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These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Check out the Player's Handbook to add dozens of more player options to the Charactermancer, the Dungeon Master's Guide to expand on the tools available for DMs, and the Monster Manual to add hundreds of more unique creatures (including token artwork) to fight!

Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope—all sorts of movement play a key role in fantasy gaming adventures. The GM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.” Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters: “After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.” Sometimes it’s important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they’re moving over.

Travel Pace

Difficult terrain, special types of movement, climbing, swimming, and crawling.

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Travel and Pace

Travel and pacing.

Other movement penalties may apply, if the party has some movement restrictions (due to swimming, climbing, crawling and difficult terrain)

Travel (Map Pace)

Pace modifiers.

Climbing , Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks.

Forced March : Traveling more than 8 hrs in day risks Exhaustion. Each character must make a Con save throw at the end of each additional hr. DC 10+1 for each hr past 8 hrs. On a failed save, a character suffers one level of Exhaustion.

Mounts : Double travel distance for one hour (or more if fresh mounts available every 10 miles).

Vehicles : Wagons and carriages move at normal pace. Waterborne vessel have their own speed, and don't suffer pace penalties/benefits. Depending on a vessel (and crew), ships may be able to travel 24 hours a day.

Activities While Traveling : Characters performing activities while traveling (such as navigating, drawing a map, tracking or foraging) do not get a Passive Perception check.

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Road and Travel Encounter Tables for D&D 5e

"The path ahead is broken by a river, where the remains of a bridge offer a risky crossing. Amidst a herd of goats several locals are taking part in a ritual at river's edge. It is led by a woman with an antlered mask"

Random tables for Dungeons and Dragons road encounters. Tables for Road Encounters (Levels 1-4, 5-10 and 11+), Beasts, Beasts of Burden, Domesticated Animals, Groups of Travelers, Lone Travelers and Marauders

Road Encounter Tables - creatures | locations | non-combat | enhancements

[Photo by Pat Whelen on Unsplash]

Road Encounters Levels 1-4

Roads and trails encounters.

Roads and trails connect the cities and ports of fantasy nations. A few newly built but many fallen into ruin upon the causeways of older empires. A highway connecting two prominent cities, an ancient trail through sylvan woods or a road built by dwarves and now used by local tribes. Encounters happen at haunted crossroads and narrow paths, with desperate brigands, friendly pilgrims, hungry mercenaries, locals herding goats and any others on the path.

There is a 5e road random encounter generator at ChaosGen. And also a pdf of these and more tables at the DM's Guild as Road Encounters .

Road Encounters Random Tables on DM's Guild

Unusual terrains - feywild | shadowfell | lower planes | elemental | jungle  | roads | ruins | sea

Road Encounters Levels 5-10

Road encounters levels 11+, beast encounters (levels 1-4), beasts of burden (levels 1-4).

Usually encountered with travelers or as part of a caravan.

Domesticated Animals (Levels 1-4)

Domestic animals have a 50% chance of being accompanied by 1d6 commoners or tribal warriors

Group of Travelers (Levels 1-4)

Group of travelers (levels 5-10), lone travelers (levels 1-4), lone travelers (levels 5-10), marauders (levels 1-4), marauders (levels 5-10), more encounters.

If you liked these there are D&D Generators at Chaos Gen , a monthly random tools Newsletter and an instagram of Random Tables .

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Boats, Ships and Events Onboard - D&D Noncombat Sea Encounters

Boats, Ships and Events Onboard - D&D Noncombat Sea Encounters

Beaches and Underwater - D&D Noncombat Sea Encounters

Beaches and Underwater - D&D Noncombat Sea Encounters

Islands and Open Sea - D&D Noncombat Sea Encounters

Islands and Open Sea - D&D Noncombat Sea Encounters

Mounts and Vehicles Calculator

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On the Road: Wilderness Travel Encounters for DND 5e

wagon travel 5e

Traveling through the untamed wilderness of a fantasy world is an iconic aspect of any Dungeons & Dragons campaign. It’s a time when heroes can reflect on past victories, forge stronger bonds with their comrades, and of course, face unexpected dangers lurking beyond the beaten path. The unpredictable nature of wilderness travel can lead to unique and thrilling encounters, enriching the storyline and engaging players in a way that a simple “you travel for three days and arrive at your destination” cannot.

For Dungeon Masters, crafting such encounters provides a dynamic way to challenge the players, breathe life into the journey, and introduce subplots ( random encounters ) that can be woven into the main storyline. Whether it’s a chance meeting with a wandering sage, an ambush by vicious bandits, or the discovery of a mystical artifact, wilderness encounters can transform mere travel into a memorable adventure.

