compliant_screenname's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/compliant_screenname [ARKEN'S GUIDE] Packing for your Expedition Arken's Guide to Adventure: Packing for your Expedition

"Hello, and welcome to Arken's Guide to Adventure! I am Arken Feyheart, a veteran adventurer, now retired. I was like you once; bright-eyed, strong of body, and ready to take on whatever challenge the gods threw my way. But, as eager as you are, you're not quite ready. You need a little guidance before you're able to answer that call to adventure. You've got the strength. You've got the constitution. You've got the dexterity, intelligence, and charisma. What you need now is the wisdom to bring it all together. Read on, if you think you can handle it." - Excerpt from Arken's Guide to Adventure

Introduction

You've got your sword sharpened, your trail rations packed, and your waterskin full. You're ready for whatever obstacles come your way! Well, not so fast. While the key to a successful expedition is more often than not the sheer will to survive, it doesn't hurt to plan ahead when selecting your gear. The right tool can mean the difference between life and death when you're far from civilization, and your forethought will, usually, be well worth the trouble.

Storage

In order to carry gear, you have to have a place to store it. Whether that is your trusty backpack, a satchel, a belt pouch, or even the pockets of your cloak, you need to know where your stuff is at all times. As far as getting the most out of your coin, the backpack is hands down the most versatile bit of storage that you'll own.

A good backpack is made of sturdy leather with adjustable straps, and has several easily accessed pockets attached to the main compartment. Now, as with any leather good, you're going to have to perform some maintenance from time to time (this means cleaning and conditioning) but, if cared for properly, your backpack will last a lifetime (maybe even more than one). If leather isn't your thing, a decent pack can also be made of heavy canvas or (though less frequently) linen.

A satchel is an intermediary step between a backpack and a belt pouch. It is large enough to hold more gear than a belt pouch and is easily accessible since it hangs at your side via shoulder strap. I wouldn't recommend wearing BOTH a backpack and a satchel. Please choose one or the other, as the straps can become an obstacle in dire straits. You may have time to ditch your pack OR your satchel, but having to ditch them both at the same time can mean curtains for the unprepared adventurer.

A belt pouch is a good thing to have for smaller, more immediately necessary items, such as coins or vials. It is also advisable to keep a few "survival" items in your belt pouch, just in case you lose (or have to abandon) your main pack.

Pockets come in many shapes and sizes, though, typically, common clothes (tunics, pants, shirts, hose, etc) will not have any. Pockets are mainly present in cloaks and jackets (rather than pants), though vests and doublets may have them as well. Many artisan outfits include aprons with plenty of pockets for tools and such. Roguish types may sew hidden pockets into their clothing to conceal any number of items. Pockets, though useful for small items, will generally not be considered in our discussion of adventuring gear.

Standard Adventurer's Kit

This world is full of adventurers like yourself. Though you may not meet them on a regular basis, they are prevalent enough for enterprising individuals to learn how to profit from them. This means that in any given community, prices may seem to be a lot higher than you'd think; this is because they ARE! Merchants know that the ruins of ancient empires are filled with gold, silver, platinum, and jewels. They know that these same ruins are also filled with monsters. So, how do these merchants get their share of the treasure without putting their lives on the line? They sell things that you need at exorbitant prices!

This is exactly how the standard adventurer's kit was born. It is a package of gear that is common to most adventurers, sold together for convenience. You get a backpack, a bedroll, flint & steel, a belt pouch, fifty feet of hemp rope, two sunrods, ten days worth of "trail" rations, and a waterskin capable of holding half a gallon of water. But, just going out and buying the standard kit doesn't mean you're ready, and the standard kit may not contain exactly what you need. I would suggest staying away from the pre-packaged kits and putting together your own.

But, what do you need to pack? I've included a checklist of things I bring along with me on an expedition. Please note that the gear for a short day-hike expedition is much different than a three-day or seven-day expedition. Your own checklist will also vary depending on the obstacles you anticipate having to overcome.

Checklists

Emergency Survival Kit: The Emergency Survival Kit is a small collection of useful items which can be kept inside of an adventurer's belt pouch. It should include some sort of compact, high-energy food as well as a bit of cord/fishing line and fishing hooks. Heavy duty needle and thread, a backup flint and steel, a small knife or cutting implement, a few small candles, and a flask or empty waterskin should round out your emergency gear.

Day-Hike Expedition: For a day-hike expedition (that is, an expedition that you anticipate will have you back in town before nightfall) you needn't pack everything you own. To do such would just weigh you down and wear you out.

- Emergency Survival Kit: NEVER LEAVE TOWN WITHOUT IT!
- A knife and hand-ax: apart from their combat applications, these two tools are amazingly versatile.
- Backpack: This one should be obvious. For transporting heavier gear you may need a "porter's pack". A porter's back is a wooden frame with a shelf and shoulder straps/waist band. Rather than putting gear inside of a pack, the gear (mostly bulky and heavy items, such as chests) is strapped to the frame and shelf via rope or cord. It is heavy, but helps relieve the stress of carrying heavy items on the back by distributing the weight more evenly, and allowing a bit of space between the back and the frame for ventilation.
- Rope, Hemp: 50 ft of rope. Rope is infinitely useful in a variety of situations. If you haven't used your rope today, then you haven't used your brain either.
- Waterskin: You'll get thirsty. Trust me.
- Food: You should pack at least two days' worth of food. This doesn't have to be trail rations. Since you're not travelling that far from civilization, you really don't have to worry about spoilage. Just make sure your perishable meat is cooked and stored in a cool, dry, place and that anything else you bring along isn't sitting in direct sunlight. You might even consider wrapping it up in a nice little basket, making a picnic of it with your friends. If you do so, expect to be ridiculed.
- A Light Source: whether you prefer torches, sunrods, or lanterns, make sure you have a light source other than the Wizard. It is a foolish adventurer indeed who trusts magic over preparation. Be mindful of the duration of your light sources. While a torch is cheap, it only lasts about an hour in good weather conditions. A sunrod is a more expensive but longer-lasting alternative, and lantern oil has many uses beyond just providing light. Expect to need four to six hours of light for a day-hike expedition.
- Flint and Steel: Although you have one in your Emergency Survival Kit, you should always carry a backup just in case you lose one. Remember, the flint and steel makes a spark as the sharpened flint shaves a small bit of the steel away. You MUST send that spark into a bit of dry tinder (or a shred of "charcloth" which is then used to ignite the tinder) to get a fire. Always have your tinder, fuel, and kindling prepared before sparking the flame.
- A Walking Stick/Staff: A quarterstaff is balanced for combat, and a staff "implement" is designed for ritual/magic use. Both make good, and expensive, walking sticks if you so desire. An alternative, though, is to simply use your hand-ax to chop off a large branch or find a bit of dead wood along the way to use as a walking stick. Such an item should allow you an easier time during your expedition (a +1 or +2 bonus to Endurance checks with regard to movement would be appropriate).

