### Daily Travel Sequence Quick Reference
1. Set Biome + weather
2. Choose roles & roll checks
3. Resolve roll results (scout reveals terrain, guide gets extra movement, etc.)
4. Choose destination based on new information
5. Apply movement and check for encounters
### Weather Tables
| 1d20 | Temperature |
| ----- | ------------------------- |
| 1-14 | Normal for the season |
| 15-17 | 1d4 x 10 degrees F colder |
| 18-20 | 1d4 x 10 degrees F hotter |
| 1d20 | Wind | Precipitation |
| ----- | ------ | ---------------------- |
| 1-12 | None | None |
| 13-17 | Light | Light rain or snowfall |
| 18-20 | Strong | Heavy rain or snowfall |
#### Biome modifiers
| Biome | Tile Movement | Tile Visibility | Encounter Chance | Encounter Danger | Check DC |
| ------------ | ------------- | --------------- | ---------------- | ---------------- | -------- |
| Arctic | 2 days | 0 | +2 | +3 | 17 |
| Badlands | 2 days | 1 | +2 | +2 | 14 |
| Cliffs | 2 days | 1 (along cliff) | +0 | +1 | 13 |
| Deserts | 2 days | 1 | -1 | +2 | 14 |
| Grasslands | 1 day | 0 | -2 | -1 | 9 |
| Highlands | 2 days | 1 | +1 | +1 | 12 |
| Jungles | 2 days | 0 | +2 | +2 | 13 |
| Hills | 2 days | 1 | -1 | +0 | 11 |
| Mountains | 3 days | 2 | +1 | +3 | 16 |
| Oceans/Seas | Variable | 2 (along water) | -1 | +2 | 10 |
| Rivers/Lakes | 1 day | 1 (along water) | +0 | +0 | 10 |
| Swamps | 2 days | 0 | +2 | +1 | 15 |
| Underdark | 2 days | 0 | +2 | +3 | 16 |
### Sample Travel Tracker
| Day | Biome | DC | Weather | Guide | Look-Out | Scout | Hunter | Chronicler | Encounter? | Etr # |
| --- | ----- | --- | ------------------------- | ------- | ---------- | ---------- | ---------- | ---------- | -------------------------- | ----- |
| 1 | River | 10 | 20 degress colder<br>none | Big - 7 | Asher - 21 | Yeepo - 26 | Dalas - 18 | Ag - 17 | +2<br>roll encounter twice | |
| 2 | | | | | | | | | | |
| 3 | | | | | | | | | | |
| 4 | | | | | | | | | | |
| 5 | | | | | | | | | | |
| 6 | | | | | | | | | | |
| 7 | | | | | | | | | | |
| 8 | | | | | | | | | | |
| 9 | | | | | | | | | | |
| 10 | | | | | | | | | | |
### Roles and Modifiers
| Role | Check | Result |
| ---------- | ------------------------------------------------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| Guide | Survival, Nature, or Persuasion | **Success** – With steady confidence, you steer the party through hidden trails, calming doubts with your sure sense of direction. _Grant Inspiration to one character (which can be used during their role check) and increase travel by 1 hex._ <br>**Failure** – Your chosen path winds through treacherous ground or misleading tracks. *Increase encounter chance by +2.* |
| Look-Out | Perception, Investigation, or Acrobatics | **Success** – Perched high or ever-watchful, you spot signs of danger before they strike. _DM rolls the encounter table twice. The DM narrates both perceived potential encounters and you and the party can choose to ignore or embrace the encounters._<br>**Failure** – A moment of distraction or misplaced confidence blinds you to lurking threats. _Increase encounter danger by +2._ |
| Scout | Athletics, Acrobatics, Stealth, or CON save | **Success** – You push ahead, scrambling over rocks or braving rivers to map the way forward. _Reveal a +1-tile radius with basic biome info, and mark points of interest without detail._ <br>**Failure** – The terrain proves more grueling than expected and you get lost. _Move in a random tile direction by rolling 1d6 (1 is north)._ |
