How Travel Works
The wilderness of Sendris E'vana is a dangerous place. And even on the roads, the farther you get from a city, the more of a target you are to bandits and wandering orc and goblin brigands. So keep an eye on the horizon, gather your rations, and get ready to travel.
Travel Roles
Idea based on this video from The Dungeon Coach. The way this works is there are four different roles for each player to pick from. And each role has a different responsibility assigned to it. This lets you pick who wants to do what while you travel. You don't have to have one of each in order to travel, and you can double up whenever you want! Think strategically about what a day or journey might need.Navigator
- The "GPS" of the group. Figuring out where the heck you're going.
- Default Roll: Survival
Scout
- Looking out for danger, landmarks, or points of interest. Medium to Long distances.
- Default Roll: Perception
Defender
- Protector of the group. Looking out for Short to Medium distances to keep the group safe. First on call for immediate threats that arrive.
- Default Roll: Attack or Spell rolls
Utility
- Intentionally a bit of a catch-all category for any other needs that come up or anything else you want to do! Some options might include:
- Driver: Does the animal handling if driving a cart or wagon with oxen or horses.
- Researcher: Read or Research something while traveling about something that requires your full attention.
- Anything else you can think up!
At End of Day...
- Find a place to make camp
- Long Rest procedures - remember, you're unlikely to get a Full Rest until you're back in town.
- Take the Watches - 2 three-hour shifts, at least 2 watchers each is ideal.