Three-Day Expedition: In addition to all of the gear listed for a day-hike expedition, you should include the following for a three to six day expedition wherein you'll be far (more than six hours journey) from the nearest civilized area.

- Food + Water: This time you're going to need food. Lots of it. But that doesn't mean you have to use up all of your pack-space for it (see Pack Mule below). You're going to need at least a three to six day supply of food. Trail rations are ideal for this, as they are compact and light, but subsisting on them is going to take a lot of the fun out of adventuring. Whenever you can do so, forage for nuts and berries or bring down an animal to cook. If you're alone, a rabbit or squirrel will do. If you're with a group, a deer or goose would be ideal. Just make sure you have enough food for your trip PLUS an extra supply for one to two days (you never know). I've included water here as well. Water is very important, even more so than food. If you're familiar with the area through which you're travelling, then you should know whether water sources will be available along the expedition. However, if you're not familiar with the land you should bring EXTRA water with you. At least a second waterskin per member of your party. Always refill your waterskins when you have the chance!
- Light Sources: Though a light source is listed in the three-day pack, you're going to need to carry more than the recommended 4-6 hours of light. Torches can be heavy when carried in bulk, though they are quite easy to make. You can cut down on your weight by carrying with you a roll of twisted flax and a jar of wax or tallow. Once you've made camp, take your trusty hand-ax and cut some branches (pine is good for this). Aim for each torch to be about one foot long and one to one and a half inches in diameter. Then, just soak the flax in the wax or tallow and then cap the end of each branch. Voila! Torches. Alternatively, carrying a variety of sunrods, torches, and lanterns (as well as candles) could work as well. Think about distributing light sources among your party to help cut down on the weight. If a one-day expedition requires 4-6 hours of light, a three to six day expedition will require between 12 and 36 hours worth of light.
- Firewood: You're going to need a campfire. Whether it's to boil water, cook some wild game, or just ward off the cold, a camp fire is one of the necessities of a multi-day expedition. However, though burning dead wood you might find lying around, or chopping your own wood at the camp site will provide you with a fire, the best firewood has been dried and cured for at least a year. Cured firewood will provide a hotter, cleaner fire than fresh cut wood. It produces less smoke, which, in turn, makes you less noticeable from a distance. But it can be heavy. Again, consider distributing the firewood, if you decide to bring it along, among the party (alternatively, you can just load up the dwarf, if you're lucky enough to have one in your party).
- An extra change of Clothing + Blanket: It is a foolish adventurer indeed who takes a journey far from town without an extra change (or two) of clothing. During the course of an expedition you will get dirty. You will get wet. Your clothes will get ripped. You're going to need to change your clothes. For one thing, sitting around in wet clothes is the quickest route to hypothermia. Sitting around naked because your clothes are wet and you didn't bring a spare set is the second quickest route to hypothermia. If your journey is going to take you far under (or above, i.e. mountains) ground, then you're going to experience temperature changes outside of the normal range. For this reason, it is important to bring along at least some warmer wear (jackets, cloaks, fur, etc) in addition to a blanket, though a full set or two of clothing would be ideal. Plus, when you return to town triumphantly, you don't want to be dressed in rags.
- A Pack Mule: While not a necessity, a pack mule is one of the most useful creatures you can bring with you on an expedition. Let the mule carry most of the gear, and your feet will be thanking you later. Plus, if one of your companions should become injured, the mule will save your (and your companions') backs by carrying him/her.
- Tents: A tent sleeps two. That means, with a party of five, you only need two of them. Four people in two tents, plus the fifth party member on watch duty.
- Soap: After a few days, the smell of an adventuring party will be extremely noticeable. Soap can be used to wash clothes (you DID bring extra clothes, didn't you?), dishes, and people. Be sure to bathe or wash downstream of where you're getting your drinking water. Soap tastes bad. Try to purchase soap that hasn't had fragrances added; you want to eliminate smells, not mask them with other smells. Consider also bringing a bucket. A bucket of soapy water can lubricate a dungeon floor and turn combat into comedy as your opponents slip and slide, struggling to stand.

Seven-Day Expedition: Anything longer than a six-day expedition will require a greater deal of customization, depending on where you're going and how you plan to get there (sea voyages are much different than land voyages, for example).

