15 on the special mishap table.</p><p></p><p><strong>Mishap Table</strong></p><p></p><table style='width: 100%'><tr><td><strong>D30 Roll</strong></td><td><strong>Mishap</strong></td><td><strong>Effect</strong></td></tr><tr><td>1</td><td>Lost, walking in circles</td><td>Roll d6 for hex side moved through; if hex side is the desired direction stay in current hex instead</td></tr><tr><td>2</td><td>Venomous snake</td><td>Snake bite +5; Constitution save or 1d6 poison damage and poisoned for 1 hour</td></tr><tr><td>3</td><td>Dangerous weather</td><td>Blizzard, lightning, tornado; 2d6 damage</td></tr><tr><td>4</td><td>Monster disturbed</td><td>Random encounter</td></tr><tr><td>5</td><td>Savage animal</td><td>Bear, boar, large cat, or large canine attacks</td></tr><tr><td>6</td><td>Provision shortage or spoiled food</td><td>Lose half your rations to miscalculation or rot</td></tr><tr><td>7</td><td>Blocked terrain</td><td>Cannot move in desired direction due to debris, washed out trail, etc.</td></tr><tr><td>8</td><td>Worn out</td><td>Gain a level of exhaustion</td></tr><tr><td>9</td><td>Quicksand/mud/water/flooding</td><td>Fall results in being restrained; after 1d4 rounds begin suffocating or use <strong>DMG</strong> description for quicksand</td></tr><tr><td>10</td><td>Sprained ankle or blisters</td><td>Speed is halved for 1d3 days, magic healing cures</td></tr><tr><td>11</td><td>Torn clothes and gear</td><td>Until mended, suffer disadvantage on Charisma skill checks if appearance matters</td></tr><tr><td>12</td><td>Landslide</td><td>Dexterity save or 2d6 damage and restrained and suffocating until Strength check to dig out</td></tr><tr><td>13</td><td>Spider bite</td><td>Constitution save versus poison or 1d6 poison damage and poisoned for 1 hour</td></tr><tr><td>14</td><td>Distracting weather</td><td>Fog, heavy rain, or hail; disadvantage on ranged attacks and Survival checks</td></tr><tr><td>15</td><td>Wasp’s nest</td><td>Dexterity save or poisoned for 1 hour</td></tr><tr><td>16</td><td>Mosquito swarm</td><td>Carries the disease sewer plague</td></tr><tr><td>17</td><td>Pestering animal</td><td>Angry squirrel or mocking bird pesters you triggering a random encounter</td></tr><tr><td>18</td><td>Poisonous plants</td><td>Poisoned until washed clean</td></tr><tr><td>19</td><td>Black flies</td><td>If not in shelter, disadvantage, lasts 24 hours</td></tr><tr><td>20</td><td>Ticks</td><td>Carry cackle fever</td></tr><tr><td>21</td><td>Lost gear or weapon</td><td>1d6 on a 1 a weapon is lost otherwise a piece of gear</td></tr><tr><td>22</td><td>Hunter’s trap</td><td>Dexterity save or restrained by net/snare or animal trap; 50% chance it is an animal trap that also inflicts 1d6 damage</td></tr><tr><td>23</td><td>Sick or rabid animal</td><td>Small animal bite +5 for 1d4 damage and exposure to sewer plague</td></tr><tr><td>24</td><td>Fall from cliff, into cave, sinkhole, or old well</td><td>Dexterity save or fall 1d3x10 feet</td></tr><tr><td>25</td><td>Skunk</td><td>Dexterity save or “poisoned” until washed off</td></tr><tr><td>26</td><td>Dirty drinking water</td><td>Everyone’s drinking water tainted with sight rot</td></tr><tr><td>27</td><td>Fire</td><td>A fire burns in your intended direction, turn away or Constitution save to dash through: succeed poisoned by smoke for 1 hour, fail as succeed and take 2d6 fire damage</td></tr><tr><td> 28</td><td>Lice</td><td>“Poisoned” until treated</td></tr><tr><td>29</td><td>Fire ants</td><td>Take 1d6 poison damage, poisoned for 1 hour, and lose half your rations</td></tr><tr><td>30</td><td>Broken gear</td><td>1d6 on a 1 a weapon is broken otherwise a piece of gear</td></tr></table><p></p><p><strong>Special Mishap Table</strong></p><p></p><table style='width: 100%'><tr><td><strong>D6 Roll</strong></td><td><strong>Special Mishap</strong></td><td><strong>Result</strong></td></tr><tr><td>1</td><td>Razorvine</td><td>Per