However, coming up with fresh and creative ideas for wilderness encounters can be a daunting task, especially if you want to keep your players on their toes. That’s why we’ve assembled this collection of 50 detailed wilderness travel encounters, tailored for D&D 5e. Each encounter offers something unique, with opportunities for combat, role-playing, and exploration.

These encounters are designed for Dungeon Masters seeking to add depth and excitement to the travel segments of their campaigns. From mysterious ruins to enchanted forests, and from mythical creatures to moral dilemmas, this compilation has something for every party’s journey through the wild. (Or go see the DND timeline of editions if you want!)

The Forgotten Shrine

Mysterious traveler, bandit ambush, the weeping willow, ancient battlefield, hungry predators, haunted ruins, wagon in distress, mystical fog, hermit’s cave, bridge troll, giant’s path, 12 detailed wilderness travel encounters.

Here’s my list of detailed wilderness travel encounters for your fantasy campaign.

The party stumbles upon an ancient shrine covered in mystical runes, dedicated to a long-forgotten deity.

Hidden by years of growth and the elements, the Forgotten Shrine is a small but intricate structure carved from weathered stone. It is nestled at the base of a towering cliff, almost as if protecting something or hidden away as a secret. The runes inscribed on the walls pulsate with a faint magical energy, and the air is thick with a sense of reverence and mystery. A sense of ancient wisdom pervades the place, calling out to those who would dare to explore its depths.

Unraveling the secrets of the shrine could lead the party to a hidden cache of valuable religious artifacts, protected by intricate puzzles and traps. Alternatively, they may awaken a guardian spirit or even trigger a curse. The deity to whom the shrine is dedicated might be long forgotten by the world but could play a vital role in a broader cosmic struggle. Assisting or defiling the shrine could put the party on one side of this struggle, with consequences that ripple through the campaign.

A lone, spectral figure is seen on the road, appearing and disappearing at random intervals, seemingly tethered to a tragic past.

On a desolate stretch of road, the party glimpses a lonely traveler who seems out of place. Closer inspection reveals a translucent figure, moving with purpose yet lost in sorrow. The spectral traveler is a soul trapped between worlds, unable to find peace. Its appearance might be tied to a specific time, event, or location, and its demeanor could range from mournful to menacing, depending on its untold story.

Investigating the traveler might lead to the discovery of a tragic tale, perhaps a wrongful death, unfulfilled love, or an unavenged betrayal. Assisting the spectral figure in finding redemption or revenge could become a touching side quest or a dangerous path filled with twists and ethical dilemmas. Ignoring or failing the traveler might also have consequences, such as haunting visions or a lingering curse.

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wagon travel 5e

A notorious group of bandits has set up an ambush at a narrow pass, waiting for unsuspecting travelers.

A strategically chosen narrow pass, surrounded by thick woods and rugged terrain, serves as the perfect ambush point for a cunning group of bandits. These bandits are not mere highwaymen; they are part of a larger organization with connections, intelligence, and motives. The traps are set, the scouts are in position, and the main force lies in wait, ready to strike at the opportune moment. Their attack is brutal, well-coordinated, and driven by more than simple greed.

The bandits’ true motives could range from political insurgency to a vendetta against a specific faction. Uncovering the reasons behind the ambush might lead to a web of intrigue that reaches high into the political hierarchy of the region. Discovering who’s pulling the strings or why the bandits chose this particular pass could lead to new alliances, betrayals, and a more significant plot that challenges the very stability of the realm.

A colossal willow tree stands by a pond, its leaves perpetually dripping water, hinting at a hidden enchantment or curse.

The Weeping Willow is a magnificent, ancient tree, its branches drooping low and touching the surface of a serene pond. The constant dripping of water from its leaves creates a rhythmic, melancholic melody. Close examination reveals that the tears are not merely water but imbued with magical properties. The tree emanates a sorrowful aura, and reflections in the pond might show glimpses of past events or hidden truths.

The Weeping Willow could be an imprisoned water nymph’s manifestation, longing for freedom and seeking the party’s help. The tears might hold healing or curse properties, depending on how the tree is approached. Freeing the nymph might earn a magical reward, forge a lasting alliance, or draw the wrath of the one who bound her. The tree’s history might also tie into a broader regional tale of love, betrayal, or tragedy.

The party crosses a haunting field filled with aged weapons and skeletal remains, a silent testimony to a battle long past.

The Ancient Battlefield is a grim, open space where time seems to stand still. Rusted swords, broken shields, and skeletal remains tell a story of a brutal conflict that occurred long ago. Ghostly echoes of war cries can be heard in the wind, and the very soil seems to mourn the loss of life. Here and there, ethereal apparitions of fallen warriors might appear, still fighting their eternal battle or seeking solace.

