Hot answers tagged

86

I see two primary ways to approach this, depending on the travel. (TL;DR at the end) Travelling through civilized lands From your description, it seems like your players (who are, considering you are playing D&D4e, are basically powerful heroes) are travelling between two cities in a civilized nation. In this case, I'm not even sure if I'd run any kind ...


62

First, the rules for snowshoes don't actually exclude their use by horses or centaurs; the rules make no mention of needing to have humanoid feet to wear them. I personally feel it would be poor DMing to just decide that one PC can't possibly keep pace with the rest of the group -- if one PC has to go slow, then the whole party has to go slow, at which point ...


55

The only way to do this inconspicuously is to convert all that money into gems. A mundane backpack could easily carry 500,000 gp worth of gems with room left over for camping gear. Upon arrival, gems would be easily converted back to gold pieces one or two at a time, as gems are used as currency (PHB, ch. 5, "Gems, Jewelry, and Art Objects"). This is even ...


45

Hard core resting rules A short rest is 8 hours and a long rest is anything from 24 hours to a week in a safe place with access to food and water. That makes hit dice, and even lower level slots much more valuable. This way you aren't technically nerfing classes and they can use some of those powers today and maybe tomorrow, but the next long rest could be ...


43

What the Ranger feature talks about is also mentioned in the Navigate activity from p. 183 in the PHB: Navigate. The character can try to prevent the group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) The mentioned rules are in p. 111 from ...


42

Yes, you should be able to cast a ritual spell while traveling... ... depending on how your DM (and indeed your table) chooses to flesh out the details for how ritual casting works in the campaign.1 The constraints of ritual casting(p. 201-202 PHB): increased casting time having the "ritual" tag in the spell description the caster class can cast ...


42

In D&D 5e, the daily rate of mounted overland travel is generally the same as on foot, because horses get tired and adventurers carry a lot of heavy equipment. See the section Special Travel Pace in the DMG (p. 242–243). This section starts: The rules on travel pace in the Player’s Handbook assume that a group of travelers adopts a pace that, over ...


42

A Portable Hole 10,000 lbs of gold is about a 24-inch cube (0.235 m^3) and a Portable Hole doesn't have a weight limit. Since the interior of a portable hole is 6ft by 10ft, it can easily hold 500,000 gp even if it's not in one convenient cube. The rules for a portable hole say: Folding the cloth closes the hole, and any creatures or Objects within ...


35

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


35

3 miles per hour Actions in Combat are not relevant to the travel pace rules. Rogues are faster movers in combat thanks to Cunning Action, but so are most characters as a character's walking speed reflects: Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short ...


32

Yes, Absolutely. In any circumstance where you're trying to shoo in a sense of urgency and you need to be at the castle to rescue the princess as soon as possible, and you're sure that the princess is actually at said castle after performing divinations or using your information and contacts to confirm her location, fast forwarding keeps the emotions at the ...


32

Out of the box, as written, there isn't much to do to turn Dungeons and Dragons (5th edition) into a Wilderness Survival game; it's simply not the target playstyle. These are mundane problems in a magical world full of Batmans (or at least Robins) Gandalfs, and Rataghasts. These are people that know how to get water and forage and hunt, or simply conjure ...


31

Waterdeep is approximately 3.8 miles x 1.5 miles Or ~20,000 feet north/south and ~8,000 feet east/west. Both measurements were done along the greatest straight-line dimension of the city. This measurement is done by measuring the space between the walls of Waterdeep, so it includes the enclosed section of the harbor to the south. This was derived from the ...


30

(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 ...


30

You could do away with the dice rolling and just start a 'random' encounter when you feel like it's a good moment, for example, when they just returned from the goblin lair, exhausted and spent. This can make an encounter that should otherwise be easy suddenly a challenge. Also, it can be easy to forget that a random encounter doesn't necessarily have to ...


28

Eberron's connection to wildspace was never defined in canon. Spelljammer ended with AD&D 2e, while Eberron made its debut in D&D 3.5, with the result being that the two settings have little overlap. Eberron couldn't have been mentioned in an AD&D Spelljammer book, and I don't recall any mention of spelljamming in any Eberron book. The closest ...


