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D&D Older Editions
Long overland travel campaign
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<blockquote data-quote="Gilladian" data-source="post: 9124173" data-attributes="member: 2093"><p>I'm planning a future campaign and it would entail the PCs being a scouting group for a large river-bound exploration group. The problem is that I foresee travel being slow - 15 or so miles per day on the river, maybe 10 miles once they finally are forced to leave the river. So weeks/months of time. With encounters happening at a much slower pace than in a standard adventure where a small group moves swiftly over a long distance. I'm thinking of tweaking things so PCs gain the effects of 8 hours of rest ONLY if they have retreated to the safety of their exploration group - not while they are out on scouting missions, and stretching a full day of complete rest out to 3 days. This would mean complete rest and long term care for healing could only take place when the expedition is not moving for whatever reason (bad weather, a multi-day portage, or perhaps they've found a place/allies that allows a safe break in the travel pace). Does this sound fairly reasonable? I'll also be enforcing pretty strict rules on tracking resources, and overall the campaign will be limited to 4th level spells, 10th level advancement, and similar limitations on magic items.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 9124173, member: 2093"] I'm planning a future campaign and it would entail the PCs being a scouting group for a large river-bound exploration group. The problem is that I foresee travel being slow - 15 or so miles per day on the river, maybe 10 miles once they finally are forced to leave the river. So weeks/months of time. With encounters happening at a much slower pace than in a standard adventure where a small group moves swiftly over a long distance. I'm thinking of tweaking things so PCs gain the effects of 8 hours of rest ONLY if they have retreated to the safety of their exploration group - not while they are out on scouting missions, and stretching a full day of complete rest out to 3 days. This would mean complete rest and long term care for healing could only take place when the expedition is not moving for whatever reason (bad weather, a multi-day portage, or perhaps they've found a place/allies that allows a safe break in the travel pace). Does this sound fairly reasonable? I'll also be enforcing pretty strict rules on tracking resources, and overall the campaign will be limited to 4th level spells, 10th level advancement, and similar limitations on magic items. [/QUOTE]
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