| Hunter | Survival, Animal Handling, or Athletics | **Success** – You hunt game and forage returning with delicious food and fresh water for the party. _Heal the party for 1d4._<br>**Failure** – The prey senses you first; it lashes out in desperation. _Each party member rolls a DC 10 Con saving throw or gain 1 level of exhaustion unless they consume rations or other stored food. |
| Chronicler | Arcana, History, Nature, Religion, Investigation, or Cartographer's Tools | **Success** – With ink-stained hands and careful notes, you chart the land in vivid detail. _Discover information about the closest undiscovered point of interest and mark it on the map. Once finished traveling through your current hex, you create a map of the hex which grants a +5 bonus to survival checks in it._ <br>**Failure** – A misplaced mark or mistaken assumption skews your chart. _This hex requires 1 extra day to cross in the future._ |
### Sample Encounter Table
| Sample Encounter Table (d8 + d12) | | |
| --------------------------------- | ---- | ---------------- |
| Chance | Roll | Encounter |
| 1/96 | 2 | Phenomenal |
| 2/96 | 3 | Fantastic |
| 3/96 | 4 | Great |
| 4/96 | 5 | Very Good |
| 5/96 | 6 | Good |
| 7/96 | 7 | Nice |
| 8/96 | 8 | Neutral |
| 8/96 | 9 | Neutral |
| 8/96 | 10 | Easy Challenge |
| 8/96 | 11 | Easy Challenge |
| 8/96 | 12 | Easy |
| 8/96 | 13 | Easy-Medium |
| 7/96 | 14 | Easy-Medium |
| 6/96 | 15 | Medium |
| 5/96 | 16 | Medium |
| 4/96 | 17 | Medium-Hard |
| 3/96 | 18 | Hard |
| 2/96 | 19 | Deadly |
| 1/96 | 20 | Extremely Deadly |
### Arctic Tables
| Arctic Weather Table 1d20 | Temperature |
| ------------------------- | ------------------------- |
| 1-12 | Normal for the season |
| 13-17 | 1d4 x 10 degrees F colder |
| 18-20 | 1d4 x 10 degrees F hotter |
| Arctic Weather Table 1d20 | Wind | Precipitation |
| ------------------------- | ----- | ------------- |
| 1-9 | None | None |
| 10-16 | Light | Light snow |
| 17-20 | Heavy | Heavy snow |
| Arctic Biome Modifiers | | | | | |
| ---------------------- | ------------- | --------------- | ---------------- | ---------------- | -------- |
| Biome | Tile Movement | Tile Visibility | Encounter Chance | Encounter Danger | Check DC |
| Arctic | 2 days | 0 | -1 | +1 | 15 |
#### Arctic Flavor Table
| 1d20 | |
| ---- | --- |
| 1 | |
| 2 | |
| 3 | |
| 4 | |
| 5 | |
| 6 | |
| 7 | |
| 8 | |
| 9 | |
| 10 | |
| 11 | |
| 12 | |
| 13 | |
| 14 | |
| 15 | |
| 16 | |
| 17 | |
| 18 | |
| 19 | |
| 20 | |
#### Arctic Encounter Table
| Sample Encounter Table (d8 + d12) | | | |
| --------------------------------- | ---- | -------------------- | ------- |
| Chance | Roll | Encounter | Checked |
| 1/96 | 2 | Phenomenal | |
| 2/96 | 3 | Fantastic | |
| 3/96 | 4 | Great | |
| 4/96 | 5 | Very Good | |
| 5/96 | 6 | Good | |
| 7/96 | 7 | Somewhat Good | |
| 8/96 | 8 | Nice | |
| 8/96 | 9 | Neutral | |
| 8/96 | 10 | 50/50 Neutral/Combat | |
| 8/96 | 11 | 25/75 Neutral/Combat | |
| 8/96 | 12 | Easy | |
| 8/96 | 13 | Easy | |
| 7/96 | 14 | Easy-Medium | |
| 6/96 | 15 | Easy-Medium | |
| 5/96 | 16 | Medium | |
| 4/96 | 17 | Medium-Hard | |
| 3/96 | 18 | Hard | |
| 2/96 | 19 | Deadly | |
| 1/96 | 20 | Extremely Deadly | |
### Badlands Tables
### Cliffs Tables
### Desert Tables
### Grasslands Tables
#### Grassland Encounter Table
| Grassland Encounter Table (d8+d12) | |
| ---------------------------------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 2 | Herd of Giant Sloths grazing peacefully. Grant Inspiration and gather nearby herbs granting +2 to saving throws until your next Long Rest. |
| 3 | Traveling Grippli caravan of merchants and foragers. Points out a safe area on the map where food and water can be found and also sells goods.<br>Create wares table.<br>Create a new safe hex within 2 days. |
