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Description
The richly illustrated Uncharted Journeys 5e expansion from Cubicle 7 is a fantastic tool for every Game Master. It provides tons of inspiration to make creating travel between locations genuinely fun. It focuses on the part of the adventure that takes place on the road, bringing a wealth of new, engaging content to your expeditions and encounters. What used to be filler in your campaigns will now take on entirely new dimensions.
The book is in English and is rules-compatible with any 5e-based roleplaying game, such as the world's most played DnD 2024 or games from Cubicle 7 bearing the C7D20 label.
This massive supplement for adventure travel offers over two hundred pages of content, including inspiring random tables for 16 types of terrain where your characters might travel, such as coasts, deserts, farmlands, forests, frontiers, savannas, great cities, cursed wastelands, jungles, mountains, open seas, or even magical realms. What can you do, find, or encounter in these landscapes? How do you place natural wonders, hidden resting spots, and campsites, or what threats, fateful encounters, and deadly combat should you include? Whether you use the tables randomly with a dice roll or pick what you like, travel will become a key part of your 5e adventures.
Another useful chapter introduces a guide for building (perhaps not entirely) abandoned ruins that adventurers might stumble upon during their travels. You'll find a huge amount of ideas, from who built the structure and why, to what the ruin looks like today and what it hides. Was it a manor, a crypt, a place of worship, an inn, an archive, or a military fortification? And who lives there now, what lurks in its depths? Let your imagination run wild and fill your adventures with new and original elements.
An interesting expansion includes rules for four roles essential for a successful journey: Outrider, Quartermaster, Sentry, and Leader. Each role has a unique ability that can mean the difference between success and failure on the treacherous paths you travel. You'll also find advice on which classes are best suited for which roles, as well as new rules for resting and recovering class abilities on a long journey. Have you ever thought about trading hit dice to recover an exhausted spell slot? This forces players to make new decisions about balancing resources, which are always scarce on a long journey.
We recommend this beautifully crafted Uncharted Journeys 5e manual to any GM who wants to add new flavor to travel in their campaigns, boost inspiration for beasts and threats in specific terrain types, or develop random encounters into something deeper for their own story. It also pairs perfectly with the A Life Well Lived expansion.
Product's details
5e (D&D kompatibilní)
Height: 28 cm
Length: 2,2 cm
Weight: 1234 g
Width: 22 cm
9781913569747
64827
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collective of authors
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Reviews
15 (1 review)
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If your campaign revolves around exploring the unknown and trekking through the wilderness, this is one of the best supplements on the market. However, if you prefer fast travel without delays or play a strictly urban campaign, you won't get much use out of this book (if any at all).
Engage the whole party. Every player gets a specific role for the journey (Leader, Outrider, Quartermaster, Sentry), so everyone participates actively, not just the Ranger or Druid. Massive amount of content. The book offers nearly 2,000 unique, narrative-driven encounters across 16 terrain types. These aren't just boring monster tables, but interesting plot hooks and skill challenges. High versatility. The encounters are described primarily through narrative, making them easy to adapt and use in RPG systems other than D&D. Main drawbacks. The rules don't work well on a small scale (e.g., quick travel through a city) and introduce very strict wilderness resting, which might frustrate spell-dependent characters.
Pokud vaše kampaň stojí na objevování neznáma a putování divočinou, jde o jeden z nejlepších doplňků na trhu. Pokud ale preferujete rychlé cestování bez zdržování nebo hrajete čistě městskou kampaň, knihu plně nevyužijete (v podstatě vůbec).
Zapojení celé družiny. Každý hráč dostane na cestu specifickou roli (Leader, Outrider, Quartermaster, Sentry), takže se na putování aktivně podílí všichni, nejen Ranger nebo Druid. Obrovská zásoba obsahu. Kniha nabízí téměř 2 000 unikátních, příběhově laděných setkání pro 16 typů terénu. Nejde o nudné tabulky monster, ale o zajímavé dějové zápletky a zkoušky dovedností. Vysoká univerzálnost. Setkání jsou popsána hlavně narativně, takže se dají snadno upravit a použít i v jiných RPG systémech než jen v D&D. Hlavní nevýhody. Pravidla nefungují v malém měřítku (např. při rychlém přesunu městem) a zavádějí velmi přísný odpočinek v divočině, což může frustrovat postavy závislé na kouzlení.
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