Other Useful Tools

- Shovels, Sledges, and Picks: Digging without a shovel or spade is frustrating work. A shield can be used in a pinch, but your back and shoulders will hate you for forgetting your shovel. Sledges are great for smashing objects from medium sized stones to wooden doors and chests. Picks can be used to try to dig your way out of a rockslide or cave-in.
- Block and Tackle: While a block and tackle system is useful for bringing heavy golden statues out of pits in the ground, it can also be used for a myriad of other situations. If you have horses or other beasts of burden, you can use their strength, coupled with a block and tackle, to pull doors off of hinges, lift boulders, or haul gear up the side of a cliff.
- Boats: If your path follows a stream or river, there's no strength saver like a couple of rowboats. You store your gear, take a seat, and let the current carry you where it may. While it isn't void of work, it is a lot less strenuous than walking. Just make sure you have someone in the lead boat watching for rough spots, or you'll lose not only your boats, but your gear as well. Additionally, if you're adventuring near a sea, ocean, or particularly large lake, a sailing vessel can become indispensible. Unless you have the funding to hire a crew, you're going to want to stick to sailing boats rather than ships. These can have crew requirements as few as three and up to eight (or more, if oars are employed in addition to sails).
- Wagons/Carts:  Wagons and carts are a great idea if you're following a road or trail. For exploring the wilderness, however, I wouldn't bring them along.

Conclusion

I hope you've enjoyed reading this article, and have gained something from it. While few of these items change the rules in any significant way, they can be used from a roleplaying perspective to add depth and player choice to your games. DMs should reward their players for planning ahead by allowing their choices to make a difference (small though it may be) in the adventure. Don't just arbitrarily take their "stuff" away from them because you want them to accomplish their goals in some other way; instead, encourage in-game thinking and roleplaying by letting those who planned ahead shine a little bit.
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Sat, 30 Jun 2012 10:23:02 -0500 http://community.wizards.com/compliant_screenname/blog/2012/06/30/arkens_guide_packing_for_your_expedition http://community.wizards.com/compliant_screenname/blog/2012/06/30/arkens_guide_packing_for_your_expedition Arken's Guide to Adventure: Packing for your Expedition

"Hello, and welcome to Arken's Guide to Adventure! I am Arken Feyheart, a veteran adventurer, now retired. I was like you once; bright-eyed, strong of body, and ready to take on whatever challenge the gods threw my way. But, as eager as you are, you're not quite ready. You need a little guidance before you're able to answer that call to adventure. You've got the strength. You've got the constitution. You've got the dexterity, intelligence, and charisma. What you need now is the wisdom to bring it all together. Read on, if you think you can handle it." - Excerpt from Arken's Guide to Adventure

Introduction

You've got your sword sharpened, your trail rations packed, and your waterskin full. You're ready for whatever obstacles come your way! Well, not so fast. While the key to a successful expedition is more often than not the sheer will to survive, it doesn't hurt to plan ahead when selecting your gear. The right tool can mean the difference between life and death when you're far from civilization, and your forethought will, usually, be well worth the trouble.

Storage

In order to carry gear, you have to have a place to store it. Whether that is your trusty backpack, a satchel, a belt pouch, or even the pockets of your cloak, you need to know where your stuff is at all times. As far as getting the most out of your coin, the backpack is hands down the most versatile bit of storage that you'll own.

A good backpack is made of sturdy leather with adjustable straps, and has several easily accessed pockets attached to the main compartment. Now, as with any leather good, you're going to have to perform some maintenance from time to time (this means cleaning and conditioning) but, if cared for properly, your backpack will last a lifetime (maybe even more than one). If leather isn't your thing, a decent pack can also be made of heavy canvas or (though less frequently) linen.

A satchel is an intermediary step between a backpack and a belt pouch. It is large enough to hold more gear than a belt pouch and is easily accessible since it hangs at your side via shoulder strap. I wouldn't recommend wearing BOTH a backpack and a satchel. Please choose one or the other, as the straps can become an obstacle in dire straits. You may have time to ditch your pack OR your satchel, but having to ditch them both at the same time can mean curtains for the unprepared adventurer.

A belt pouch is a good thing to have for smaller, more immediately necessary items, such as coins or vials. It is also advisable to keep a few "survival" items in your belt pouch, just in case you lose (or have to abandon) your main pack.

Pockets come in many shapes and sizes, though, typically, common clothes (tunics, pants, shirts, hose, etc) will not have any. Pockets are mainly present in cloaks and jackets (rather than pants), though vests and doublets may have them as well. Many artisan outfits include aprons with plenty of pockets for tools and such. Roguish types may sew hidden pockets into their clothing to conceal any number of items. Pockets, though useful for small items, will generally not be considered in our discussion of adventuring gear.

Standard Adventurer's Kit

This world is full of adventurers like yourself. Though you may not meet them on a regular basis, they are prevalent enough for enterprising individuals to learn how to profit from them. This means that in any given community, prices may seem to be a lot higher than you'd think; this is because they ARE! Merchants know that the ruins of ancient empires are filled with gold, silver, platinum, and jewels. They know that these same ruins are also filled with monsters. So, how do these merchants get their share of the treasure without putting their lives on the line? They sell things that you need at exorbitant prices!

This is exactly how the standard adventurer's kit was born. It is a package of gear that is common to most adventurers, sold together for convenience. You get a backpack, a bedroll, flint & steel, a belt pouch, fifty feet of hemp rope, two sunrods, ten days worth of "trail" rations, and a waterskin capable of holding half a gallon of water. But, just going out and buying the standard kit doesn't mean you're ready, and the standard kit may not contain exactly what you need. I would suggest staying away from the pre-packaged kits and putting together your own.

But, what do you need to pack? I've included a checklist of things I bring along with me on an expedition. Please note that the gear for a short day-hike expedition is much different than a three-day or seven-day expedition. Your own checklist will also vary depending on the obstacles you anticipate having to overcome.

Checklists

Emergency Survival Kit: The Emergency Survival Kit is a small collection of useful items which can be kept inside of an adventurer's belt pouch. It should include some sort of compact, high-energy food as well as a bit of cord/fishing line and fishing hooks. Heavy duty needle and thread, a backup flint and steel, a small knife or cutting implement, a few small candles, and a flask or empty waterskin should round out your emergency gear.

Day-Hike Expedition: For a day-hike expedition (that is, an expedition that you anticipate will have you back in town before nightfall) you needn't pack everything you own. To do such would just weigh you down and wear you out.