The battlefield might hold more than just historical interest; perhaps a legendary weapon lies buried, waiting to be discovered. Ghosts of fallen heroes or commanders might challenge the party to prove their valor or seek redemption by completing a quest left unfinished. The reasons for the battle and its outcome might also tie into the current political landscape, and unearthing the truth could have contemporary ramifications.

The howls of wolves or roars of a big predator fill the air as night approaches, signaling a primal and urgent threat.

As darkness falls, the wilderness comes alive with the chilling sounds of hungry predators on the hunt. Whether it’s a pack of cunning wolves, a solitary but fearsome bear, or something more mystical like a dire wolf, the threat is real and imminent. These predators are unusually aggressive, their eyes glowing with an unnatural hunger, and their behavior suggests something more than mere survival instincts at play.

Investigating the reason behind the predators’ unnatural aggression might lead to the discovery of a curse, a dark druid’s manipulation, or an environmental imbalance that needs rectifying. Combat might be unavoidable, but understanding and addressing the underlying issue could provide a richer, more rewarding resolution. The predators might also be guarding or drawn to something of significant magical or cultural importance.

The crumbling ruins of a once-grand castle stand as a foreboding presence, rumored to be haunted and hiding untold secrets.

The Haunted Ruins are all that’s left of a glorious castle that fell into decay and legend. Walls that once held laughter and power now crumble, overgrown with vines and filled with ghostly whispers. Exploring the ruins reveals hidden chambers, traps, spectral apparitions, and perhaps even tangible remnants of the castle’s former inhabitants. The air is heavy with a mix of nostalgia, regret, and a lingering evil.

The ghosts haunting the ruins might be restless due to unresolved business or dark secrets. Assisting them could lead to hidden treasures, ancient wisdom, or the unmasking of a hidden evil that still threatens the land. The history of the castle and its downfall could provide essential clues or parallels to current events in the campaign, linking the past and the present in a tapestry of intrigue and revelation.

A merchant’s wagon is broken on the side of the road, and ominous figures are approaching, setting the stage for a moral dilemma and potential combat.

On a worn-out path, the party comes across a broken wagon, its wheels shattered and goods scattered. The merchant, a frazzled individual with fear in their eyes, pleads for assistance as a group of menacing figures approaches from the distance. The situation is tense and uncertain, and quick decisions must be made. Is it a simple robbery, or is there more to the merchant’s story?

Assisting the merchant could lead to a valuable alliance or uncover a plot against a nearby town. The approaching figures might be bandits or law enforcement chasing a criminal. Choosing sides could have lasting consequences, and uncovering the truth might lead to a broader story involving political intrigue, smuggling, or even espionage.

A dense, magical fog surrounds the party, leading them astray and testing their wits, possibly by the design of a hidden power.

Suddenly, a mystical fog envelops the party, obscuring vision and dampening sounds. This fog is not natural; it moves and reacts as if guided by an unseen hand. Navigating through it becomes a surreal and challenging experience, filled with illusions, puzzles, and riddles. Familiar landscapes twist into strange shapes, and voices whisper cryptic clues, turning the journey into a maze of confusion.

The fog could be a test by a deity or magical entity, assessing the party’s worthiness or guiding them to a specific destination. Emerging in an unknown or parallel world might lead to new adventures or quests. Failure or success in navigating the fog could have lasting magical effects, blessings, or curses that persist throughout the campaign.

A wise hermit resides in a hidden cave, rumored to possess ancient knowledge, secrets, or magical abilities.

Hidden among the cliffs and forests lies a cave, the home of a reclusive hermit. Known only in whispers and legends, the hermit is said to have forsaken society for a life of meditation, study, and magic. The cave is filled with scrolls, potions, and artifacts, and the hermit’s eyes hold the wisdom of ages. Those who seek knowledge or guidance may find it here, but not without proving their sincerity.

The hermit might offer valuable training, prophecy, or a vital clue to the party’s main quest. Unraveling the hermit’s history could reveal a personal connection to a party member or a hidden plotline. The hermit’s cave might also be a gateway to mystical realms or hold the key to a magical mystery that runs through the land.

An intimidating troll guards a crucial bridge, demanding a toll or challenge, turning a simple crossing into a complex encounter.

The vital bridge ahead is guarded by a hulking troll, known for its cunning and strength. It demands a toll, a riddle, or a challenge before allowing passage. The troll is more than a mere brute; it has its own code, history, and personality. Negotiating, fighting, or outsmarting the troll becomes a multifaceted encounter, where strength, wit, and empathy all play a role.

Understanding the troll’s backstory might lead to an unexpected alliance or uncover a hidden path to new adventures. The bridge itself might have historical or magical significance, and the troll’s presence may be a symptom of a larger issue within the region. The choices made here could resonate with other creatures, factions, or the very landscape itself.

