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30

No, you can't use spells that target creatures on vehicles. A vehicle is not a creature.


27

(GM here) No, you may not cast Pass Without a Trace on a sandship that is not specifically outfitting for stealthy movement. Especially since stealth sand ships exist. The Ranger (not OP) asked two questions: 1. Can she use her ranger ability to get the party through difficult terrain (she has desert as favored terrain) with the boat to hide their tracks ...


10

PCs have an opportunity cost to use magical travel (a wizard who prepares teleport is using a high level spell slot, of which he probably has only a few -- possibly only one). If the group chooses to travel by overland flight, they won't be able to take their mounts, so if they get separated from their spellcaster, they'll be stuck on foot. Teleport has ...


10

I know it isn't the first answer you're looking for, but this link is a free huge hi-res map of the Sword Coast direct from WotC with a map scale. It looks like it would be pretty easy to figure out the distances on that map, using that scale. For example, I figure the journey from Waterdeep to Triboar, based on this map, is about 300 miles.


6

Yes, conceivably You can conceal a vehicle's tracks with magic, especially if the spell can be cast on an object. Your question specifically asks whether magic can help a vehicle "to hide its tracks" which is maybe not what folks think of when they see "stealth." This answers the question specifically about making it harder for pursuers to follow your ...


6

I think it is worth taking this one back to first principles (PHB p.6): How to Play The DM describes the environment. The players describe what they want to do. The DM narrates the results of the adventurers’ actions. The environment consists of a desert and a boat-like vehicle. The players want to hide its tracks. The PHB (p. 183) has ...


5

This table is, indeed, calculated by assuming that a ship can produce constant acceleration away from its origin, instantaneously pivot 180o at the midpoint of its journey, and constantly decelerate for the second half of its journey. The greatest veloticy thus attained (w.r.t. origin) in the table above is roughly 1 million m/s--1/3 of one percent of c--so ...


4

My solution for this problem is to not run campaigns with high-level characters in them (either PC or NPC). I plan for my plot to end when the characters hit level 9, and there are no level-9 NPCs, so all those spells you mention are simply not available. There are still a few low-level travel spells, such as communal mount which summons fresh horses for ...


3

Distance is one of the factors into determining the Pathfinder obstacle, although it is abstracted. Pathfinder Factors Destination: Nearby, a short journey, a long journey, remote or isolated The GM should choose which of these seems most relevant. There's no explicit speed listed or distances involved. The map doesn't even have a scale. Refer to ...


3

I'm going to answer this with a somewhat unhelpful "It depends." My answer isn't intentionally unhelpful; it's just that the nature of role-playing games makes answering your question difficult. Let me 'splain... With my group, I'd never force them to go from location to location in a specific order. My players expect that they actually have a choice in ...


2

Overland travel spells and magic items disrupt the value of several fantasy elements that I don't want to sacrifice in a campaign I'm going to be generous and assume that "I" above means "my players and I". If that is the case and that where your group finds the fun in a the game is in "mounts, vehicles, the vastness and dangers of wilderness, the passage ...


2

Yes. Just tell them the story about what happens, taking their character's normal behaviour into account, and only play the interesting parts. Better is to do the same but allow them input and ask for clarification as you tell them and just decide what the results of their actions are to fit the story.


1

Create an Atmosphere Most fantasy books include travel that describe the journeys with some level of detail, you can just imitate one or two of these. Atmosphere can give the players a feel of what they're fighting for: the simple peasants that don't understand the encroaching danger, the natural wonders that might be befouled. (Remind the party of the ...



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