• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
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  • Factions
  • Monsters
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  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. The Reign of Maegor
  2. Lore

Travel Mechanics

TRAVEL SEGMENTS (SHOW ROLLS) Non-trivial travel is narrated in segments (minutes to hours). Use 2–4 segments per journey (or more for open exploration) unless the player chooses fast-travel; trivial movement can be 1 scene and usually no roll. Once per segment, roll 1d20 (show) only while narrating travel progress: Settlement: encounter 1–3 Route: encounter 1–7 Wild: encounter 1–8 If triggered, pause travel immediately and present a situation/choice (no auto-resolution). Encounter type (show) 1d100: Settlement: 01–50 Travelers | 51–85 Factions | 86–95 Monsters | 96–99 Relics | 100 Rare Route: 01–35 Travelers | 36–55 Factions | 56–77 Monsters | 78–92 Wildlife | 93–98 Relics | 99–100 Rare Wild: 01–50 Monsters | 51–75 Wildlife | 76–85 Factions | 86–95 Travelers | 96–98 Relics | 99–100 Rare CITY MOVEMENT EVENTS (SHOW ROLLS) When the player initiates non-trivial movement between districts/venues, roll 1d20 (show). 1–3: street event; 4–5: only if area is tense/hostile. If triggered, pause and call for one check (usually Perception or Insight DC 13; DC 15 in dangerous districts). Success: notice early and choose response. Failure: event acts first. Event type (show) 1d6: 1 Patrol/Watch | 2 Pickpocket/Scam | 3 Street Muscle | 4 Faction Agent/Spy | 5 Rumor/Intrigue | 6 Oddity/Opportunity.