Travel and Exploration: A Guide to Dying Far From Home
The Old World: Where Every Road Leads to Danger
Travel in the Old World isn't a vacation—it's a survival horror experience. Between the bandits, beastmen, bad weather, and worse roads, leaving your village is essentially signing up for a death lottery. Think of it as a road trip where the GPS is trying to kill you, the rest stops are haunted, and your car is a mule with attitude problems.
graph TD
A[Reasons to Travel] --> B[Fleeing Something Worse]
A --> C[Hired to Deliver Something]
A --> D[Following Plot Hook]
A --> E[Poor Life Choices]
B --> F[Usually Witch Hunters]
C --> G[Package is Probably Cursed]
D --> H[GM is Smiling]
E --> I[Most Common Reason]
H --> J[You're Doomed]
Travel Methods: Pick Your Poison
Daily Travel Distances: Managing Expectations
Random Encounters: The Spice of Death
Navigation: Getting Lost with Style
graph TD
A[Navigation Check] --> B{Have a Map?}
B -->|Yes| C[Is it Accurate?]
B -->|No| D[Use Landmarks]
C -->|Yes| E[+20 to Navigate]
C -->|No| F[-20 to Navigate]
D --> G[Hope They Exist]
E --> H{Pass Test?}
F --> H
G --> H
H -->|Yes| I[Right Direction]
H -->|No| J[Lost]
J --> K[Roll on Lost Table]
K --> L[Usually Bad]
Roadside Inns: Shelter or Slaughterhouse?
Wilderness Survival: Nature Wants You Dead
Rivers and Waterways: Wet and Dangerous
River Travel Considerations:
Advantages: No bandits (usually), faster than walking, can sleep on boat
Disadvantages: River pirates, limited routes, can't run away easily
Cost: 1s per person per day, 2s for cabin
Speed: Downstream 3-4 mph, Upstream 1-2 mph
Hazards: Rapids, river trolls, nixies, sudden storms
Pro tip: Never lean over the side. River creatures are always hungry.
Essential Travel Gear: Don't Leave Home Without
The Experienced Traveler's Checklist:
✓ Rope (at least 20 yards)
✓ Torches or lantern
✓ Flint and steel
✓ Bedroll (or freeze)
✓ Rations (1 week minimum)
✓ Waterskin (2 if possible)
✓ Map (even if wrong)
✓ Compass (if rich)
✓ First aid supplies
✓ Spare boots
✓ Rain cloak
✓ Small shovel (for burying companions)
Total cost: About 5-10gc (more than you have)
Travel Complications: Because It's Never Simple
Real Travel Example
Journey from Altdorf to Middenheim (About 250 miles):
Day 1: Leave Altdorf on foot. Make 20 miles. Sleep in haystack.
Day 2: Rain starts. Make 12 miles. Boots ruined. Find expensive inn (1s).
Day 3: Bandits attack! Lose fight, lose money. Walk 15 miles in underwear.
Day 4: Find merchant caravan. Work as guard for food. Make 18 miles.
Day 5: Caravan attacked by beastmen. Barely survive. 10 miles.
Day 6-8: Hide in woods. Eat berries. Probably poisonous. 5 miles/day.
Day 9: Find road again. Roadwardens suspicious. Detained 1 day.
Day 10-15: Actually make progress. 20 miles/day.
Day 16: Reach Middenheim. Denied entry (look like vagrant).
Total: 16 days, 250 miles, lost everything, gained dysentery.
"They say travel broadens the mind. In my experience,
it mainly broadens the collection of scars."
- Karl the Well-Traveled (missing three fingers and one ear)