The party enters the territory of a wandering giant, known for its wisdom and wrath, making the journey through its lands a perilous and enlightening experience.

The path leads into the domain of a legendary giant, a creature of immense size and intellect. Known for its mood swings, the giant can be a wise mentor or a fearsome foe. Its footsteps shape the land, and its voice echoes through the valleys. Encountering the giant is a momentous event, filled with awe, danger, and potential enlightenment.

The giant might offer wisdom, challenges, or quests that lead to unique rewards or deeper understanding of the world. It might also hold secrets about giant-kind, ancient prophecies, or hidden treasures in the region. Gaining the giant’s trust or enmity could have far-reaching consequences, affecting relations with other giants, local communities, or even the balance of natural forces in the area.

These encounters add depth and variety to the travel experience in a D&D campaign, providing opportunities for combat, exploration, moral choices, and connections to broader story arcs.

Related Random Tables RPG Gems

  • Random Encounter Table for DND 5e: Massive Collection
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  • D100 Great DND Travel Encounters for 5e
  • Random Travel Encounters Table DND 5e
  • D100 Random Castle Encounters 5e DND+
  • My AI Powered DND 5e Character Backstory Generator is Decent!

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5E - Vehicles of the Realms

by Darkenneko

Update Last: 1603912572802

Vehicles of the Realms

Vehicle stat blocks.

To aid in running adventures where vehicles engage in combat, undertake precise navigation, or face situations where their various capabilities become relevant, the following section presents new rules and stat blocks for a spectrum of vehicles.

Basic Statistics

A vehicles stat block has three main parts: basic statistics, components, and action options. Vehicles can't take any actions on their own. Without effort from its crew, a vehicle might roll away, come to a stop, or careen out of control.

Controlling a Land Vehicle

When you are in control of the vehicle you are the one to make the required saving throw or ability checks, you can also add your Proficiency Bonus to the vehicle's AC. You must be piloting the vehicle to do this.

If a vehicle requires multiple creatures to pilot it, only one creature can add their Proficiency Bonus to the AC of the vehicle.

Vehicle Components

All vehicles share the same basic components. These components are the Hull/Frame , Control , Movement , and optionally the Weapons . A vehicle might have special components not listed here, if so it will be described in the vehicle's stat block.

Hull/Frame. A hull/frame is the basic form of the vehicle and is what supports all other components. If the hull/frame is ever reduced to 0 hit points, the vehicle is destroyed.

Control. How the vehicle is controlled, this is where the driver is located.

Movement. How the vehicle moves, the driver controls this component. If this is destroyed, the vehicle's speed is reduced to 0.

Weapon. The combat capabilities of a vehicle.

Creating Your Own Vehicle

When creating your own vehicle, there are a few things to keep in mind. Land vehicles will often rely on beasts of burden in order to move them, in which case the Armor Class, Hit Points, and Speed of those components will be determined by the beasts, as well as if they have any barding or armor.

Hull/Frame Health

A heavy two-wheeled vehicle, commonly without springs, drawn by mules, oxen, or the like, used for the conveyance of heavy goods.

A cart has the following features.

Frame. The vehicle has an open, wooden frame that can carry heavy crates.

Control. The vehicle uses reigns for its control, and they must be used to move the cart.

Cart Storage

The storage of the vehicle has the following features:

Railing. The cart has a 2-foot-high rail covered in wood around its perimeter that provides half cover for Medium creatures and three-quarters cover for Small creatures behind it.

Cart Large Vehicle (10 ft. x 10 ft.) Creature Capacity 1 crew, 2 passengers Cargo Capacity 1/2 ton Travel Pace 3 miles per hour (24 miles per day) STR DEX CON INT WIS CHA 12 (+1) 7 (-2) 10 (0) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Actions On its turn, the cart can take the move action below. It can't take this action if it has no crew. Move. The cart can use its control (reigns) to move with its horse. Frame Armor Class 8 Hit Points 50 Control: Reigns Armor Class 15 Hit Points 20 Move up to the speed of the vehicle's beast, with one 90-degree turn. If the control is destroyed, the cart can't turn. Movement: Draft Horse Armor Class 10 Hit Points 19 Speed (land) 40 ft. (requires at least 1 crew) Movement: Wheels (2) Armor Class 15 Hit Points 20; -5 ft. to speed per 5 damage taken Speed (land) see Movement: Draft Horse
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5e Mounts and Vehicles

From d&d wiki.

  • 1 Mounts and Working Animals
  • 2 Drawn Vehicles
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  • 7 Incomplete Mounts and Vehicles

Mounts and Working Animals

Drawn vehicles, other vehicles, renaissance vehicles, modern vehicles, futuristic vehicles, incomplete mounts and vehicles.

Mounts and vehicles with one or more improving, reviewing, or removing templates present. Please help work on the problem presented on the template.

