NOWHERE LAND
PART 13 · PART XIII: FIELD SCIENCES
Travel Encounters

Travel Encounters

Travel between safe havens is rarely uneventful. The domains of Nowhere Land are populated by creatures, travelers, weather, and strangeness. Encounters provide the texture of journeys—some are obstacles, some opportunities, and some reshape the entire expedition.

Travel Encounters Overview

Travel encounters represent significant events during journeys. Not every rabbit sighting or breeze needs mechanics—encounters are the moments that matter, that demand decisions, that create stories.

The Purpose of Encounters

Encounters serve several functions:

  • Resource Drain: Consuming supplies, energy, time
  • Information: Providing clues, context, world details
  • Opportunity: Treasure, allies, shortcuts, discoveries
  • Tension: Reminding players the world is dangerous
  • Worldbuilding: Making domains feel alive and distinct

Not all encounters are combat. The best journeys include social encounters, environmental challenges, and moments of wonder alongside danger.

Encounter Frequency

How often encounters occur depends on the domain, the route, and what makes narrative sense.

Encounter Checks

Roll for encounters at each travel phase:

Method: Roll 1d6. An encounter occurs on 1-2 (base). Modify this threshold based on conditions.

ConditionModifier
Wild/unexplored territory+1 (encounter on 1-3)
Established road-1 (encounter on 1 only)
Active conflict zone+2 (encounter on 1-4)
Careful/stealthy travel-1
Noisy/obvious travel+1
Night travel+1 (different table)

Encounter Distance

How far away is the encounter when spotted? This determines response options—you can't flee what's already on top of you.

Initial Distance

When an encounter is detected, roll 2d6 × 10 yards for base distance, modified by terrain:

TerrainModifierNotes
Open (plains, desert)×3Long sight lines
Partial (hills, light forest)×1Normal visibility
Dense (forest, ruins)×0.5Limited sight
Underground/fog×0.25Very close before noticed

Surprise: If distance is 10 yards or less, roll Umbra + Perception against the encounter's stealth—failure means surprise.

Reaction Rolls

Not every creature attacks on sight. Reaction rolls determine initial disposition when intentions aren't obvious.

Reaction Check

Roll 2d6 when encountering creatures with unclear intent:

RollReactionBehavior
2Hostile (Immediate)Attacks without warning
3-5UnfriendlyAggressive, may attack if provoked
6-8NeutralUncertain, waiting to see
9-11FriendlyWilling to talk/trade
12HelpfulActively willing to assist

Reaction Modifiers

CircumstanceModifier
Character has relevant reputation±1 to ±3
Parties outnumber encounter-1
Encounter outnumbers party+1
Party is wounded/weak-2
Party appears wealthy±2 (depends on type)
Shared enemy/goal known+2
Territorial/hungry creature-2
Party offers trade/gift+1 to +2

Encounter Types

Roll or choose the type of encounter based on context and pacing needs.

Encounter Categories

Creature Encounter

Wildlife, monsters, domain inhabitants. May be hostile, neutral, or friendly. Combat, negotiation, or avoidance possible.

Traveler Encounter

Other travelers, merchants, refugees, explorers. Information exchange, trade, or conflict over resources.

Environmental Encounter

Terrain hazard, weather event, domain shift. Physical challenge requiring skill or resources to overcome.

Discovery Encounter

Ruin, cache, artifact, landmark, clue. Opportunity for investigation, looting, or knowledge.

Situation Encounter

Ongoing event: battle in progress, ritual, celebration, disaster. Party can observe, intervene, or avoid.

Supernatural Encounter

Blessing manifestation, domain spirit, anomaly. May grant boon, demand service, or pose enigmatic threat.

Domain-Specific Encounters

Each domain type generates distinctive encounters reflecting its nature.

Verdant Domain Encounters (d10)

1Pack of territorial hunters circling party
2Ancient tree that speaks in riddles, knows local secrets
3Overgrown ruin with intact supplies and lurking guardian
4Berry grove—half the berries healing, half poisonous
5Travelers trapped in carnivorous plant, pleading for help
6Massive beast migration blocking travel route
7Druid circle performing seasonal ritual, wary of outsiders
8Forest fire spreading rapidly, escape or fight it
9Symbiotic creatures offering beneficial parasitism
10Domain heart pulse—all plants briefly animate, watch

Mechanical Domain Encounters (d10)

1Malfunctioning automaton, attacking everything nearby
2Tinkerer scavenging parts, will trade knowledge for components
3Collapsing structure—gears falling, corridors shifting
4Intact vehicle, may function with repair and fuel
5Steam vent field—navigation challenge or deadly hazard
6Factory still operating, producing something inexplicable
7Clockwork soldiers marching patrol routes, can be timed
8Parts bazaar—temporary market for mechanical scavengers
9Trapped inventor, needs rescue, offers significant reward
10Domain heart pulse—machines briefly gain awareness, speak

Death Domain Encounters (d10)

1Restless dead rising from shallow graves, hungry
2Ghost offering information in exchange for laying to rest
3Corpse field—recent battle, lootable but who's watching?
4Necromancer's abandoned camp, notes and supplies remain
5Soul-draining fog rolling through, shelter or flee
6Death cult procession—join, hide, or confront?
7Living travelers desperately fleeing something behind them
8Memorial site with protective warding—safe rest possible
9Dying person with vital information, limited time
10Domain heart pulse—dead briefly speak, share secrets

Terrain Encounters

The land itself can be an encounter—obstacles requiring ingenuity or skill.

