STARTING OUT: PCs start each session in Disangis (or other towns they have connected it to). PCs often need to do things before they leave town.

  1. Tell the PCs how long you can DM for, the minimum session is 3 hours, you are free to go longer.
  2. Have each player state how they spent their Downtime, the chart for expenses and benefits of Downtime is in the Downtime handout.
  3. Ask the party if they have any business in town, often they want to buy/sell/interact before they set out.
  4. Ask the party where they want to go, there needs to be consensus before they leave town. This is their show, they are driving the game/story.

TRAVEL: As the PCs travel, I require a series of checks to determine how well they get there, how much time it takes, and if something happens along the way.

  1. Travelling through pacified areas they know requires no checks.
  2. Travelling through unknown areas requires a Survival check from someone proficient, if no one has proficiency the roll is at Disadvantage. This roll affects how fast and how well they get to where they want to go. Perhaps it takes a long time or they get off track if they roll poorly. Max movement is 24 miles in a day unless they have something that modifies that. They need two rolls a day, one for the first half, one for the second.
  3. Travelling through possibly violent areas requires a 1d20 roll that accompanies the Survival Roll. On a 1-10 nothing unusual happens, on a 11-19 a random encounter. On a 20 something unique happens: they find a new site to explore, they run into a unicorn, they meet a new NPC.

MAKING CAMP: The PCs are free to make camp in as safe or as dangerous a place as they like.

  1. PCs must now subtract one ration or a player with the Outlander feat must spend one hour gathering food. Only allow gathering of food in places that make sense to you.
  2. Ask them if they are setting up a fire/campfire of some kind. Campfires or their smoke can be seen/smelled a long way off and increase the likelihood of nighttime visitors.
  3. Ask them if they are setting a guard and the guard order of PCs. A long rest requires 4 watches of 2 hours each.
  4. Roll a /gmroll 1d20. If they have no campfire, 1-15 nothing happens, 16-20 something does. If they have a campfire, 1-12 nothing happens, 13-20 something does.
  5. If something happens, it does not have to be a fight. 50/50 is a good rule of fights to non-fights.
  6. Ask them if they are setting a guard and the guard order. A long rest requires 4 watches of 2 hours each.
  7. To determine what watch something happens on, either just choose or roll a 1d4.

EARNING INSPIRATION: I reward Inspiration solely for Roleplay, in a combat and exploration heavy campaign such as this, it helps to break up the game.

  1. Anytime the party takes a Short or Long Rest, the DM should ask if anyone wants to "Frame a Scene".
  2. Framing a scene requires a PC to talk about anything they like: Their past, their thoughts, the present, the future, their goals, whatever they like. They should speak for at least 20 seconds or so and as long as they like.
  3. After they are done talking, ask if any PCs want to interact with the PC who "Frame the Scene". If so, any who actively interact get Inspiration. In this way I try to encourage Roleplaying.
  4. PCs of course are free to RP anytime and if you deem it as enhancing the experience for everyone, award them Inspiration.

ENDING A SESSION: The PCs must return to a point of civilization at the end of a session or suffer a penalty. 

  1. They can choose not to but incur steep penalties for not doing so at the rate of 1 gold per mile per level.
  2. That said, I usually provide a 1/2 hour warning before the end of the session so the PCs know they have to head back.

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