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EpicSavingThrow.com: A Grognard's Notebook

D&D5e: Time & Travel

* One round equals about 6 seconds. * One minute equals 10 rounds. * A short rest equals 1 hour. * A long rest equals 8 hours.

TRAVEL PACE (8 hours moving over long distances)

* Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day; -5 penalty to passive Wisdom (Perception) scores. * Normal pace: 300 feet per minute, 3 miles per hour, 24 miles per day. * Slow pace: 200 feet per minute, 2 miles per hour, 18 miles per day; able to use stealth. * Difficult Terrain: Reduce listed distances by half in dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc. * Forced March: Constitution saving throw DC 10 + 1 per hour after 8 hours to avoid gaining level of exhaustion. * Mounted Gallop: Double travel distance for one hour, or more if fresh mounts available every 10 miles.

Waterborne Vehicles (may travel 24 hours a day)… * Galley: 4 miles per hour, 96 miles per day * Keelboat: 1 miles per hour, 24 miles per day * Longship: 3 miles per hour, 72 miles per day * Rowboat: 1.5 miles per hour, 36 miles per day * Sailing ship: 2 miles per hour, 48 miles per day * Warship: 2.5 miles per hour, 60 miles per day

House Rules On Travel

BY LAND * Gallop: 800 ft. per minute, 8 miles per hour (max. 1 hour) * Fast: 400 ft. per minute, 4 miles per hour, 30 miles per day * Normal: 300 ft. per minute, 3 miles per hour, 24 miles per day * Slow: 200 ft. per minute, 2 miles per hour, 18 miles per day

BY LAND * Adventurer on foot … 3 miles per hour * Pony, mule … 4 miles per hour * Elephant, mammoth … 4 miles per hour * Warhorse (heavy horse) … 5 miles per hour * Riding horse (light horse) … 6 miles per hour * Modern tank (M1 Abrams) … 45 miles per hour * Modern automobile (varies) … 55 miles per hour

BY SEA * Keelboat (river cargo boat/yacht) … 1 miles per hour * Rowboat … 1.5 miles per hour * Sailing Ship … 2 miles per hour * Warship … 2.5 miles per hour * Longship … 3 miles per hour * Galley … 4 miles per hour

BY AIR * Broom Of Flying … 5 miles per hour (under 200 lbs.), 3 miles per hour (200 to 400 lbs.) * Carpet Of Flying (6 ft. x 9 ft.) … 3 miles per hour (up to 800 lbs.), 1 miles per hour (more than 800 lbs.) * Carpet Of Flying (5 ft. x 7 ft.) … 4 miles per hour (up to 600 lbs.), 2 miles per hour (more than 600 lbs.) * Carpet Of Flying (4 ft. x 6 ft.) … 6 miles per hour (up to 400 lbs.), 3 miles per hour (more than 400 lbs.) * Giant Bat (small rider only) … 6 miles per hour * Giant Vulture … 6 miles per hour * Hippogriff … 6 miles per hour * Carpet Of Flying (3 ft. x 5 ft.) … 8 miles per hour (up to 200 lbs.), 4 miles per hour (more than 200 lbs.) * Dragon (adult or older) … 8 miles per hour * Giant Eagle … 8 miles per hour * Griffon … 8 miles per hour * Wyvern … 8 miles per hour * Nightmare … 9 miles per hour * Pegasus … 9 miles per hour * Roc … 12 miles per hour * Modern Helicopter (Bell Jet Ranger) … 100 miles per hour * Modern Propeller Aircraft (Cessna 172) … 150 miles per hour * Modern Airliner (Boeing 747) … 560 miles per hour

PACE OPTIONS (for people and creatures, not magic items or ships) * Fastest Possible: Increase speed by 100% (double) for one hour, then need to rest. * Faster Than Normal: Increase speed by 50% but suffer -5 penalty to passive Wisdom (Perception) scores. * Slower Than Normal: Reduce speed by 33% but able to use stealth while travelling.

FORCED MARCH Pace assumes travel up to 8 hours a day for creatures under their own power. For each additional hour of travel beyond 8 hours, make a Constitution saving throw at the end of the hour. The DC is 10 +1 for each hour past 8 hours (DC 11 after 9th hour, DC 12 after 10th hour, and so forth). On a failed saving throw, creature suffers one level of exhaustion. This rule only applies to creatures; ships may travel continously for 24 hours a day. Magic item may or may not operate for 24 hours, depending on concentration required to control the item.

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The Moscow Metro Museum of Art: 10 Must-See Stations

There are few times one can claim having been on the subway all afternoon and loving it, but the Moscow Metro provides just that opportunity.  While many cities boast famous public transport systems—New York’s subway, London’s underground, San Salvador’s chicken buses—few warrant hours of exploration.  Moscow is different: Take one ride on the Metro, and you’ll find out that this network of railways can be so much more than point A to B drudgery.

