Saturday, 14 March 2026

A Journey from Karameikos to Ylaruam

Cartography by Mark Howard (source)


Revisiting the Rules for Overland Travel

It is possible to hand-wave journeys from one nation to another, and DMs are entitled to do so. One session the PCs are finishing their adventures around Castellan Keep and the Caves of Chaos, and the next session they have arrived at Cinsa-Men-Noo.  However, in many epic quests in legend, film and literature the journey is the bulk of the adventure. The Hobbit, The Fellowship of the Ring, the Odyssey, King Solomon’s Mines, Apocalypse Now and others have travel to a destination as most of the story. These are good for world-building and verisimilitude - making the campaign world seem more real, with geography, inhabitants and events going on around the PCs.  

Traditionally the idea is that Basic adventures (levels 1-3) happen around the dungeon, while Expert adventures (levels 4-13) involve venturing out into the wilderness. The X-series of modules (X1: The Isle of Dread etc) often have large sections of wilderness with dungeons often taking a secondary role. And so wilderness travel is principally addressed in the Expert rulebook. 

If the PCs stick to roads, I don’t bother with chances of getting lost and journey time is improved, as well as the reduced likelihood of hostile encounters.  If they decide to go off the beaten path , then things become more difficult and risky, and the rules for checking if the PCs get lost will apply. 

This particular journey from Karameikos to Ylaruam is more of an example than a concrete event that must happen. It is my way of considering how such expeditions might take place and how the DM can approach them. 

Motive & Hooks

The meta-reason for getting PCs from Karameikos is because I have envisioned Karameikos hosting low-level, Basic adventures - once the PCs reach 4th level or more they can venture further afield, either south into the Sea of Dread (which inevitably involves ship journeys) or staying on land they can travel to Darokin or Ylaruam. If the DM is happy with a true sandbox campaign, the PCs can venture anywhere they want, if they have the means and the motivation, but as a DM I find it better to prepare adventures in geographical clusters (e.g. northern Ylaruam or north coast of Norwold’s Great Bay) and to guide PCs towards that area if not towards a specific adventure. But of course trying to explain this to players might break the mood - why would their PCs, brave adventures in search of fame and fortune, want to travel to a far-off land like the Emirates of Ylaruam?  

  • Treasure: Gnarl Vorggonson from far-off Ostland talks to the PCs in a tavern about the Emirates of Ylaruam. There are great pyramidal tombs filled with the burial treasures of the ancients. Whatever the risks of whatever guards it, the rewards are certainly worth while. The following morning Gnarl is found dead with a Ylari dagger in his back. The Holy Killers of the Eternal Secret have struck again. 
  • Employment: A new notice is pinned on a wall of the inn at Castellan Keep: “ Caravan Guards wanted for journey northwards. Some combat experience preferable, payment is reasonable. See Beldorphix the Dwarf Merchant at the Griffon Shield Inn in Penhaligon”. 
  • Magic Items: Zashell of the Magician’s Guild in Specularum has come across old papyrus scrolls inscribed with spells not seen in centuries. After investigating their provenance, she is sure there are more such scrolls in the ancient ruins of northern Ylaruam and she is willing to pay well for them if brought to her intact.   
  • Academic Study: Ganahellion, an elf associated with Specularum College of Sages, wants to investigate the stories of ancient civilizations that once dominated northern Ylaruam. But he needs bodyguards as he has heard the land can be quite dangerous. 
  • Entrepreneurial Trade: The garrison at Duke’s Road Keep has run out of oil for both lighting and for pouring on besiegers (after a recent and brutal battle). Anyone who brings five large barrels from Tel Al Kebir will be well paid. 
  • Religion and Philosophy: Sister Alpadina, a junior cleric in the Order of the Griffon, has been asked by her superiors in Kelvin to see if there are suitable allies against the forces of Chaos in other lands. The Order has heard of the Eternal Truth and its followers but don’t know much about it. They know even less about the mysterious dervishes that inhabit the deserts of Ylaruam but Sister Alpadina wants to investigate, though she cannot do it alone. 
  • Pursuit of Justice: The chaotic priest who has infiltrated Castellan Keep has fled after adventurers find evidence implicating him on his colleague in the Caves of Chaos. Will he take a riskier route into the wilderness or will he flee by safer though more circuitous roads and trails? PCs who pursue him may need to investigate and ask questions at the various settlements he might have passed through. 

Route and Distances

Here the hex maps I have used in these blog posts become really useful. The one at the top of this post was chosen because it shows the entirety of the journey as I expect it, with Karameikos in the southwest quarter and the Emirates of Ylaruam in the northeast quarter, with Cinsa-Men-Noo near the northern edge of the map. At 8 miles per hex it is simply a matter of counting the number of hexes between points and multiplying by 8 to get the distance in miles. It could be argued that the town, castle or village featured in a hex actually only takes up a small proportion of what is inside a hex (an 8 mile hex is actually 55 square miles in area) and thus distance may not be an exact multiple of 8, but I don't feel the need to be that accurate. 