the <strong>DMG</strong></td></tr><tr><td>2</td><td>Acid rain</td><td>Find shelter or take 2d6 acid damage, leaves behind acid puddles for 1d6 hours</td></tr><tr><td>3</td><td>Ash storm</td><td>Blocks the direction you want to travel, push on by making a Strength saving throw or gain a level of exhaustion</td></tr><tr><td>4</td><td>Dust tornado</td><td>Dexterity save or take 1d6 bludgeoning damage and Speed reduced by half for 1d6 hours</td></tr><tr><td>5</td><td>Magnetic pulse</td><td>If wearing metal armor, Strength save or prone and restrained for 1d6 hours</td></tr><tr><td>6</td><td>Weird energy</td><td>Intelligence save or “poisoned” for 1d6 hours as strange visions warp your sight</td></tr></table><p></p><p>Exploring the wilderness is a wonderful challenge but it also brings a host of possible mundane mishaps. In a magical or supernatural world there may be even stranger mishaps. Use these tables to spice up travel in your RPG of choice.</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 7991821, member: 17927"] Adventurers walking from one location to another with gear on their backs face several challenges. Whether backpacking in [B][URL='https://www.drivethrurpg.com/product/171643/Traveller-Core-Rulebook?affiliate_id=6138']Traveller[/URL] [/B]or [B][URL='https://www.drivethrurpg.com/product/150997/Call-of-Cthulhu-7th-Edition--Keepers-Rulebook?affiliate_id=6138%20']Call of Cthulhu[/URL][/B] or journeying in [B]Dungeons & Dragons[/B] or [B][URL='https://www.drivethrurpg.com/product/151366/Ryuutama--Natural-Fantasy-Roleplay?src=hottest_filtered?affiliate_id%20']Ryuutama[/URL][/B], here are d30 mishaps an explorer might encounter on the trail. [CENTER][ATTACH type="full"]122098[/ATTACH] [URL='https://www.enworld.org/pihttps%3A//pixabay.com/photos/robert-duncanson-landscape-art-84959/']Picture courtesy of Pixabay[/URL][/CENTER] These mishaps use [B]D&D 5E[/B] rules. For each journey decide on a number of Survival checks a group makes, every day or every two or three days. A failed check triggers a roll on the mishap table. On a natural 1 roll on the special mishap table. Alternatively, add these in as set encounters either picking a desired result or rolling randomly. If an event affects only one PC roll randomly to determine which one or choose the PC making the Survival check. [B]Mishap Survival Check Table[/B] (-2 DC on a trail, +2 DC for foul weather) [TABLE] [TR] [TD][B]Terrain[/B][/TD] [TD][B]Difficulty Class[/B][/TD] [/TR] [TR] [TD]Grasslands[/TD] [TD]7[/TD] [/TR] [TR] [TD]Deserts and hills[/TD] [TD]12[/TD] [/TR] [TR] [TD]Forests, mountains, and swamps[/TD] [TD]17[/TD] [/TR] [/TABLE] Roll a d30 to determine the mishap or a d6 for a special mishap. To simulate a d30 roll any die, odd roll 1d20 on the chart and even roll 1d10+20 on the chart. All saves on the mishap table are DC 13 and DC 15 on the special mishap table. [B]Mishap Table[/B] [TABLE] [TR] [TD][B]D30 Roll[/B][/TD] [TD][B]Mishap[/B][/TD] [TD][B]Effect[/B][/TD] [/TR] [TR] [TD]1[/TD] [TD]Lost, walking in circles[/TD] [TD]Roll d6 for hex side moved through; if hex side is the desired direction stay in current hex instead[/TD] [/TR] [TR] [TD]2[/TD] [TD]Venomous snake[/TD] [TD]Snake bite +5; Constitution save or 1d6 poison damage and poisoned for 1 hour[/TD] [/TR] [TR] [TD]3[/TD] [TD]Dangerous weather[/TD] [TD]Blizzard, lightning, tornado; 2d6 damage[/TD] [/TR] [TR] [TD]4[/TD] [TD]Monster disturbed[/TD] [TD]Random encounter[/TD] [/TR] [TR] [TD]5[/TD] [TD]Savage animal[/TD] [TD]Bear, boar, large cat, or large canine attacks[/TD] [/TR] [TR] [TD]6[/TD] [TD]Provision shortage or spoiled food[/TD] [TD]Lose half your rations to miscalculation or rot[/TD] [/TR] [TR] [TD]7[/TD] [TD]Blocked terrain[/TD] [TD]Cannot move in desired direction due to debris, washed out trail, etc.