The Metro began operating in 1935 with just thirteen stations, covering less than seven miles, but it has since grown into the world’s third busiest transit system ( Tokyo is first ), spanning about 200 miles and offering over 180 stops along the way.  The construction of the Metro began under Joseph Stalin’s command, and being one of the USSR’s most ambitious building projects, the iron-fisted leader instructed designers to create a place full of svet (radiance) and svetloe budushchee (a radiant future), a palace for the people and a tribute to the Mother nation.

Consequently, the Metro is among the most memorable attractions in Moscow.  The stations provide a unique collection of public art, comparable to anything the city’s galleries have to offer and providing a sense of the Soviet era, which is absent from the State National History Museum.  Even better, touring the Metro delivers palpable, experiential moments, which many of us don’t get standing in front of painting or a case of coins.

Though tours are available , discovering the Moscow Metro on your own provides a much more comprehensive, truer experience, something much less sterile than following a guide.  What better place is there to see the “real” Moscow than on mass transit: A few hours will expose you to characters and caricatures you’ll be hard-pressed to find dining near the Bolshoi Theater.  You become part of the attraction, hear it in the screech of the train, feel it as hurried commuters brush by: The Metro sucks you beneath the city and churns you into the mix.

With the recommendations of our born-and-bred Muscovite students, my wife Emma and I have just taken a self-guided tour of what some locals consider the top ten stations of the Moscow Metro. What most satisfied me about our Metro tour was the sense of adventure .  I loved following our route on the maps of the wagon walls as we circled the city, plotting out the course to the subsequent stops; having the weird sensation of being underground for nearly four hours; and discovering the next cavern of treasures, playing Indiana Jones for the afternoon, piecing together fragments of Russia’s mysterious history.  It’s the ultimate interactive museum.

Top Ten Stations (In order of appearance)

Kievskaya station.

wagon travel 5e

Kievskaya Station went public in March of 1937, the rails between it and Park Kultury Station being the first to cross the Moscow River.  Kievskaya is full of mosaics depicting aristocratic scenes of Russian life, with great cameo appearances by Lenin, Trotsky, and Stalin.  Each work has a Cyrillic title/explanation etched in the marble beneath it; however, if your Russian is rusty, you can just appreciate seeing familiar revolutionary dates like 1905 ( the Russian Revolution ) and 1917 ( the October Revolution ).

Mayakovskaya Station

Mayakovskaya Station ranks in my top three most notable Metro stations. Mayakovskaya just feels right, done Art Deco but no sense of gaudiness or pretention.  The arches are adorned with rounded chrome piping and create feeling of being in a jukebox, but the roof’s expansive mosaics of the sky are the real showstopper.  Subjects cleverly range from looking up at a high jumper, workers atop a building, spires of Orthodox cathedrals, to nimble aircraft humming by, a fleet of prop planes spelling out CCCP in the bluest of skies.

Novoslobodskaya Station

wagon travel 5e

Novoslobodskaya is the Metro’s unique stained glass station.  Each column has its own distinctive panels of colorful glass, most of them with a floral theme, some of them capturing the odd sailor, musician, artist, gardener, or stenographer in action.  The glass is framed in Art Deco metalwork, and there is the lovely aspect of discovering panels in the less frequented haunches of the hall (on the trackside, between the incoming staircases).  Novosblod is, I’ve been told, the favorite amongst out-of-town visitors.

Komsomolskaya Station

Komsomolskaya Station is one of palatial grandeur.  It seems both magnificent and obligatory, like the presidential palace of a colonial city.  The yellow ceiling has leafy, white concrete garland and a series of golden military mosaics accenting the tile mosaics of glorified Russian life.  Switching lines here, the hallway has an Alice-in-Wonderland feel, impossibly long with decorative tile walls, culminating in a very old station left in a remarkable state of disrepair, offering a really tangible glimpse behind the palace walls.

Dostoevskaya Station

wagon travel 5e

Dostoevskaya is a tribute to the late, great hero of Russian literature .  The station at first glance seems bare and unimpressive, a stark marble platform without a whiff of reassembled chips of tile.  However, two columns have eerie stone inlay collages of scenes from Dostoevsky’s work, including The Idiot , The Brothers Karamazov , and Crime and Punishment.   Then, standing at the center of the platform, the marble creates a kaleidoscope of reflections.  At the entrance, there is a large, inlay portrait of the author.

