RPG Evolution: Philmont Adventures - Day 1

This is a story of two different adventures: one a D&D-inspired narrative, the other a real life hike in Philmont Scout Ranch that I undertook from July 1 through July 7, 2025.
We finally made it to the Welcome Center of Philmont Scout Ranch! We drove in right beside the gateway to the unloading area and were immediately greeted by staff members who gave us our instructions for unloading and parking. While in the bathroom I bumped into a Ranger -- he would turn out to be our assigned ranger for the hike and accompany us for the first two days on the trail, coaching us on camping and hiking skills.

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The morning light, pale and thin, filtered through the high, arched windows of the Silverlågan Inn, painting the common room in hues of grey and gold. Today was the day. Today, the journey truly began. As the group roused themselves, a sense of structured chaos filled the air, for this wasn't merely a departure, but an initiation—the rigorous process of the Vildmarksposten.

After a hearty, if somewhat rushed, breakfast in the Inn's saloon, Uilleam clapped his hands together, his gravelly voice cutting through the morning chatter with an almost impossible confidence. "Alright, ye lot! Time to face the Post! Follow my lead, and keep your wits about ye. Every step here is preparation for the Kir Kurad."

The party gathered their belongings and stepped out into the crisp mountain air. Just beyond the Silverlågan Inn, the Vildmarksposten Basecamp sprawled—a tightly organized complex of sturdy timber buildings, canvas tents, and bustling folk. The scent of pine, woodsmoke, and damp earth hung heavy in the crisp morning air. A grizzled veteran of the Post, wearing the distinct crest of a mountain goat on his tunic, waved Uilleam's party towards a designated area, where they were instructed to offload their personal travel gear from their mounts and wagons, preparing for the true "trail load."

"This is where the real shedding begins," Uilleam grunted, his eyes assessing Lamech's flamboyant attire with an amused flicker. "They'll make sure ye're not dragging any unnecessary burdens into the deep peaks."

Uilleam, who had gathered this eclectic fellowship, was clearly a seasoned hand at this. He moved with an air of absolute authority, guiding them through each meticulous step. "My job," he'd explained the night before, "is to ensure yer capable of facing the Kir Kurad. I've been trained to spot a weakness before the mountains find it for ye."

Before we even hit the trail, there was a whole series of tasks we had to complete. We were assigned tents, medically checked, and took a crew photo. Then we got our food and logistics sorted; this was important, because while I had aimed for 35 lbs. of gear, we were assigned 5 liters (10 lbs.) of water and at leas 5 to 7 lbs. of food, plus crew gear (tents, poles, cooking pots, bear bags, etc.). Our packs would actually weigh a little over 50 lbs. each for the adults, and around 45 lbs. for the Scouts.

In D&D 5th Edition (including the 2024 Player's Handbook), a creature's normal carrying capacity is its Strength score multiplied by 15 pounds. For instance, a character with a Strength of 10 can comfortably carry up to 150 lbs, while a burly Strength 16 character can manage 240 lbs. However, some DMs opt to use the Variant Encumbrance rules from the 2014 version, which add granular penalties for progressively heavier loads. Under these optional rules, your 50 lb. pack can quickly become a significant hindrance, even if it's below the absolute maximum carrying capacity. If a character carries weight in excess of 5 times their Strength score, they become encumbered, reducing their speed by 10 feet. For example, a character with a Strength of 8 would become encumbered at 40 lbs, meaning a 50 lb. pack would immediately reduce their movement. Even a Strength 10 character carrying 50 lbs would find their speed reduced by 10 feet. This is all without factoring in difficult terrain and altitude sickness.

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Before they could even glimpse the true trail, a series of essential tasks awaited them, meticulously overseen by the Post's staff. A stern-faced mountain guard barked, "Start filling those waterskins! Every gullet full now saves a precious sip later!" The reminder was unnecessary for a group of seasoned adventurers, but the sheer volume of water being consumed by other, less experienced, crews was notable. At the Vildmarksposten Lodge, a terse Quartermaster assigned them communal sleeping tents for their first night. Uilleam quickly led them to a sturdy, canvas-walled tent, its interior surprisingly spacious, smelling faintly of pine needles and clean canvas.