- Emergency Survival Kit: NEVER LEAVE TOWN WITHOUT IT!
- A knife and hand-ax: apart from their combat applications, these two tools are amazingly versatile.
- Backpack: This one should be obvious. For transporting heavier gear you may need a "porter's pack". A porter's back is a wooden frame with a shelf and shoulder straps/waist band. Rather than putting gear inside of a pack, the gear (mostly bulky and heavy items, such as chests) is strapped to the frame and shelf via rope or cord. It is heavy, but helps relieve the stress of carrying heavy items on the back by distributing the weight more evenly, and allowing a bit of space between the back and the frame for ventilation.
- Rope, Hemp: 50 ft of rope. Rope is infinitely useful in a variety of situations. If you haven't used your rope today, then you haven't used your brain either.
- Waterskin: You'll get thirsty. Trust me.
- Food: You should pack at least two days' worth of food. This doesn't have to be trail rations. Since you're not travelling that far from civilization, you really don't have to worry about spoilage. Just make sure your perishable meat is cooked and stored in a cool, dry, place and that anything else you bring along isn't sitting in direct sunlight. You might even consider wrapping it up in a nice little basket, making a picnic of it with your friends. If you do so, expect to be ridiculed.
- A Light Source: whether you prefer torches, sunrods, or lanterns, make sure you have a light source other than the Wizard. It is a foolish adventurer indeed who trusts magic over preparation. Be mindful of the duration of your light sources. While a torch is cheap, it only lasts about an hour in good weather conditions. A sunrod is a more expensive but longer-lasting alternative, and lantern oil has many uses beyond just providing light. Expect to need four to six hours of light for a day-hike expedition.
- Flint and Steel: Although you have one in your Emergency Survival Kit, you should always carry a backup just in case you lose one. Remember, the flint and steel makes a spark as the sharpened flint shaves a small bit of the steel away. You MUST send that spark into a bit of dry tinder (or a shred of "charcloth" which is then used to ignite the tinder) to get a fire. Always have your tinder, fuel, and kindling prepared before sparking the flame.
- A Walking Stick/Staff: A quarterstaff is balanced for combat, and a staff "implement" is designed for ritual/magic use. Both make good, and expensive, walking sticks if you so desire. An alternative, though, is to simply use your hand-ax to chop off a large branch or find a bit of dead wood along the way to use as a walking stick. Such an item should allow you an easier time during your expedition (a +1 or +2 bonus to Endurance checks with regard to movement would be appropriate).

Three-Day Expedition: In addition to all of the gear listed for a day-hike expedition, you should include the following for a three to six day expedition wherein you'll be far (more than six hours journey) from the nearest civilized area.

- Food + Water: This time you're going to need food. Lots of it. But that doesn't mean you have to use up all of your pack-space for it (see Pack Mule below). You're going to need at least a three to six day supply of food. Trail rations are ideal for this, as they are compact and light, but subsisting on them is going to take a lot of the fun out of adventuring. Whenever you can do so, forage for nuts and berries or bring down an animal to cook. If you're alone, a rabbit or squirrel will do. If you're with a group, a deer or goose would be ideal. Just make sure you have enough food for your trip PLUS an extra supply for one to two days (you never know). I've included water here as well. Water is very important, even more so than food. If you're familiar with the area through which you're travelling, then you should know whether water sources will be available along the expedition. However, if you're not familiar with the land you should bring EXTRA water with you. At least a second waterskin per member of your party. Always refill your waterskins when you have the chance!
- Light Sources: Though a light source is listed in the three-day pack, you're going to need to carry more than the recommended 4-6 hours of light. Torches can be heavy when carried in bulk, though they are quite easy to make. You can cut down on your weight by carrying with you a roll of twisted flax and a jar of wax or tallow. Once you've made camp, take your trusty hand-ax and cut some branches (pine is good for this). Aim for each torch to be about one foot long and one to one and a half inches in diameter. Then, just soak the flax in the wax or tallow and then cap the end of each branch. Voila! Torches. Alternatively, carrying a variety of sunrods, torches, and lanterns (as well as candles) could work as well. Think about distributing light sources among your party to help cut down on the weight. If a one-day expedition requires 4-6 hours of light, a three to six day expedition will require between 12 and 36 hours worth of light.
- Firewood: You're going to need a campfire. Whether it's to boil water, cook some wild game, or just ward off the cold, a camp fire is one of the necessities of a multi-day expedition. However, though burning dead wood you might find lying around, or chopping your own wood at the camp site will provide you with a fire, the best firewood has been dried and cured for at least a year. Cured firewood will provide a hotter, cleaner fire than fresh cut wood. It produces less smoke, which, in turn, makes you less noticeable from a distance. But it can be heavy. Again, consider distributing the firewood, if you decide to bring it along, among the party (alternatively, you can just load up the dwarf, if you're lucky enough to have one in your party).
- An extra change of Clothing + Blanket: It is a foolish adventurer indeed who takes a journey far from town without an extra change (or two) of clothing. During the course of an expedition you will get dirty. You will get wet. Your clothes will get ripped. You're going to need to change your clothes. For one thing, sitting around in wet clothes is the quickest route to hypothermia. Sitting around naked because your clothes are wet and you didn't bring a spare set is the second quickest route to hypothermia. If your journey is going to take you far under (or above, i.e. mountains) ground, then you're going to experience temperature changes outside of the normal range. For this reason, it is important to bring along at least some warmer wear (jackets, cloaks, fur, etc) in addition to a blanket, though a full set or two of clothing would be ideal. Plus, when you return to town triumphantly, you don't want to be dressed in rags.
- A Pack Mule: While not a necessity, a pack mule is one of the most useful creatures you can bring with you on an expedition. Let the mule carry most of the gear, and your feet will be thanking you later. Plus, if one of your companions should become injured, the mule will save your (and your companions') backs by carrying him/her.
- Tents: A tent sleeps two. That means, with a party of five, you only need two of them. Four people in two tents, plus the fifth party member on watch duty.
- Soap: After a few days, the smell of an adventuring party will be extremely noticeable. Soap can be used to wash clothes (you DID bring extra clothes, didn't you?), dishes, and people. Be sure to bathe or wash downstream of where you're getting your drinking water. Soap tastes bad. Try to purchase soap that hasn't had fragrances added; you want to eliminate smells, not mask them with other smells. Consider also bringing a bucket. A bucket of soapy water can lubricate a dungeon floor and turn combat into comedy as your opponents slip and slide, struggling to stand.