[/TD] [/TR] [TR] [TD]8[/TD] [TD]Worn out[/TD] [TD]Gain a level of exhaustion[/TD] [/TR] [TR] [TD]9[/TD] [TD]Quicksand/mud/water/flooding[/TD] [TD]Fall results in being restrained; after 1d4 rounds begin suffocating or use [B]DMG[/B] description for quicksand[/TD] [/TR] [TR] [TD]10[/TD] [TD]Sprained ankle or blisters[/TD] [TD]Speed is halved for 1d3 days, magic healing cures[/TD] [/TR] [TR] [TD]11[/TD] [TD]Torn clothes and gear[/TD] [TD]Until mended, suffer disadvantage on Charisma skill checks if appearance matters[/TD] [/TR] [TR] [TD]12[/TD] [TD]Landslide[/TD] [TD]Dexterity save or 2d6 damage and restrained and suffocating until Strength check to dig out[/TD] [/TR] [TR] [TD]13[/TD] [TD]Spider bite[/TD] [TD]Constitution save versus poison or 1d6 poison damage and poisoned for 1 hour[/TD] [/TR] [TR] [TD]14[/TD] [TD]Distracting weather[/TD] [TD]Fog, heavy rain, or hail; disadvantage on ranged attacks and Survival checks[/TD] [/TR] [TR] [TD]15[/TD] [TD]Wasp’s nest[/TD] [TD]Dexterity save or poisoned for 1 hour[/TD] [/TR] [TR] [TD]16[/TD] [TD]Mosquito swarm[/TD] [TD]Carries the disease sewer plague[/TD] [/TR] [TR] [TD]17[/TD] [TD]Pestering animal[/TD] [TD]Angry squirrel or mocking bird pesters you triggering a random encounter[/TD] [/TR] [TR] [TD]18[/TD] [TD]Poisonous plants[/TD] [TD]Poisoned until washed clean[/TD] [/TR] [TR] [TD]19[/TD] [TD]Black flies[/TD] [TD]If not in shelter, disadvantage, lasts 24 hours[/TD] [/TR] [TR] [TD]20[/TD] [TD]Ticks[/TD] [TD]Carry cackle fever[/TD] [/TR] [TR] [TD]21[/TD] [TD]Lost gear or weapon[/TD] [TD]1d6 on a 1 a weapon is lost otherwise a piece of gear[/TD] [/TR] [TR] [TD]22[/TD] [TD]Hunter’s trap[/TD] [TD]Dexterity save or restrained by net/snare or animal trap; 50% chance it is an animal trap that also inflicts 1d6 damage[/TD] [/TR] [TR] [TD]23[/TD] [TD]Sick or rabid animal[/TD] [TD]Small animal bite +5 for 1d4 damage and exposure to sewer plague[/TD] [/TR] [TR] [TD]24[/TD] [TD]Fall from cliff, into cave, sinkhole, or old well[/TD] [TD]Dexterity save or fall 1d3x10 feet[/TD] [/TR] [TR] [TD]25[/TD] [TD]Skunk[/TD] [TD]Dexterity save or “poisoned” until washed off[/TD] [/TR] [TR] [TD]26[/TD] [TD]Dirty drinking water[/TD] [TD]Everyone’s drinking water tainted with sight rot[/TD] [/TR] [TR] [TD]27[/TD] [TD]Fire[/TD] [TD]A fire burns in your intended direction, turn away or Constitution save to dash through: succeed poisoned by smoke for 1 hour, fail as succeed and take 2d6 fire damage[/TD] [/TR] [TR] [TD] 28[/TD] [TD]Lice[/TD] [TD]“Poisoned” until treated[/TD] [/TR] [TR] [TD]29[/TD] [TD]Fire ants[/TD] [TD]Take 1d6 poison damage, poisoned for 1 hour, and lose half your rations[/TD] [/TR] [TR] [TD]30[/TD] [TD]Broken gear[/TD] [TD]1d6 on a 1 a weapon is broken otherwise a piece of gear[/TD] [/TR] [/TABLE] [B]Special Mishap Table[/B] [TABLE] [TR] [TD][B]D6 Roll[/B][/TD] [TD][B]Special Mishap[/B][/TD] [TD][B]Result[/B][/TD] [/TR] [TR] [TD]1[/TD] [TD]Razorvine[/TD] [TD]Per the [B]DMG[/B][/TD] [/TR] [TR] [TD]2[/TD] [TD]Acid rain[/TD] [TD]Find shelter or take 2d6 acid damage, leaves behind acid puddles for 1d6 hours[/TD] [/TR] [TR] [TD]3[/TD] [TD]Ash storm[/TD] [TD]Blocks the direction you want to travel, push on by making a Strength saving throw or gain a level of exhaustion[/TD] [/TR] [TR] [TD]4[/TD] [TD]Dust tornado[/TD] [TD]Dexterity save or take 1d6 bludgeoning damage and Speed reduced by half for 1d6 hours[/TD] [/TR] [TR] [TD]5[/TD] [TD]Magnetic pulse[/TD] [TD]If wearing metal armor, Strength save or prone and restrained for 1d6 hours[/TD] [/TR] [TR] [TD]6[/TD] [TD]Weird energy[/TD] [TD]Intelligence save or “poisoned” for 1d6 hours as strange visions warp your sight[/TD] [/TR] [/TABLE] Exploring the wilderness is a wonderful challenge but it also brings a host of possible mundane mishaps. In a magical or supernatural world there may be even stranger mishaps. Use these tables to spice up travel in your RPG of choice. [/QUOTE]
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