Uilleam then disappeared into a records office at the Vildmarksposten Lodge to meet with the Master of Records. Before they could truly depart, a Skaldic Artist from the Post, wielding a charcoal stick and a large parchment, demanded their attention. "Stand together, adventurers! Let me capture your collective spirit before the mountains truly test it!" he called, quickly sketching a dynamic group portrayal, his lines sharp and bold, promising a magical scrying token for a permanent, animated image later.

From the Supply Depot within the main lodge building, the party was issued the communal expedition gear: lightweight, sturdy tents, collapsible cooking pots, communal alchemist's fire for their portable stoves, and their first cache of Trail Provisions. Uilleam scrutinized each item, making sure everything was accounted for before they signed off.

Finally, in a designated open-air pavilion, Uilleam performed a meticulous "Gear Scrutiny." "Lay out everything!" he commanded. Each item was inspected, its necessity weighed. "This is your life out there," he declared, "and every extra ounce is a mile less you'll feel like taking." Excess items were ruthlessly banished to a communal gear locker or their now-stalled wagons and mounts. "Understand this well," Uilleam warned, "Once we leave these gates, there's no turning back for forgotten comforts. You carry what you take."
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The Shakedown was a big deal. Our Ranger took us to a designated spot where we had to unpack absolutely everything. He reviewed our necessary items and showed us the best ways to pack for Philmont. Any excess items went into our vehicle, with a strict warning: after leaving Camping Headquarters, there’s no turning back for forgotten or excess baggage. Our Ranger couldn't carry anything back to Base Camp, and we were reminded that we were responsible for everything we took for the entire trek. I made several mistakes in judgement in determining what to take and what to leave behind.

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After a final, well-balanced meal in the Silverlågan's Great Hall, Uilleam departed for the Expedition Council, a meeting for all lead guides to discuss current backcountry conditions and critical tips. Meanwhile, Emem, Sikstrian, and others with specific roles gathered for their own "Trail Wisdom" briefings.

That evening, the "Skald's Tale" program was held around a massive bonfire in the central encampment. A charismatic skald recounted the ancient legends of the Kir Kurad and the first ascents of the Drakentand, imbuing the journey with a sense of purpose and history. Finally, exhausted but filled with a mixture of dread and anticipation, the group returned to their communal tents.

"A good night's sleep is the best preparation," Uilleam had said, knowing the coming altitude and challenges. Strict quiet hours were enforced, the stillness of the mountain night already beginning to settle upon the camp.
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Weather-wise, we braced for anything. Daytime highs could reach the upper 90s to low 100s°F at lower elevations, but it would cool significantly as we gain altitude. Overnight lows were typically in the mid-50s°F, but could drop into the 30s°F at higher elevations. We were expecting daily afternoon thunderstorms, which could be brief but intense, and to prepare for significant temperature drops when rain hit or after sunset. I foolishly left some gear behind, including my rain pants, which I would come to regret.

Philmont Adventure Log​

For the full journey, see the rest of the series:
 

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Michael Tresca

Michael Tresca

I was last in Philmont in 1986 as a "Lobo scout"—not quite old enough to be a Cub Scout. I vaguely remember getting lost amidst all the white canvas tents. Don't recall much else from that trip, though I do think we stopped by the Grand Coulee Dam on the drive home.
 

I was last in Philmont in 1986 as a "Lobo scout"—not quite old enough to be a Cub Scout. I vaguely remember getting lost amidst all the white canvas tents. Don't recall much else from that trip, though I do think we stopped by the Grand Coulee Dam on the drive home.
I got lost frequently (usually on the way to the bathroom stumbling in the middle of the night). All the tents look the same in the dark!
 

So awesome! I did Philmont this summer too, with my son's Troop & Venturing Crew. We did a seven day trek in the north country. Such an amazing experience. I'm enjoying your Philmont articles. Hike on!
 

So awesome! I did Philmont this summer too, with my son's Troop & Venturing Crew. We did a seven day trek in the north country. Such an amazing experience. I'm enjoying your Philmont articles. Hike on!
Thank you! At this point in the hike I am still bright-eyed and bushy-tailed. Things are going to get much much worse, ha!
 


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