Seven-Day Expedition: Anything longer than a six-day expedition will require a greater deal of customization, depending on where you're going and how you plan to get there (sea voyages are much different than land voyages, for example).

Other Useful Tools

- Shovels, Sledges, and Picks: Digging without a shovel or spade is frustrating work. A shield can be used in a pinch, but your back and shoulders will hate you for forgetting your shovel. Sledges are great for smashing objects from medium sized stones to wooden doors and chests. Picks can be used to try to dig your way out of a rockslide or cave-in.
- Block and Tackle: While a block and tackle system is useful for bringing heavy golden statues out of pits in the ground, it can also be used for a myriad of other situations. If you have horses or other beasts of burden, you can use their strength, coupled with a block and tackle, to pull doors off of hinges, lift boulders, or haul gear up the side of a cliff.
- Boats: If your path follows a stream or river, there's no strength saver like a couple of rowboats. You store your gear, take a seat, and let the current carry you where it may. While it isn't void of work, it is a lot less strenuous than walking. Just make sure you have someone in the lead boat watching for rough spots, or you'll lose not only your boats, but your gear as well. Additionally, if you're adventuring near a sea, ocean, or particularly large lake, a sailing vessel can become indispensible. Unless you have the funding to hire a crew, you're going to want to stick to sailing boats rather than ships. These can have crew requirements as few as three and up to eight (or more, if oars are employed in addition to sails).
- Wagons/Carts:  Wagons and carts are a great idea if you're following a road or trail. For exploring the wilderness, however, I wouldn't bring them along.

Conclusion

I hope you've enjoyed reading this article, and have gained something from it. While few of these items change the rules in any significant way, they can be used from a roleplaying perspective to add depth and player choice to your games. DMs should reward their players for planning ahead by allowing their choices to make a difference (small though it may be) in the adventure. Don't just arbitrarily take their "stuff" away from them because you want them to accomplish their goals in some other way; instead, encourage in-game thinking and roleplaying by letting those who planned ahead shine a little bit.
3 Comments - Leave a Comment
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0
Ch-Ch-Ch-Changes
I've been thinking a lot about my little blogspace here, and how best to continue with it. So far, most of what I've done has been adventure summaries and short little posts about any number of unrelated topics. That's been fun and all, but I want to go in a different direction. I haven't entirely decided what that direction shall be, but I have a feeling that the adventure summaries are going to stop. They're just too... meh. It takes a lot of time (something in short supply) to type up with far too little payoff.

The Short Blog Post series has become tiresome as well. Not necessarily the subject matter, just the idea of organization. I want to phase that out, though I definitely want to continue blogging. My main focus, however, will shift from criticism to creativity. I want to help Players and DMs in their efforts to build a better game. I'm going to focus on 4e, for the time being, but plan on making the switch to D&D Next as soon as product begins hitting the shelves (I may even do a couple of articles on 1st edition AD&D once I get the re-released manuals).

Anyway, look for a post about once a week (more often if I can find the time). I have a pretty good idea for my first post in a series entitled Arken's Guide to Adventure, wherein I'll discuss some of the less prominent aspects of adventuring. I hope you find some use (or at least a little joy) in what I'm planning, and I want to say thanks in advance for your readership.

Keep rolling twenties,

Brian
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Thu, 28 Jun 2012 10:22:22 -0500 http://community.wizards.com/compliant_screenname/blog/2012/06/28/ch-ch-ch-changes http://community.wizards.com/compliant_screenname/blog/2012/06/28/ch-ch-ch-changes
I've been thinking a lot about my little blogspace here, and how best to continue with it. So far, most of what I've done has been adventure summaries and short little posts about any number of unrelated topics. That's been fun and all, but I want to go in a different direction. I haven't entirely decided what that direction shall be, but I have a feeling that the adventure summaries are going to stop. They're just too... meh. It takes a lot of time (something in short supply) to type up with far too little payoff.

The Short Blog Post series has become tiresome as well. Not necessarily the subject matter, just the idea of organization. I want to phase that out, though I definitely want to continue blogging. My main focus, however, will shift from criticism to creativity. I want to help Players and DMs in their efforts to build a better game. I'm going to focus on 4e, for the time being, but plan on making the switch to D&D Next as soon as product begins hitting the shelves (I may even do a couple of articles on 1st edition AD&D once I get the re-released manuals).

Anyway, look for a post about once a week (more often if I can find the time). I have a pretty good idea for my first post in a series entitled Arken's Guide to Adventure, wherein I'll discuss some of the less prominent aspects of adventuring. I hope you find some use (or at least a little joy) in what I'm planning, and I want to say thanks in advance for your readership.

Keep rolling twenties,

Brian
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What Settings Do You Want in D&D Next?
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Fri, 15 Jun 2012 10:42:44 -0500 http://community.wizards.com/compliant_screenname/blog/2012/06/15/what_settings_do_you_want_in_dd_next http://community.wizards.com/compliant_screenname/blog/2012/06/15/what_settings_do_you_want_in_dd_next
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Short Blog Post #10: But I Don't WANT the Armor!, or The Choices You Make Cleric. It strikes me as odd that there are such narrow views within such a massive game as Dungeons & Dragons. For instance, some people swear up and down that a "real" cleric wears heavy armor, swings a mace, and calls down holy fire upon his foes. Okay. But what if that's not the character I want to play?