Chkalovskaya Station

Chkalovskaya does space Art Deco style (yet again).  Chrome borders all.  Passageways with curvy overhangs create the illusion of walking through the belly of a chic, new-age spacecraft.  There are two (kos)mosaics, one at each end, with planetary subjects.  Transferring here brings you above ground, where some rather elaborate metalwork is on display.  By name similarity only, I’d expected Komsolskaya Station to deliver some kosmonaut décor; instead, it was Chkalovskaya that took us up to the space station.

Elektrozavodskaya Station

wagon travel 5e

Elektrozavodskaya is full of marble reliefs of workers, men and women, laboring through the different stages of industry.  The superhuman figures are round with muscles, Hollywood fit, and seemingly undeterred by each Herculean task they respectively perform.  The station is chocked with brass, from hammer and sickle light fixtures to beautiful, angular framework up the innards of the columns.  The station’s art pieces are less clever or extravagant than others, but identifying the different stages of industry is entertaining.

Baumanskaya Statio

Baumanskaya Station is the only stop that wasn’t suggested by the students.  Pulling in, the network of statues was just too enticing: Out of half-circle depressions in the platform’s columns, the USSR’s proud and powerful labor force again flaunts its success.  Pilots, blacksmiths, politicians, and artists have all congregated, posing amongst more Art Deco framing.  At the far end, a massive Soviet flag dons the face of Lenin and banners for ’05, ’17, and ‘45.  Standing in front of the flag, you can play with the echoing roof.

Ploshchad Revolutsii Station

wagon travel 5e

Novokuznetskaya Station

Novokuznetskaya Station finishes off this tour, more or less, where it started: beautiful mosaics.  This station recalls the skyward-facing pieces from Mayakovskaya (Station #2), only with a little larger pictures in a more cramped, very trafficked area.  Due to a line of street lamps in the center of the platform, it has the atmosphere of a bustling market.  The more inventive sky scenes include a man on a ladder, women picking fruit, and a tank-dozer being craned in.  The station’s also has a handsome black-and-white stone mural.

Here is a map and a brief description of our route:

Start at (1)Kievskaya on the “ring line” (look for the squares at the bottom of the platform signs to help you navigate—the ring line is #5, brown line) and go north to Belorusskaya, make a quick switch to the Dark Green/#2 line, and go south one stop to (2)Mayakovskaya.  Backtrack to the ring line—Brown/#5—and continue north, getting off at (3)Novosblodskaya and (4)Komsolskaya.  At Komsolskaya Station, transfer to the Red/#1 line, go south for two stops to Chistye Prudy, and get on the Light Green/#10 line going north.  Take a look at (5)Dostoevskaya Station on the northern segment of Light Green/#10 line then change directions and head south to (6)Chkalovskaya, which offers a transfer to the Dark Blue/#3 line, going west, away from the city center.  Have a look (7)Elektroskaya Station before backtracking into the center of Moscow, stopping off at (8)Baumskaya, getting off the Dark Blue/#3 line at (9)Ploschad Revolyutsii.  Change to the Dark Green/#2 line and go south one stop to see (10)Novokuznetskaya Station.

Check out our new Moscow Indie Travel Guide , book a flight to Moscow and read 10 Bars with Views Worth Blowing the Budget For

Jonathon Engels, formerly a patron saint of misadventure, has been stumbling his way across cultural borders since 2005 and is currently volunteering in the mountains outside of Antigua, Guatemala.  For more of his work, visit his website and blog .

wagon travel 5e

Photo credits:   SergeyRod , all others courtesy of the author and may not be used without permission

IMAGES

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  2. D&D: The Delver's Guide To Beast World Reimagines A Wagon-Filled 5th

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  3. D&D: The Delver's Guide To Beast World Reimagines A Wagon-Filled 5th

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  4. Horse Drawn Wagon Dnd Photos

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  5. Merchant Caravan/wagon D&D 5e Townsfolk Collection

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VIDEO

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  6. Horse And Cart

COMMENTS

  1. A Guide to Overland and Wilderness Travel in DnD 5e for Players and DMs

    Welcome to our guide to traveling through the wilderness in D&D 5e. This guide is going to break down how wilderness travel works, some of the different ways you can approach travel in your games, and some of the different types of maps dungeon masters can use to influence the way traveling through your world feels.

  2. Mounts and Vehicles

    A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down. The Mounts and Other Animals table shows each animal's speed and base carrying capacity.

  3. Mounts and Vehicles

    An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

  4. Movement

    Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.

  5. Traveling and Pace in D&D 5e

    Climbing, Swimming and Crawling are at half speed (quarter for difficult terrain). Might require Str (Athletic) or Dex (Acrobatics) checks. Forced March: Traveling more than 8 hrs in day risks Exhaustion. Each character must make a Con save throw at the end of each additional hr. DC 10+1 for each hr past 8 hrs.

