Fast Travel
In Rogue Odyssey, characters explore sprawling regions, shifting planetary landscapes, and vast reaches of space. To represent long-distance travel, we use two scalable hex grid maps. In contrast to the typical 5m by 5m scale rectangular grids used in character, hex grids are used to represent broader areas of scale for regional and stellar travel.
Regional Hex Map (Planetside Travel): For surface travel across regions on worlds like Orpheus or Primus.
Stellar Hex Map (Space Travel): For high-speed Spelljammer travel between celestial bodies in the Kagoma System.
These hex-based maps offer a structured yet flexible system for pacing, navigation, and are based off of homebrew rules found here: Spelljammer Mechanics
See here for the Multi Crew System used with fast travel.
Regional Hex Map
Each hex on a regional hex map represents 18 miles, roughly the maximum daily walking distance for an average Indentured Servant in harsh conditions. Travel across this map occurs at different speeds based on transportation and terrain.
Travel Methods (Planetside):
On Foot
– Range: 18–30 miles/day
– Hexes: 1–2 per day
– Notes: Standard pace for most indents; requires endurance checks in hostile terrain.
Pack Beasts / Beast & Cart
– Range: ~18 miles/day
– Hexes: 1 per day
– Notes: Requires a beast of burden. Often used by caravans or locals; slowed by rocky or cratered terrain.
Standard Mount
– Range: 30-50 miles/day
– Hexes: 2-3 per day
– Notes: Unburdened beasts suited for locomotion, such as horses or camels. Slowed by rocky or sandy terrain.
Autocarriage
– Range: 40–60 miles/day
– Hexes: 2–3 per day
– Notes: Magitech-powered vehicles suited for longer hauls along roads. Slowed by rocky or sandy terrain.
Sand Skimmer
– Range: 40–100 miles/day
– Hexes: 2–5 per day
– Notes: Agile land-speeders designed for desert and border zone navigation, especially in the Wildlands and western Cantha.
Train
– Range: 60–120 miles/day
– Hexes: 3–7 per day
– Notes: A common form of Imperial mass transport on Orpheus. Able to travel at high speeds but stationary route means its prone to ambush.
Seafaring Ships
– Range: 25–95 miles/day
– Hexes: 1–5 per day
– Notes: Used across planetary seas; less common on Orpheus but vital for islands or Primus river networks.
Airships
– Range: 25–95 miles/day
– Hexes: 1–5 per day
– Notes: Used across planetary skies; less common but notably used among the Imperial Legion
Travel speed may be slowed or impeded by terrain features, weather, or imperial restrictions. Regions with volcanic vents, leyline interference, or cratered zones may require extra Navigation checks.
Stellar Hex Map
Each hex in space represents 100,000 miles of interplanetary distance. Spelljamming Ships travel these hexes using magic-infused propulsion systems powered by Aetherium Crystals, leyline surges, or manual helmwork.
Travel Method: Spelljamming Ships
Range: ~100,000 miles/day at standard interstellar speed
Hexes per Day: 1 hex/day
Notes: Ships with special upgrades may travel faster (rare and at DM’s discretion).
During stellar-scale fast travel, spelljammer movement is abstracted into hexes per day, while encounters, ship hazards, and narrative events emerge based on the number of hexes traveled.
Close-range maneuvering and ship combat are governed by your homebrew spelljammer system, based on Ghosts of Saltmarsh and using smaller tactical maps.
Scanner Beacons, Permits & Radar Systems
The Eternal Empire exerts control over travel with a sophisticated surveillance network that governs the movement of ships and vehicles across both space and planet, within imperial controlled areas.
Scanner Beacons
Fixed arcane towers or satellites that scan regions for unauthorized movement.
Emit magical pulses that identify spells, ships, vehicles, and Aetherium resonance.
Can be avoided, hacked, or jammed (DC 15–20 based on location and device quality).
Travel Permits
Documents keyed to individual shackles, ship IDs, or biometric signatures.
Required to legally cross Imperial hex zones or access restricted regions like orbital shipyards.
Can be forged, altered, or stolen, though most are magically warded.
Radar/Scanner Systems (Player Tech)
All spelljammers and higher-end land vehicles come with basic scanners.
Detects scanner beacons, leyline surges, vessel classes, and anomalies.
Players may upgrade these systems over time using resources or contacts—especially useful for smugglers and rebels.
Fast Travel Events
Each time players travel a hex, roll 1d6. On a result of 1, an encounter or event is triggered, determined by the region type or space zone. Examples by Region:
Wildlands (Orpheus): Rebel scouts, wild beasts, bandit ambush, hidden ruin
Imperial Zones: Permit inspections, imperial legion sweeps, inquisitorial patrols
Primus: Major storms, megafauna herds, tribal checkpoints, yuan-ti cultists
Kagoma Space: Void flares, derelict vessels, scanner anomalies, pirate signals
Each region may have its own custom 1d12 or 1d20 event table to add localized danger, mystery, or lore hooks.
Travel Optimization
The various player roles found in the multi-crew system, such as the navigator role, can greatly influence fast travel outcomes. Please see the fast travel crew system guide, here: Multi Crew System