A character class is just a skeleton. It provides the necessary structure for the character to function. Without the skeleton, the body (in this case the character) just flails about in a limp puddle of meaty goo. That's not fun. But the character is more than just the skeleton. The ability scores, themes, backgrounds, feats, skills, and, yes, even gear selection cannot be left out of the equation, nor can any one facet of a character be viewed as the defining feature of said character. It's the sum of the parts, rather than the parts themselves, that are important.

And that, Gentle Reader, is the crux of finding the fun in D&D. You have to WANT to play it, and you have to enjoy running your character; you have to make it YOURS. If your cleric wears robes, carries a staff, and prays five times a day that's just fine. There's nothing wrong with that concept. If your fighter only uses his fists but isn't a monk, that's fine too. If your monk is more like Friar Tuck than Kwai Chang Caine then that, also, is fine. Great. Wonderful.

The point is that you're creating a character that you enjoy playing. That is your contribution to the shared story of your D&D Campaign. You don't have to play your character the way that Johnny-Across-the-Table wants you to; you can do it your way, and that's just the way it should be.

Make your choices and enjoy them. But don't worry about whether your concept fits with someone else's idea of what you should be doing with your character.
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Sat, 09 Jun 2012 23:55:32 -0500 http://community.wizards.com/compliant_screenname/blog/2012/06/09/short_blog_post_10:_but_i_dont_want_the_armor!,_or_the_choices_you_make http://community.wizards.com/compliant_screenname/blog/2012/06/09/short_blog_post_10:_but_i_dont_want_the_armor!,_or_the_choices_you_make Cleric. It strikes me as odd that there are such narrow views within such a massive game as Dungeons & Dragons. For instance, some people swear up and down that a "real" cleric wears heavy armor, swings a mace, and calls down holy fire upon his foes. Okay. But what if that's not the character I want to play?

A character class is just a skeleton. It provides the necessary structure for the character to function. Without the skeleton, the body (in this case the character) just flails about in a limp puddle of meaty goo. That's not fun. But the character is more than just the skeleton. The ability scores, themes, backgrounds, feats, skills, and, yes, even gear selection cannot be left out of the equation, nor can any one facet of a character be viewed as the defining feature of said character. It's the sum of the parts, rather than the parts themselves, that are important.

And that, Gentle Reader, is the crux of finding the fun in D&D. You have to WANT to play it, and you have to enjoy running your character; you have to make it YOURS. If your cleric wears robes, carries a staff, and prays five times a day that's just fine. There's nothing wrong with that concept. If your fighter only uses his fists but isn't a monk, that's fine too. If your monk is more like Friar Tuck than Kwai Chang Caine then that, also, is fine. Great. Wonderful.

The point is that you're creating a character that you enjoy playing. That is your contribution to the shared story of your D&D Campaign. You don't have to play your character the way that Johnny-Across-the-Table wants you to; you can do it your way, and that's just the way it should be.

Make your choices and enjoy them. But don't worry about whether your concept fits with someone else's idea of what you should be doing with your character.
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[PLAYTEST] Caves of Chaos - Group C, Session 1 (Sorority House Edition) Cast of Characters

Erika - Rona Gemheart, Female Dwarf Cleric of Moradin
Melissa - Jarla Gemheart, Female Dwarf Fighter
Katie - Bree Klepto, Female Halfling Rogue
Andrea - Nelenna Sunsworn, Female Human Cleric of Pelor
Montana - Sariel the Green, Female Elf Wizard

I had an interesting opportunity on Saturday (June 2nd). My girlfriend, better known to readers of my blog as Liz but who is in actuality named Erika, invited me to her cousin Melissa's house in the middle of the night to DM a session of Caves of Chaos for her, Melissa, and "the room-mates".

Introduction

Melissa and her room-mates (Katie, Andrea, and Montana) had been regaled with the exploits of the Group A playtest party and wanted to get in on the action. This was very agreeable in my sight, so I hurried over with my printed out materials from the Group B session and we played for a while.

Melissa, Katie, Andrea, and Montana are all n00bs, to use the common vernacular, and there was a bit of a learning curve. However, once they got their minds wrapped around the concept that you can do anything, go anywhere, and be anyone the pieces snapped right into place and the girls really took off.

This was all very foreign to me. Though I've RPed with plenty of players of the female variety, this was the first time I've ever DMed an all-lady group. I was... scared. That little overweight middle-school boy that I used to be came bursting forth and I suddenly forgot that talking to women was exactly the same as talking to anyone else.

If Erika hadn't been there, I would have been toast. Luckily, she's my rock - the wind beneath my wings, as it were, and she made me realize what a turd I was being. Once I got over my initial shock, everything went smoothly. In fact, I think this group of newbies was more creative than many of the veteran players I've had the honor of DMing.

Erika wanted to continue with her character Akire, but I didn't allow it, judging that it would be quite unfair to the other players of Group A for her to get extra XP during their absence. So, Erika decided to play the Fighter. Melissa became the Dwarf Cleric (and decided to be Erika's in-game cousin as well as her out-of-game cousin), Katie took up the role of Rogue, Andrea was the Human Cleric, and Montana was the Wizard. This was the final lineup, though during the discussion the PC character sheets were traded around several times.

Again, I decided that the caves would change according to what happened in each playtest. That meant that cave "A" was cleared out, caves "D"& "E" were likewise devoid of monsters (and the treasure left behind by Group B was safe and sound with the Hobgoblins of cave "F"), and now a third group of adventurers was about to enter the Caves of Chaos (for some reason, I keep wanting to type Chaves of Chaos... weird).

The Crawl (Caves "B" & "C")

First thing's first: Erika, playing Rona Gemheart, led the heroes directly to cave "A", thinking that she knew what was there, and prepared the rest of the group for battle with a bunch of Kobolds. The look on her face was priceless once she realized that the residents of cave "A" didn't respawn.