  6. Road and Travel Encounter Tables for D&D 5e

    There is a 5e road random encounter generator at ChaosGen. And also a pdf of these and more tables at the DM's Guild as Road Encounters. If you liked these there are D&D Generators at Chaos Gen, a monthly random tools Newsletter and an instagram of Random Tables.

  7. 5e Mounts & Vehicles Calculator

    Base Speed - 8 hour Travel. miles. Fast Pace - per hour. mph. Fast Pace - 8 hour Travel. miles. Gallop - Limit 1 hour for Normal Mounts. mph. Gallop - 8 Hours for Special Mounts.

  8. Realistic Travel Rules

    Travel groups that use wagons have access to the Drive Wagon travel activity, below. Drive Wagon . Skill: Dexterity (Animal Handling) You stay at the front of the wagon, maintaining steady pace of the animals and avoiding road obstacles that slow down or damage the carriage. Make a Dexterity(Animal Handling) check against Nativagation DC.

  9. On the Road: Wilderness Travel Encounters for DND 5e

    Traveling through the untamed wilderness of a fantasy world is an iconic aspect of any Dungeons & Dragons campaign. It's a time when heroes can reflect on past victories, forge stronger bonds with their comrades, and of course, face unexpected dangers lurking beyond the beaten path.

  10. Mounts and Vehicles

    An animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.

  11. dnd 5e

    3 Answers Sorted by: 20 So that miles/day can be multiples of 6, to translate into integer values for hexes/day on kingdom and continent scales. For kingdom maps, 1 hex = 6 miles so: Fast = 5 hex/day Normal = 4 hex/day Slow = 3 hex/day For continent maps, 1 hex = 60 miles so: Fast = 2 days / 1 hex Normal = 5 days / 2 hexes Slow = 10 days / 3 hexes

  12. Wagon

    Exploration Basic Rules Dungeons and Dragons (D&D) Fifth Edition (5e) Equipment, Gear, & Items - Wagon - If you have proficiency with a certain kind of vehicle (land or water),...

  13. 5E

    Cart A heavy two-wheeled vehicle, commonly without springs, drawn by mules, oxen, or the like, used for the conveyance of heavy goods. A cart has the following features.

  14. The Cost of Travel: costs for renting or buying mounts ...

    Travel Options in 5e . Table of Contents: Travel Pace Taming Wild Horses Mounts Common Exotic Wild Special Land Vehicles Water Vehicles Spellcasting Services Magical Items Ever have trouble figuring out how much a carriage to the next town would cost? Ever wanted to buy a griffon? Or wondered what the heck land vehicles are even for? This can help!

  15. 5e Mounts and Vehicles

    Please leave the "(5e Equipment)" identifier in the page title when creating your new equipment! Contents. 1 Mounts and Working Animals; 2 Drawn Vehicles; 3 Other Vehicles; ... Halfling Travel Wagon : 100 gp 400 lb Large Animal Drawn Wagon : 100 (cargo) or 400 gp (cabin) 1.5 tons (unladen), 3 tons (laden) Mine Cart : 35 gp 2,000 lbs (laden ...

  16. D&D5e: Time & Travel

    TIME * One round equals about 6 seconds. * One minute equals 10 rounds. * A short rest equals 1 hour. * A long rest equals 8 hours. TRAVEL PACE (8 hours moving over long distances) * Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day; -5 penalty to passive Wisdom (Perception) scores.

  17. How far can I travel on a riding horse in 1 day?

    A horse pulling a wagon or something similar can only travel at the normal adventurer walking pace of 24 miles/8 hours (or travel at the fast pace following the same rules). @Mehetmet Thank you for your "ruling" :D I'm going to capture it in my set of Homebrew Rules. +1.

  18. Travel speeds in 5e : r/DnD

    DMG Flying Mounts. A creature that serves as a flying mount must rest 1 hour for every 3 hours it flies, and it can't fly for more than 9 hours per day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day.

  19. Yuzhny prospekt, 6к1, Elektrostal

    Get directions to Yuzhny prospekt, 6к1 and view details like the building's postal code, description, photos, and reviews on each business in the building

  20. The Moscow Metro Museum of Art: 10 Must-See Stations

    Have a look (7)Elektroskaya Station before backtracking into the center of Moscow, stopping off at (8)Baumskaya, getting off the Dark Blue/#3 line at (9)Ploschad Revolyutsii. Change to the Dark Green/#2 line and go south one stop to see (10)Novokuznetskaya Station. Check out our new Moscow Indie Travel Guide, book a flight to Moscow and read 10 ...

  21. PDF wagon map ru-only 150110-out

    Title: wagon_map_ru-only_150110-out Created Date: 1/11/2015 9:56:50 PM

  22. PDF wagon map eng 150110-out

    Title: wagon_map_eng_150110-out Created Date: 1/11/2015 9:54:38 PM