Travel

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Distant lands await

Much of the time, player characters will be troubled with the effort to go from one place to another, typically over distances that take many days. Travel creates problems that must be solved: gear must be taken along enabling sleep, prepared food and survival; mounts expedite travel but asks for skill in managing and feeding the animals; vehicles enable the transport of much material as well as opportunities for trade, but these too need care and maintenance. Water is sometimes an obstacle, so that ship travel must sometimes be tried. Weather is a constant hazard. This page makes some attempt to address many issues involved with journeying from place to place, but there are so many particulars to be discussed that for a time, the content below will need occasional updating — much of it during an actual campaign, when an unforseen issue requires an on-the-spot judgment.

Until such incarnations take place, then, this page should be treated as an outline, enabling details to be added in a constructive, organized manner.

Daybreak

Before a day's journey can start, the party will have to prepare themselves, their gear and their means of transportation. This might mean starting from a camp; or from an inn or other public house; or even from their own home. Certain tasks will apply to all three, while the conditions for the party at daybreak will also have peculiar characteristics worthy of detail.

Making & Breaking Camp

Main Article: Making & Breaking Camp

All preparation for awaking and getting started in the outdoors begins with making camp the night before. The first concern is cooking. This must be done over a fire, which takes time to build. Wood needs to be gathered before it can be burnt.