ME: "It looks like a battle was fought here. There are bloodstains, weapon marks, and a big pile of charred remains just outside the cave where it appears a makeshift funeral pyre was constructed. The tunnels themselves are bereft of any item of apparent value."

ERIKA (paraphrased): "You mean the OTHER group gets to take THIS group's XP and treasure?"

ME: "And vice versa."

ERIKA (paraphrased): "Wait, what about the second group? Group B?"

ME: *evil grin*

ERIKA (paraphrased): "You suck!"

So, once that was all cleared up, Rona and the gals decided to tackle cave "B". What a treat! The "Watcher" was a particularly fun encounter to set up, and the girls got a real kick out of their first combat session. Again, there was a bit of a learning curve: with the exception of Erika, who, unlike me, is very good at explaining things so that people can understand them, none of the girls had EVER played D&D or any other pen-and-paper RPG before. However, the fun was fast & furious, and the girls picked up on the ins and outs very quickly (teaching Erika to play 4th Edition didn't go so smoothly, despite her general awesomeness. There was just too much to remember per round.)

They took the crawl room by room and got very creative during combat. For most of the game we used Theater of the Mind, but for encounters where there were a lot of questions I busted out some of my homemade battle-grids from the Group B sessions. The girls really seemed to enjoy the roleplaying aspect of the game and often tried to talk to the Orcs of cave "B" to discover why they were so evil and angry.

I think I might have traumatized Andrea. When they came upon the Orc Common Room (Area 10), she came up with a plan to burn the Orcs out with improvised molitov cocktails made of lantern oil. I let them have a go at it, and it worked out pretty well. However, when I described the suffocated and burnt bodies of not only combatants, but non-combatant whelps as well, she became noticeably upset. She got over it quickly, though, as I had them attacked by the inhabitants of Area 12 shortly after they burned out Area 10.

After this, they finished exploring cave "B" and discovered the secret entrance to cave "C". The centipede was a lot of fun (Melissa, being particularly wary of insects, squirmed; as did I. I hate 'pedes...). Andrea got a chance to save the whelps (whom she later adopted and taught to be fine, upstanding, young Orcs). It is ironic, though, that she and her companions just outright slayed their parents right in front of them, but they had little choice, I guess, and I didn't point it out.

Rona and Bree were killed in the encounter with the Orc Leader and his Battle-Tested Orcs. Sariel managed to save the day with a well-placed Burning Hands spell that finished most of them off. Jarla fought bravely to avenge the death of her cousin, dealing the death blow to the Orc Leader, and Nelenna (as I said before) adopted those little Orc whelps and took them home to live with her in the Temple of Pelor in some distant town.

Conclusion

This was a lot of fun, and quite different from what I'm used to. I've never considered myself to be prejudiced against any group, and, after tonight, I know that I'll never be in danger of thinking that D&D is a man's game. The girls had a lot of fun, and I think Erika might be considering trying on the DM hat with them. I hope she does. She'd make a great DM, and then, maybe, she'd have a little more respect for me during OUR games (doubtful)!

As far as playtesting goes, the mechanics were easy to understand and incorporate. These ladies had never seen a Player's Handbook in their lives, and still were able to be darn near experts within just a few minutes of gameplay.

I do have a few issues with the adventure provided. Most of the encounters end up just being a free-for-all where all of the monsters flood into the corridors of whatever cave they're in and slug it out with the PCs. That, however, might be my problem as DM rather than the adventure's so I'll just leave it alone for now. Also, the inclusion of non-combatants, while more realistic, can lead to problems that some DMs and Players may not want to deal with. I suppose it's simple enough to remove them, though (which I might do in later sessions).

Overall, I give it two thumbs way up. Don't tell the other groups, but this session has been my favorite so far. Not because of all the college co-eds (Erika's the only gal for me) but because I think I may have helped create a group of life-long D&D players. I truly hope that Erika tries her hand at DMing Melissa and the girls. Otherwise, I'm going to have to find time to run ANOTHER campaign, which I don't think I can do.

EDIT: For some reason the whole post didn't show up the first time. I've added the missing parts. Just another reason why it's better to type out a blog in a word processor, then cut and paste to the web editor. Had I not saved a copy on my laptop, you'd be left with only half a blog entry. :)
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Sat, 09 Jun 2012 09:39:13 -0500 http://community.wizards.com/compliant_screenname/blog/2012/06/09/playtest_caves_of_chaos_-_group_c,_session_1_(sorority_house_edition) http://community.wizards.com/compliant_screenname/blog/2012/06/09/playtest_caves_of_chaos_-_group_c,_session_1_(sorority_house_edition) Cast of Characters

Erika - Rona Gemheart, Female Dwarf Cleric of Moradin
Melissa - Jarla Gemheart, Female Dwarf Fighter
Katie - Bree Klepto, Female Halfling Rogue
Andrea - Nelenna Sunsworn, Female Human Cleric of Pelor
Montana - Sariel the Green, Female Elf Wizard

I had an interesting opportunity on Saturday (June 2nd). My girlfriend, better known to readers of my blog as Liz but who is in actuality named Erika, invited me to her cousin Melissa's house in the middle of the night to DM a session of Caves of Chaos for her, Melissa, and "the room-mates".

Introduction

Melissa and her room-mates (Katie, Andrea, and Montana) had been regaled with the exploits of the Group A playtest party and wanted to get in on the action. This was very agreeable in my sight, so I hurried over with my printed out materials from the Group B session and we played for a while.

Melissa, Katie, Andrea, and Montana are all n00bs, to use the common vernacular, and there was a bit of a learning curve. However, once they got their minds wrapped around the concept that you can do anything, go anywhere, and be anyone the pieces snapped right into place and the girls really took off.

