A "Carry X to Y" journey isn't exciting unless there are interesting things to interact with at points B through W... But once you have added those points, it's another form of Dungeon in most ways. The thing is, unlike the average dungeon, there are non-combat encounters.
If we have a 50 mile journey, make that 50 miles require 2-4 encounters along the way. Each is done just like a dungeon encounter.
Say, the journey is to rescue Lady Beth from the Bandits. They have a hideout 30 miles away, in the valley, amonst the shadewood.
Right there, we can have several meaningful encounters and one "puzzle point".
- Crockigators or Rodents of Unusual Size. This is a "Fight or Flight" encounter - either works.
- how to sneak into the camp unseen.
- The bandits in their swamp hideout.
- Another swamp-nasty encounter. Not the same one, unless they simply ran through. A nice touch is to have wichever you didn't use present and feasting on the remains left by the party on the way in...
Along the way, they might need to have a bandit encounter. Let's add that to the front of the list. Several kinds of bandit encounters are possible - bandits in disguise, bandits hidden in a cart, bandits hiding in terrain. I'd suggest on a road - they're hiding in a cart.
- Bandits by the cartload on the road.
- Crockigators or Rodents of Unusual Size.
- how to sneak into the camp unseen.
- The bandits in their swamp hideout.
- Another swamp-nasty encounter.
A kindly village healer is a good encounter, too. If the party is polite, he helps them for cost; if not, he charges high prices. Also has a healing potion per PC available. Let's put him AFTER the bandits.
Also, let's put an inn near the swamp. It's walled, fortified. Good chance to drop some rumors, and add a decision point. Longer but safer path to a village near the bandits, or shorter, direct route through the swamp.
We'll also add two encounters on the long route, but only one on the short.
- Bandits by the cartload on the road.
- Kindly Healer (and his hamlet)
- Swampshore Inn.
- Crockigators or Rodents of Unusual Size.
- how to sneak into the camp unseen.
- The bandits in their swamp hideout.
- Another swamp-nasty encounter.
The short route is straight into swamp. So, let's make that some other swamp nasty - Say, some poisonous snakes. Don't even have to be big - just fast and threatening. Rattlers are excellent here. Give them a choice of loosing an hour backtracking and/or going around, or fight past, or sneak past, or some method of driving them off.
The long route is safe, but not empty. An encounter with a merchant going down can be a chance to build some RP time. Make certain his goods have value, but high bulk. Rice comes to mind. Or swamp heather (aka pipe-weed; it was smoked in britain before Tobacco). He's got nothing of actual value, and is headed the wrong way... if they get nasty to him, they now have a good that was expected to be from him, and a reputation.
Villagers out working is another good encounter. If they mention the bandits, have everyone get tight-lipped and know-nothing. If they ask about the swamp, give them warnings and hints about the ROUS and Crockigators. Also, if they need lodgings, they can probably con someone into letting them crash for a night, but at full in prices, PLUS doing some chores...
Also, let's note that the route back to the Swampshore Inn can be another decision point.
- Bandits by the cartload on the road.
- Kindly Healer (and his hamlet)
- Swampshore Inn.
- Long Route
- Poor Merchant
- Villagers working
- Village
- Short Route
- Crockigators or Rodents of Unusual Size.
- how to sneak into the camp unseen.
- The bandits in their swamp hideout.
- Another swamp-nasty encounter.
- Back to the inn... 1 or two encounters
- Back to town...1 or 2 encounters.
Very qucikly, the journey is much more interesting. Also note: only a few of these are specific to a given route.
By taking and looking at the probable routes, you can set up 2-3 encounters per terrain type, and drop them in as need be. This approach works for almost any game without explicit travel mechanics, and can be used with many of them that do have explicit travel mechanics. For example, the timing of the bandits could be the first random encounter in an AD&D 1E/2E game, or in place of a fatigue result for The One Ring. Same for the animal encounters. You can also mix and match planned encounters with random encounters on the journey.
One other trick I found for travel in sandbox games: a token that signifies "I'm ready to skip to the next encounter check." Once everyone has turned theirs up to "ready" go ahead and move on, move on to the next time unit, describing any significant scenery. I've also used the opposite: "I'll move the party on the map, say something when you want to pause," making encounter checks and telling them to mark time and resources.
Often, they will decide to hunt... let them. Hunting is an interesting encounter of low risk. but should they succeed, keep in mind that additional encounters will follow from that - scavengers and/or predators want that meat, too.