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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Traveling adventure?
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<blockquote data-quote="John Crichton" data-source="post: 369948" data-attributes="member: 4779"><p>I don't know of any downloads you can grab to help you out but I can throw you a few suggestions. I typically run adventures that are wilderness based and this involved much traveling.</p><p></p><p>The trick is to keep things moving. If the party is not doing anything for a day, there is no reason to bore everyone with trivial descriptions of the local fauna, unless there is something particularly interesting or important to be found.</p><p></p><p>If the party has mounts, the travel time should be cut as least in half. I would suggest, since they want to stay hidden and "under the radar," that these NPC's take them through some kind of danger area that not many would follow them through. Something like a bog/swamp, very dense forest or trecherous mountain range.</p><p></p><p>Along the way, these places tend to have their own nasties built right in. A forest with a deep river will keep mounts from going across. A rope bridge will do the same. Broken bridges can be a challenge as well. I've had parties take up a whole evening just find a way to cross a chasm. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Most forests are particularly deadly at night as are any other natural setting. If you want to throw alot at them, have there be a small, remote outpost about halfway to the destination so they can heal up and maybe restock on a few supplies. Also, it depends on what level they are and the classes in the party. The higher the level, the longer they can stay out there and not have to stop and rest.</p><p></p><p>I hope this little bit helps. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="John Crichton, post: 369948, member: 4779"] I don't know of any downloads you can grab to help you out but I can throw you a few suggestions. I typically run adventures that are wilderness based and this involved much traveling. The trick is to keep things moving. If the party is not doing anything for a day, there is no reason to bore everyone with trivial descriptions of the local fauna, unless there is something particularly interesting or important to be found. If the party has mounts, the travel time should be cut as least in half. I would suggest, since they want to stay hidden and "under the radar," that these NPC's take them through some kind of danger area that not many would follow them through. Something like a bog/swamp, very dense forest or trecherous mountain range. Along the way, these places tend to have their own nasties built right in. A forest with a deep river will keep mounts from going across. A rope bridge will do the same. Broken bridges can be a challenge as well. I've had parties take up a whole evening just find a way to cross a chasm. :) Most forests are particularly deadly at night as are any other natural setting. If you want to throw alot at them, have there be a small, remote outpost about halfway to the destination so they can heal up and maybe restock on a few supplies. Also, it depends on what level they are and the classes in the party. The higher the level, the longer they can stay out there and not have to stop and rest. I hope this little bit helps. ;) [/QUOTE]
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