| 4 | Treasure - 1d4 x 25 gold + 1d4 x 10 silver, 1d4 gems wroth 10gp each. |
| 5 | |
| 6 | Lizardfolk Trap, DC 12 DEX save or take 1d6 piercing damage. |
| 7 | Pronghorn stampede. DC 13 DEX save or take 1d6 + 2 bludgeoning damage. |
| 8 | [Pteranodon](https://www.dndbeyond.com/monsters/5195173-pteranodon) 1d4. |
| 9 | [Giant Boar](https://www.dndbeyond.com/monsters/5195013-giant-boar) 1d4 - 1. DC 14 Religion or Animal Handling check by [[Dalas Greybark\|Dalas]] can avoid the encounter. |
| 10-11 | [Lions](https://www.dndbeyond.com/monsters/4775826-lion) 2d4 -2. Can avoid with successful animal handling check (DC 15). |
| 12-14 | [Lizardfolk Geomancer](https://www.dndbeyond.com/monsters/5195107-lizardfolk-geomancer) 1, 1d4 Lizardfolk Patrol. |
| 15-16 | Bandit Grippli 2d6 tries to extort the party. Can pay them off with treasure or fight them. |
| 17-18 | Roc-like predator |
| 19 | Cursed [Mammoth](https://www.dndbeyond.com/monsters/5195112-mammoth) Can attempt to remove its curse. |
| 20 | Meteor Shower. DC 15 Dex saving throw or take 1d6 + 2 bludgeoning damage + 1d6 + 2 fire damage. A cracked open meteorite contains a rare metal that can be used to forge higher caliber weapons and armor. Also worth 500gp. |
### Highlands Tables
### Jungle Tables
| Jungle Weather Table 1d20 | Temperature |
| ------------------------- | ------------------------- |
| 1-13 | Normal for the season |
| 14-16 | 1d4 x 10 degrees F colder |
| 17-20 | 1d4 x 10 degrees F hotter |
| Jungle Weather Table 1d20 | Wind | Precipitation |
| ------------------------- | ----- | ------------- |
| 1-10 | None | None |
| 11-16 | Light | Light rain |
| 17-20 | Light | Heavy rain |
| Jungle Biome Modifiers | | | | | | |
| ---------------------- | --------------- | ----------------------------- | ---------------- | ---------------- | ------------ | -------- |
| Tile Movement | Tile Visibility | Perception Effects | Encounter Chance | Encounter Danger | Foraging | Check DC |
| 2 days | 1 | DA on checks<br>-5 to passive | +2 | +2 | Abundant (A) | 15 |
#### Jungle Flavor Table
| 1d20 | |
| ---- | ----------------------------------------------------------------------------------------------------- |
| 1 | The canopy above cracks with shafts of sunlight, illuminating a ruined stone arch swallowed by vines. |
| 2 | A hundred butterflies explode from a tree hollow as you pass. |
| 3 | The smell of wet earth and orchids overwhelms the senses. |
| 4 | A monkey shrieks and hurls a branch at you before vanishing. |
| 5 | You find claw marks raked deep into a mossy trunk. |
| 6 | The party crosses a log bridge slick with algae — it creaks ominously. |
| 7 | A stream runs across your path, crystal-clear but full of darting fish. |
| 8 | The jungle is unnervingly silent — even insects seem to hold their breath. |
| 9 | You glimpse a massive feather drifting down from the canopy. |
| 10 | A column of ants marches across the trail, carrying leaves like sails. |
| 11 | A carved idol lies toppled in the mud, its face broken but still grinning. |
| 12 | Distant drums echo faintly, then stop. |
| 13 | The ground softens; your boots squelch in sucking mud. |
| 14 | A riot of birdsong erupts, then cuts to silence as a shadow passes overhead. |
| 15 | Bright blue frogs cling to a fallen tree. They watch, unblinking. |
| 16 | Vines sway as if pulled, though no wind blows. |
| 17 | A giant flower opens as you pass, its petals dripping nectar. |
| 18 | You stumble upon a hollow tree, inside lined with glowing fungi. |
| 19 | The air grows heavy with a thunderstorm, but the rain never comes. |