My suggestion for this would be:

  • Penhaligon to Duke's Road Keep: 7 hexes or 56 miles by road
  • Duke's Road Keep to Reedle: 4 hexes or 32 miles by road
  • Reedle to Selenica: 5 hexes or 40 miles by road
  • Selenica to Parsa: 15 hexes or 120 miles by road
  • Parsa to Sulba: 8 hexes or 64 miles by trail
  • Sulba to Ylaruam City: 7 hexes or 56 miles by trail
  • Ylaruam City to Cinsa-Men-Noo: 9 hexes or 72 miles by road
This gives a grand total of 55 hexes or 440 miles if the PCs stick to the main roads and trails. Whether or not the PCs stop at the various locations for rest and resupply is up to them. Generally speaking a travellers' inn, even a poor quality one, is better and safer than camping out on the side of the trail. These locations could well have their own adventures, side treks and NPC schemes going on as the PCs pass through. 

Speed of Travel

This one is explained in the Expert Rulebook and is the group's slowest traveler's movement per turn divided by five as miles per day. This is then further modified by what terrain they are travelling through although trails and roads cancel out any hinderance from terrain. I understand that this results in a daily distance that is only rarely divisible by 8, so it won't be a convenient matter of treating hexes as simple discrete stepping stones - we will be dealing in fractions of hexes (although probably not fractions of miles). 

If the slowest member of the party is travelling at 60ft/turn in a dungeon then they are travelling at 12 miles per day in the wilderness, assuming they are on relatively open and easy terrain, including trails. In fact if on roads the speed is increased by 3/2, so that character can travel at 18 miles per day on road. Such a character could therefore theoretically complete the route given above in  28 days (320 miles by road / 18 miles per day on roads = 17.8) + (120 miles by trail / 12 miles per day = 10 days).  Even a party riding mules will travel twice as fast as that (mules have a base speed of 120ft/turn) and could ideally complete the journey in 14 days. 

Random Encounters

I'm okay with random encounters as long as DM discretion applies both with regard to challenging the party and also whether it makes sense within the campaign world. Also remember that encounters need not be violent - either side may wish to parlay or avoid the other altogether. For some civilised encounters they are simply passing each other on their respective ways. 

If the DM has enough time and motivation then custom random encounter tables are a great way to keep PCs on their toes - otherwise the encounter tables in the Expert Rulebook should be fine, especially with a bit of DM discretion. 

Weather

Weather is not actually addressed in the Expert rulebook but DMs can still make rulings about it. Harsh weather including hailstorms, downpours, blizzards and sandstorms can all hamper a party's movement and possibly get them lost if they insist on pushing on along a poorly marked trail. If already off-road, it is very difficult to navigate when the sun and stars are obscured by storm clouds. Actually damaging  weather such as lightning storms, tornadoes and the like should be rare and perhaps not random (i.e. only occuring when the DM needs the PCs to take shelter).  

The seasons will be important as well: winter travel in subarctic climes (such as Norwold) is not to be taken lightly. Similarly in hot deserts (such as Ylaruam and the Great Waste) the summer months can be unbearable.  

Provisions

Assuming the PCs have no magical way of creating food and drink, they will have to bring their own. Travelling along a river at least provides plenty of water and in temperate climes water should not be too scarce but in deserts such as Ylaruam it is a precious commodity. Since the B/X rules do not have classes dedicated to the wilderness, foraging is difficult and by no means reliable (although if using expanded rules, druids and elven rangers could be useful in this regard). Food and water for mounts may be necessary as well, especially in deserts and barren lands. The Rules Cyclopedia does offer guidelines on foraging in p89. 

Interestingly neither Moldvay Basic nor Cook Expert rules give the encumbrance for normal or iron rations. It's all lumped together with other miscellaneous equipment as 80cn/8lb. However, the Rules Cyclopedia is much more specific - a pack of one week's normal rations is 200cn and a week's iron rations are 70cn. A full waterskin (a quart) is 30cn and is probably going to last a day of travelling, two days if strictly rationed. 

As far as B/X rules are concerned there are no specific consequences for hunger, thirst or exhaustion. I would suggest for every 2 days without food or half day without water each PC suffers -1 to Str and Con (temporary - lost point are restored at 2 points per day once the character can eat and drink). If either score drops below 3 they are incapacitated (cannot move or fight and are barely conscious), and if either score drops to 0 they die. Clearly this is not scientifically accurate - most humans cannot survive more than 3 days without water to drink, even less in hot deserts - but I think it is sufficient for my purposes. If you prefer to work out your own rules for hunger and thirst, go for it. There is a brief section on p32 of Gaz2 Emirates of Ylaruam about heat exhaustion, but this is not really the same as dehydration. 

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