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<blockquote data-quote="discosoc" data-source="post: 7006204" data-attributes="member: 6801554"><p>My only word of advice is to prepare for stuff to get hard-countered by magic fairly quickly. Even a 1st level with the Alarm spell can encircle a camp with alarms in about an hour. Later, they'll be sleeping in an invisible hut. Provision tracking, like rations and torches, is easily negated by a single Goodberry spell or light cantrip, or a Ranger, or the Outlander background. The Wizard with an Owl from Find Familiar will make ambushes a bit less likely as it allows the Wizard to scout around from the air quite a ways out at the cost of an action. Rangers will, by default, let the group ignore difficult terrain while travelling in their favored terrain and still gather food and track at the same time. By 7th level your Wizard will be using Teleportation Circle, and by 9th level your Druid will be using Wind Walk to simply fly the group as a cloud from place to place.</p><p></p><p>That stuff is just off the top of my head. None of it is individually ground-breaking, but the sheer amount of convenience/utility options 5e gives players means running campaigns like this comes with a fairly short shelf life of about level 7. I grew up on 2nd edition, and these overland "journey" adventures are my favorite, but as a DM I've found 5e doesn't do them very well by default.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7006204, member: 6801554"] My only word of advice is to prepare for stuff to get hard-countered by magic fairly quickly. Even a 1st level with the Alarm spell can encircle a camp with alarms in about an hour. Later, they'll be sleeping in an invisible hut. Provision tracking, like rations and torches, is easily negated by a single Goodberry spell or light cantrip, or a Ranger, or the Outlander background. The Wizard with an Owl from Find Familiar will make ambushes a bit less likely as it allows the Wizard to scout around from the air quite a ways out at the cost of an action. Rangers will, by default, let the group ignore difficult terrain while travelling in their favored terrain and still gather food and track at the same time. By 7th level your Wizard will be using Teleportation Circle, and by 9th level your Druid will be using Wind Walk to simply fly the group as a cloud from place to place. That stuff is just off the top of my head. None of it is individually ground-breaking, but the sheer amount of convenience/utility options 5e gives players means running campaigns like this comes with a fairly short shelf life of about level 7. I grew up on 2nd edition, and these overland "journey" adventures are my favorite, but as a DM I've found 5e doesn't do them very well by default. [/QUOTE]
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