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Halfmoon's Travel and Weather Guide

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"Life is a journey, not a destination." -Ralph Waldo Emerson, famous bard


HOW DID YOU GET THERE?

Most of your focus as an adventurer in a Dungeons & Dragons setting is reaching the dungeon, killing the dragon, and collecting the loot.  You then sell the loot to buy better gear, change up the location and the monster, and do it all over again.  And this is all good and fun, and written right into the name of the world's greatest roleplaying game for which this supplement was built.

But how did you get there?  Did you teleport?  Likely not.  If so, this guide is not for you. If not, read on.

 

"I TRAVELED BY LAND!"

What kind of terrain did you travel through?  Did you walk or ride?   Was your travel easy, did your path intersect with a vast canyon with only a narrow switchback path down, or did you have to trudge through miles of heavy snow in the frozen reaches of Icewind Dale?

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LOOKING FOR MORE VARIETY FOR YOUR OVERLAND TRAVEL?  Check out Travel Montage by Toolbox Publishing!  This guide offers a variety of "odd finds" the PCs may run into during their journey (such as an abandoned bandit hideout, or a perfect fishing spot!), as well as a fun table of "common annoyances" that may pester them, or worse.  The book also includes Encounter Designer Cards to print out and use at the table to plan out the trip!

You can get Travel Montage HERE


"I TRAVELED BY SEA!"

Maybe the dungeon is on an island.  After navigating through the mountains and forests to reach the shore, how did you cross the sea to get there?  Were the winds at your back or in your face?

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SPECIAL NOTE: The Waterborne Travel Guide is based upon the new rules set forth in the compendium Ghosts of Saltmarsh.  Besides charts and tables to centralize most of the ship information in that awesome tome, new ships have been added and random tables will help determine wind speed and direction, more details on what might happen in a powerful sea storm, and much more!


"SAY, IS IT GOOD TRAVELING WEATHER?"

Surely every day in the D&D universe is not sunny and pleasant!  A little rain never hurt anyone so who cares, right?  But what if you were a mounted knight in full plate with a metal lance trying to ride through a thunderstorm?  What if that trip down the narrow switchback was in a frozen, ice-covered canyon?  On the sea, with the wind filling the sails of your galleon, were you able to outrun that pirate ship only to sail right into the teeth of a heavy storm?

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"OK that's all cool.  But I'm in a hurry to stop Bad Guy X from Doing Bad Thing Y!"

Both the Overland and the Waterborne Travel guides have expanded rules for fast travel, including an enhanced definition for galloping.  D&D adventures these days largely omit this exciting trope of pushing your mount or commanding your crew to the limits to reach something in time.  Why?  Because nobody wrote it into the rules!  Until now.  Be careful, though, as excess strain can lead to detrimental results!

Speaking of speed, a couple of the new seafaring vessels have got the edge on slow-moving galleys and warships.  Want to ensure you get to point B to stop Bad Guy X from doing Bad Thing Y across the sea?  Try to find yourself a frigate or sloop!

"OK.  But no hurry.  I need to look for secret X in location Y.  Shhhhh!"

The Overland Travel guide takes that into consideration, and you CAN apply the same approach for slow travel on the open seas...but I didn't think it was necessary to add to the tables as you simply furl your sails and/or tell the oarsmen to stop rowing.

"I don't have a steed.  Or a ship.  How do I even get to Location X to do Heroic Thing Y?"

Both land and sea travel guides have you covered there too.  But it'll likely cost ya, unless you've got a silver tongue!


"ALAS, I CAN NOT TELEPORT.  I NEED HALFMOON'S TRAVEL & WEATHER GUIDE!"

This supplement tries to bridge the gap (if you'll forgive the pun) between adventures by adding structure, mechanics, and random variability to the travel experience.  Everything is based upon D&D 5th Edition rules with additions, enhancements, and fun tables to randomly determine several of the natural aspects of your nonmagical journey.  Travel and weather can often feel mundane and boring, yes, but if nothing else it will add color and immersion to your roleplaying environment!  And sometimes the weather can be anything BUT boring, when you are struck by lightning in that suit of full plate armor in a thunderstorm, or when one or more of your companions slips and falls to their deaths along the slippery slope of that icy canyon, or when find yourself sweating in your chainmail under the hot sun as the pirate ship catches up with you because your galleon has lost its favorable wind.

Now, off you go to slay that dragon!  If you live to reach that dungeon.  (Or make friends with it…I mean, we're not all coin-craving cutthroats, are we?) 

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Reviews (0)
Discussions (3)
Customer avatar
William D February 23, 2022 6:08 pm UTC
PURCHASER
Other than the PDF is missing the section titled "Ship Crew Quality" (a search does not reveal it), and it even says at one point to reference that section in this supplement, I think this is a fine piece of work with useful info. An update with the missing section would be appreciated though.
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Customer avatar
Brad B February 23, 2022 8:38 pm UTC
CREATOR
There was consideration for a blurb on Crew Quality but it truly just references the 5e rules as indicated in Ghosts of Saltmarsh (p. 196) so would have been superfluous. In the latest edition (v.1.7.1) I've updated the reference (as well as a couple others I found like it), apologies for the confusion.

And thank you for your positive feedback! I hope this experience didn't tarnish your opinion, but either way I'd appreciate if you rated the product here on DM's Guild! :)
Customer avatar
Frederic V April 01, 2021 10:02 am UTC
PURCHASER
The climate table is all screwed up, number repeat themselves in the middle of what is supposed to be a flat d100..... Please update, makes the climate and weather part of the book non functional
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Customer avatar
Brad B April 01, 2021 10:06 pm UTC
CREATOR
Thank you for the feedback and pointing out that flaw, Version 1.4 was being updated to provide more realism after further playtesting and apparently never got finished before being pushed to production. Please download Version 1.6 - just uploaded.
Customer avatar
Apostol Apostolov A September 19, 2020 6:29 pm UTC
Page 7 - I can't believe this is released in Q3 2020 and there's no Tundra support in your tables. I would probably buy if you released an updated version or an Icewind Dale focused version.
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Customer avatar
Brad B September 20, 2020 1:32 am UTC
CREATOR
I considered tundra, but decided it is technically frozen versions of plains, hills, and mountains. Temperature is decided by the weather table that's part of the guide (and should have a small image portraying it but for some reason my images are not uploading).
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Customer avatar
Brad B September 21, 2020 8:12 pm UTC
CREATOR
Update: @Apostol APLUS2421 A, after further review, I realized you are correct! There does need to be a tundra terrain, which would have its own travel rates. I've updated the supplement to reflect this, and provided variable terrain in the Offroad Terrain: Tundra subtable to reflect the potential for frozen plains, snowy hills, glacial mountains, ice lakes and other terrain types. Thank you for bringing that up.
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File Last Updated:
May 21, 2022
This title was added to our catalog on September 18, 2020.