| 20 | A massive fallen tree blocks your way, already sprouting new shoots. |
#### Jungle Encounter Table
| 1d8 + 1d12 | <br>Event | <br>Checked |
| ---------- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------- |
| 2 | Band of Grippli hunters that offer to share food and water. Gain a Long Rest this night. | |
| 3 | Abandoned Grippli camp. 1d4 useful supplies (potions of healing, spell scrolls, non-damaged equipment). Hidden journal hints to one nearby bad area on the map) | |
| 4 | [[Ooblok Fruit]]. When consumed, recharges 1 hit die. Roll 2d4, one heals you while one gives you temp hp, player chooses. Only 1 for each party member and it expires very quickly once picked.<br>For Big Inky, recharges all hit dice, max heals and temp hp. | |
| 5 | Treasure - 1d4 x 50 gold + 1d4 x 10 silver, 1d4 gems worth 25gp each | |
| 6 | Lizardfolk Trap. DC 12 DEX save or take 1d6 bludgeoning damage | |
| 7 | Violet Spores. DC 13 CON save or take 1d6 + 2 necrotic damage | |
| 8 | [Vine Blight](https://www.dndbeyond.com/monsters/5195252-vine-blight) 1d4. | |
| 9 | [Tiger](https://www.dndbeyond.com/monsters/4775846-tiger) ambush. Stealth contest to avoid surprise round. | |
| 10-11 | [raptors](https://www.dndbeyond.com/homebrew/creations/view?entityTypeId=779871897&id=5713025) 2d4 | |
| 12-14 | [Allosaurus](https://www.dndbeyond.com/monsters/5194879-allosaurus) 1d4 - 2. Can avoid with successful animal handling check (DC 14). | |
| 15-16 | [Giant Spider](https://www.dndbeyond.com/monsters/4775821-giant-spider)1d4 + 1. Webs in the area halve movement speed. | |
| 17-18 | 1d2 [Lizardfolk Geomancer](https://www.dndbeyond.com/monsters/5195107-lizardfolk-geomancer), 2d4 [Lizardfolk Hunter](https://www.dndbeyond.com/monsters/5775434-lizardfolk-hunter) | |
| 19 | [Triceratops](https://www.dndbeyond.com/monsters/5195238-triceratops) | |
| 20 | Flash Flood DC 15 STR saving throw or be swept away, separating party. One extra day of travel to reunite. A [Tyrannosaurus Rex](https://www.dndbeyond.com/monsters/5195243-tyrannosaurus-rex) encounter comes right after. | |
### Hills Tables
### Mountains Tables
### Oceans/Seas Tables
### Rivers/Lakes Tables
#### River Flavor Table
| **1d20** | **Description** |
| -------- | ---------------------------------------------------------------------------------------------------------------------- |
| 1 | Sunlight catches on the water, revealing ancient Vela carvings etched into submerged stones beneath the surface. |
| 2 | A school of silver fish leaps in unison, creating ripples that spread like liquid starlight. |
| 3 | The sweet scent of water lilies mingles with the earthy musk of crocodile dens hidden along the banks. |
| 4 | A kingfisher dives with a splash, emerging with a writhing fish before disappearing into the reeds. |
| 5 | Deep gouges in the muddy riverbank show where something massive dragged itself from the water. |
| 6 | The current carries strange flotsam — broken Vela pottery and fragments of pearl-inlaid wood. |
| 7 | Mist rises from a series of small waterfalls, creating ephemeral rainbows in the spray. |
| 8 | The river runs eerily quiet — no insects buzz, no frogs croak, only the gentle lap of water against your boat. |
| 9 | A massive shadow glides beneath your vessel, too large and too long to be anything familiar. |
| 10 | Fireflies begin to dance above the water despite it being midday, pulsing in rhythmic patterns. |
| 11 | A weathered Grippli totem pole juts from the shallows, its carved faces worn smooth by countless floods. |
| 12 | The distant sound of Vela singing drifts downstream, haunting and beautiful, then fades to nothing. |