This was all very foreign to me. Though I've RPed with plenty of players of the female variety, this was the first time I've ever DMed an all-lady group. I was... scared. That little overweight middle-school boy that I used to be came bursting forth and I suddenly forgot that talking to women was exactly the same as talking to anyone else.

If Erika hadn't been there, I would have been toast. Luckily, she's my rock - the wind beneath my wings, as it were, and she made me realize what a turd I was being. Once I got over my initial shock, everything went smoothly. In fact, I think this group of newbies was more creative than many of the veteran players I've had the honor of DMing.

Erika wanted to continue with her character Akire, but I didn't allow it, judging that it would be quite unfair to the other players of Group A for her to get extra XP during their absence. So, Erika decided to play the Fighter. Melissa became the Dwarf Cleric (and decided to be Erika's in-game cousin as well as her out-of-game cousin), Katie took up the role of Rogue, Andrea was the Human Cleric, and Montana was the Wizard. This was the final lineup, though during the discussion the PC character sheets were traded around several times.

Again, I decided that the caves would change according to what happened in each playtest. That meant that cave "A" was cleared out, caves "D"& "E" were likewise devoid of monsters (and the treasure left behind by Group B was safe and sound with the Hobgoblins of cave "F"), and now a third group of adventurers was about to enter the Caves of Chaos (for some reason, I keep wanting to type Chaves of Chaos... weird).

The Crawl (Caves "B" & "C")

First thing's first: Erika, playing Rona Gemheart, led the heroes directly to cave "A", thinking that she knew what was there, and prepared the rest of the group for battle with a bunch of Kobolds. The look on her face was priceless once she realized that the residents of cave "A" didn't respawn.

ME: "It looks like a battle was fought here. There are bloodstains, weapon marks, and a big pile of charred remains just outside the cave where it appears a makeshift funeral pyre was constructed. The tunnels themselves are bereft of any item of apparent value."

ERIKA (paraphrased): "You mean the OTHER group gets to take THIS group's XP and treasure?"

ME: "And vice versa."

ERIKA (paraphrased): "Wait, what about the second group? Group B?"

ME: *evil grin*

ERIKA (paraphrased): "You suck!"

So, once that was all cleared up, Rona and the gals decided to tackle cave "B". What a treat! The "Watcher" was a particularly fun encounter to set up, and the girls got a real kick out of their first combat session. Again, there was a bit of a learning curve: with the exception of Erika, who, unlike me, is very good at explaining things so that people can understand them, none of the girls had EVER played D&D or any other pen-and-paper RPG before. However, the fun was fast & furious, and the girls picked up on the ins and outs very quickly (teaching Erika to play 4th Edition didn't go so smoothly, despite her general awesomeness. There was just too much to remember per round.)

They took the crawl room by room and got very creative during combat. For most of the game we used Theater of the Mind, but for encounters where there were a lot of questions I busted out some of my homemade battle-grids from the Group B sessions. The girls really seemed to enjoy the roleplaying aspect of the game and often tried to talk to the Orcs of cave "B" to discover why they were so evil and angry.

I think I might have traumatized Andrea. When they came upon the Orc Common Room (Area 10), she came up with a plan to burn the Orcs out with improvised molitov cocktails made of lantern oil. I let them have a go at it, and it worked out pretty well. However, when I described the suffocated and burnt bodies of not only combatants, but non-combatant whelps as well, she became noticeably upset. She got over it quickly, though, as I had them attacked by the inhabitants of Area 12 shortly after they burned out Area 10.

After this, they finished exploring cave "B" and discovered the secret entrance to cave "C". The centipede was a lot of fun (Melissa, being particularly wary of insects, squirmed; as did I. I hate 'pedes...). Andrea got a chance to save the whelps (whom she later adopted and taught to be fine, upstanding, young Orcs). It is ironic, though, that she and her companions just outright slayed their parents right in front of them, but they had little choice, I guess, and I didn't point it out.

Rona and Bree were killed in the encounter with the Orc Leader and his Battle-Tested Orcs. Sariel managed to save the day with a well-placed Burning Hands spell that finished most of them off. Jarla fought bravely to avenge the death of her cousin, dealing the death blow to the Orc Leader, and Nelenna (as I said before) adopted those little Orc whelps and took them home to live with her in the Temple of Pelor in some distant town.

Conclusion

This was a lot of fun, and quite different from what I'm used to. I've never considered myself to be prejudiced against any group, and, after tonight, I know that I'll never be in danger of thinking that D&D is a man's game. The girls had a lot of fun, and I think Erika might be considering trying on the DM hat with them. I hope she does. She'd make a great DM, and then, maybe, she'd have a little more respect for me during OUR games (doubtful)!

As far as playtesting goes, the mechanics were easy to understand and incorporate. These ladies had never seen a Player's Handbook in their lives, and still were able to be darn near experts within just a few minutes of gameplay.

I do have a few issues with the adventure provided. Most of the encounters end up just being a free-for-all where all of the monsters flood into the corridors of whatever cave they're in and slug it out with the PCs. That, however, might be my problem as DM rather than the adventure's so I'll just leave it alone for now. Also, the inclusion of non-combatants, while more realistic, can lead to problems that some DMs and Players may not want to deal with. I suppose it's simple enough to remove them, though (which I might do in later sessions).

Overall, I give it two thumbs way up. Don't tell the other groups, but this session has been my favorite so far. Not because of all the college co-eds (Erika's the only gal for me) but because I think I may have helped create a group of life-long D&D players. I truly hope that Erika tries her hand at DMing Melissa and the girls. Otherwise, I'm going to have to find time to run ANOTHER campaign, which I don't think I can do.

EDIT: For some reason the whole post didn't show up the first time. I've added the missing parts. Just another reason why it's better to type out a blog in a word processor, then cut and paste to the web editor. Had I not saved a copy on my laptop, you'd be left with only half a blog entry. :)
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