27

TL;DR Kingdoms in the real world varied in size a great deal. The sizes you get following the guides in the DMG are perfectly reasonable You can (and probably should for the sake of interest) vary them a lot The suggestion in the DMG that their scale matches the size of Great Britain is dependent on switching context from distance to area. A single ...


26

There's actually a good way to "move" the gold to the Monastery. It doesn't involve carrying it yourself, though. The spell Teleport, in addition to its normal use of moving creatures, can also target objects. It targets an object that fits entirely in a 10-foot cube, so if you fill a crate with gold coins you should be able to teleport it in one or two ...


25

Travel is ended by entering combat or any other sort of tactical movement (Where a character's speed is used) "Travel" Refers to the movement mechanics described on page 181 of the PHB. At the start of Chapter 8: Adventuring, the PHB defines the rules for traveling and movement in scales of days, hours and minutes. Here, you can also find the Travel Pace ...


25

One dot marking the roads between towns represents 1/4 of a mile. I've verified this using microsoft paint. First, note that 1 mile is 63 px wide: Next, I found the nearest-to-horizontal stretch of road, just east of Torgos and measured four dots: Also 63 px wide. So four dots on the roads represents one mile, or 1/4 of a mile per dot. Note, astute readers ...


25

This is going to be a significantly long journey. I'm not sure if your party realizes just how far it is from The Dalelands to Waterdeep. For reference, it's roughly 1,200 miles as the crow flies. Unfortunately, however, there is no direct travel route that takes you on a straight line from Shadowdale to Waterdeep. There's the Desertsmouth Mountains, the ...


23

You can reach 1280 miles in 8 hours (160 mph) with the following technique: The Party Kobolds are selected since they weigh only 25 lbs Barry is a Kobold Barbarian 6 for these features: Path of the Totem Warrior Aspect of the Beast: Elk Palode is a Kobold Paladin 7 for these features: Oath of Glory Aura of Alacrity Warforsh is a guild of 6 Kobold Monks ...


23

The Druid is probably your best bet. There are two spells in 5e that nourish creatures: Create Food and Water, and Goodberry. Create Food and Water is a 3rd level spell and feeds 15 humanoids, and Goodberry is 1st level and creates enough food to nourish 10 humanoids. If your goal is keeping the largest number of travelers alive, Goodberry is your best bet. ...


21

The guides do not necessarily interact, mechanically, with the navigation checks described in "The Land of Chult." But there are two ways that they do/can interact with navigating, generally, the jungle: They may have a better Wisdom (Survival) modifier than all of your party members. In that case this GM finds it completely reasonable to let the guide do ...


21

Short answer: rules seem to be fine with it for both short and long rests. As a rule-based answer, I'd say there's nothing against it, as you noted. I've personally allowed characters to take short rests in a cart because it seems within rules. The only thing that would prevent the long rest is the bumpiness of the cart preventing the minimum 6 hours of ...


20

According to the traditional summoner's eidolon class feature, this isn't a problem unless the GM says it is... The traditional Pathfinder summoner's eidolon class feature says that A summoner begins play with the ability to summon to his side a powerful outsider called an eidolon. The eidolon forms a link with the summoner, who, forever after, summons ...


19

You ask, what is the cruising speed of a dragon? All dragons older than wyrmlings fly at 80ft. That works out to about 9 mph. If they dash, they can get to about 18 mph. The DMG gives very specific daily travel distances for flying on griffons, which have the same flying speed as dragons (p. 119). Flying by spell or magic item works the same as ...


18

320+ miles with Wind Walk. Possibly a little more if you were really, really dedicated. (Assuming you aren't going for a Peasant Railgun-style hunk of cheese here) This 6th level spell gives a cluster of characters a 300' flight speed for 8 hours, no Concentration. Looking at the DMG, page 242, we see that you can convert a character's Speed to how fast ...


18

One way to do this mechanically is via the Help action From "working together" in the Basic Rules (p. 59) you can apply advantage without resorting to anything "custom" to the adventure. Working Together The character who’s leading the effort—or the one with the highest ability modifier—can make an ability check with advantage, reflecting the help ...


18

Generally speaking, Encumbrance rules do not apply in overland travel. There are rules for faster and slower travel overland, but they aren't affected by how much weight an individual character is carrying—because they aren't affected by a character's movement speed at all. For example, it's not uncommon to have a party who, through various means, has lots ...


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