| 13 | The water suddenly turns warm and sulfurous — you've drifted over an underwater hot spring. |
| 14 | Birds explode from the cattails in a panic, then settle back down as if nothing happened. |
| 15 | Bright orange salamanders bask on a half-sunken log, their skin glistening like wet jewels. |
| 16 | The river splits around a small island where white flowers bloom in impossible abundance. |
| 17 | A lotus flower the size of a dinner plate opens as you pass, releasing a cloud of golden pollen. |
| 18 | You drift past a hollow in the riverbank lined with luminescent moss that pulses like a heartbeat. |
| 19 | The air grows thick with humidity and the promise of rain, but storm clouds gather and dissipate without breaking. |
| 20 | A massive cypress tree has fallen across the river, its trunk serving as a natural bridge covered in blooming orchids. |
#### River Encounter Table
| 1d8 + 1d12 | <br>Event | <br>Checked |
| ---------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- | ----------- |
| 2 | **Vela Refugees** fleeing downstream in makeshift boats. They share news of safe harbors or warn of dangers ahead. -2 danger to next encounter role. Reveal nearest one safe and one unsafe undiscovered PoI. | |
| 3 | **Abandoned Vela shrine** partially submerged on riverbank. 1d4 useful supplies (potions of healing, elixir of barkskin, elixir of arcane cultivation, spell scrolls). +1 to CON saving throws until next Long Rest. | |
| 4 | **Grippli Merchant** on log raft offers trade. Goodberries - 1gp/ea, Fresh [[Ooblok Fruit]] - 10gp/ea, Focus Fume Shrooms - +1 to attack rolls until next long rest - 25gp/ea. | |
| 5 | **Treasure** - Sunken Vela boat. 1d6 x 50 gold in pearls, 1d4 x 25 silver pieces. | |
| 6 | **Swift Current**. DC 12 Athletics check or be swept 100ft downstream and take 1d4 bludgeoning damage from rocks. | |
| 7 | **Toxic Algae Bloom**. DC 14 CON save or take 1d6+2 poison damage. | |
| 8 | **Ankylosaurus** drinking at river's edge. Blocks passage but non-aggressive unless threatened. DC 18 Animal Handling to convince it to move peacefully. | |
| 9 | **Lizardfolk Scout** patrol. Stealth group check 3/7 success DC 13 to avoid detection. If spotted, they flee to alert larger forces nearby. Guarantee next encounter is 17-18. | |
| 10-11 | **Swimming Snakes**. 2d4 [Giatn Venomous Snakes](https://www.dndbeyond.com/monsters/5195030-giant-venomous-snake) slither onto the boat. | |
| 12-14 | **Plesiosaurus** territorial display. 1d4-2 [**Plesiosaurus**](https://www.dndbeyond.com/monsters/5195166-plesiosaurus). Can avoid with successful DC 16 Animal Handling check or by retreating. | |
| 15-16 | **Grippli Exiles** camped on small island. 1d4 + 1 [grippli exiles](https://www.dndbeyond.com/monsters/5775484-grippli-exile) attack from range. | |
| 17-18 | 1d2 [Lizardfolk Geomancer](https://www.dndbeyond.com/monsters/5195107-lizardfolk-geomancer), 2d4 [Lizardfolk Hunter](https://www.dndbeyond.com/monsters/5775434-lizardfolk-hunter) | |
| 19 | **Crocodile** ambush. DC 15 Perception or be surprised. 1 [Giant Crocodile](https://www.dndbeyond.com/monsters/5195016-giant-crocodile) attacks from the river. | |
| 20 | **Flash Flood** from upstream. DC 18 Perception to notice early warning signs. DC 16 to reach high ground or take 2d8+4 bludgeoning damage and be swept 1 mile downstream. **Tyrannosaurus Rex** washed down with the flood appears 1d4 rounds later. | |
### Swamp Tables
### Underdark Tables
### WIP area
BIG IDEA - Certain POIs increase or lower Check DCs in certain areas. Lizardfolk camp raises Check DC, a druid grove lowers the DC.