Common Terrain Challenges

River Crossing

Test Forma + Athletics TN 12 (calm) to TN 18 (rapids). Failure = swept downstream, lost items, possible injury. Bridges, fords, or boats bypass.

Steep Climb

Test Forma + Athletics TN 14 (rocky) to TN 20 (cliff). Failure = no progress or falling damage. Rope and equipment grant +2.

Dense Vegetation

Test Forma + Survival TN 10 to navigate. Failure = lost 1d6 hours. Cutting through possible but noisy and slow.

Unstable Ground

Test Umbra + Perception TN 12 to spot danger. Failure = collapse, sinking, or trap. Probing ahead prevents ambush.

Extreme Temperature

Test Forma TN 12 per phase of exposure. Failure = 1 Wound and fatigue. Appropriate gear grants advantage.

Weather Encounters

Weather in Nowhere Land follows its own rules. Domain storms express the domain's nature—and displeasure.

Weather Events (d8)

1Domain Storm: Weather embodying domain essence. Verdant = growth surge, Mechanical = static storm, Death = bone rain.
2Fog Bank: Vision limited to 10 yards. Navigation at disadvantage. May hide threats or treasures.
3Temperature Shift: Sudden extreme heat or cold. Shelter check required or take Wound.
4Heavy Rain: Tracks erased, fire impossible, rivers rising. Travel slowed by half.
5Wind Storm: Ranged attacks impossible, flying creatures grounded. Debris danger.
6Clear Spell: Perfect conditions. Travel speed increased, visibility maximum. What's watching?
7Anomalous Weather: Doesn't match domain—fire snow, upward rain, horizontal lightning. Domain conflict?
8Weather Entity: The storm itself is alive. Can be negotiated with, fought, or fled.

Social Encounters

Meeting other travelers offers opportunities beyond combat. Trade, information, alliance, or rivalry all emerge from road encounters.

Fellow Travelers (d8)

1Merchant Caravan: Trade goods, news from elsewhere, possibly hire party as guards.
2Refugees: Fleeing danger, low on supplies, know what's ahead (and behind).
3Pilgrims: Traveling to holy site, peaceful but may have fanatics among them.
4Rival Expedition: After same goal as party? Competition, alliance, or conflict.
5Lost Explorer: Alone, disoriented, may be genuine or lure for ambush.
6Domain Patrol: Local authority checking travelers. Documents required? Bribes accepted?
7Entertainers: Traveling performers with news, gossip, and possibly hidden agenda.
8Mysterious Figure: Won't explain purpose. Helpful? Dangerous? One of the Count's agents?

Pursuit & Evasion

Not every encounter needs fighting. Sometimes running is the right answer.

Chase Rules

When pursuit begins:

  1. Initial Gap: Equal to encounter distance when spotted
  2. Each Round: Both sides test Forma + Athletics (or relevant)
  3. Compare Results: Higher total gains/reduces 20 yards
  4. Resolution: Caught at 0 yards; escaped at 100+ yards

Terrain Actions: Instead of raw speed, attempt actions—climb tree, cross stream, duck into ruins. Success grants 30 yard gain but requires roll.

Chase Complications (d6)

1Obstacle: Cliff, river, wall. Must overcome or find alternate route.
2Fork: Path splits. Quick decision—one way is faster, one is safer.
3Crowd: Other creatures in the way. Push through or go around.
4Hazard: Trap, pit, slick surface. Perception check or suffer setback.
5Opportunity: Shortcut visible but risky. Success = major gain; failure = major loss.
6Third Party: Another creature joins—pursuer, prey, or just in the way?

Sample Encounter Tables

Use these tables for quick generation, or as inspiration for your own domain-specific tables.

Universal Day Encounters (d20)

1Predator pack, hunting
2Injured creature, could be helped
3Merchant with unusual wares
4Patrol checking travelers
5Travelers seeking same destination
6Abandoned camp, recently vacated
7Natural hazard blocking path
8Weather change, seek shelter
9Ruin visible in distance
10Foraging opportunity
11Domain marker or boundary
12Lost child or incompetent
13Ambush—bandits or creatures
14Shrine or sacred site
15Battle aftermath, bodies and loot
16Friendly creatures, curious
17Messenger with urgent news
18Hermit offering cryptic advice
19Domain anomaly or phenomenon
20Agent of the Count, observing

Universal Night Encounters (d12)

1Nocturnal predator, attracted to camp
2Strange lights in distance
3Restless spirit manifestation
4Thieves attempting to raid camp
5Fellow travelers seeking campfire
6Midnight storm rolls in
7Domain shifts at midnight
8Sounds of distant conflict
9Mysterious visitor with offer
10Screaming in the darkness
11Watch creature—observing, not attacking
12The Count passes nearby