Uncharted Journeys, 5e

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Uncharted Journeys brings detailed travel rules to the 5th edition of the world’s most popular roleplaying game.

Uncharted Journeys is a brand new supplement for Dungeons & Dragons 5th edition created by Cubicle 7, the award-winning team behind Adventures in Middle-earth, the first ever Lords of the Rings roleplaying game for 5th edition.

Uncharted Journeys provides a wealth of information, rules, and encounters to make travel a key part of 5th edition Dungeons & Dragons adventures. This supplement brings detailed travel rules to 5th edition and provides in-depth yet simple rules for creating memorable and compelling journeys.

Uncharted Journeys includes rules for travel, new character abilities, rules for creating unique ruins with their own history and story, and contains almost 2,000 unique encounters across a variety of locations. This is the perfect supplement for players and DMs playing in a campaign focused on exploration and travel, and is ideal to use with official Dungeons & Dragons supplements such as Curse of Strahd and Tomb of Annihilation.

Uncharted Journeys provides a wealth of information, rules, and encounters to make travel a key part of your 5e adventures. The book includes:

Easy to understand rules for journeys and exploration: Set the Route to your destination and determine how long (and how dangerous) the journey will be; Prepare by gathering supplies, securing mounts, and resting before the long road ahead; and finally, Make the Journey and experience strange and unique encounters along the way, and be forever changed by your experiences.
Rules for four key Roles required for a successful journey: the Outrider, the Quartermaster, the Sentry, and the Leader. Each Role has a unique ability that can be the difference between success and failure on the treacherous paths you travel.
Advice on which Classes are best suited to which Roles, as well as new rules for resting and recovering Class abilities while on a long journey.
New ways to create unique and interesting travellers you meet on the road: Where and when do you meet them? Are they friend or foe? Where are they going? Why are they travelling? What do they want?
Rules for creating countless ancient ruins that your party can discover: who built them, how old are they, and who lurks there now? Is it an archive containing forgotten elven lore, or was it created by an ancient civilisation for some sinister purpose?
Almost 2,000 Journey Encounters across 16 different regions, including huge cities teeming with people, thick jungle overrun by beasts, haunted lands ruled by a malicious Vampire Lord, and scorched hellscapes ruled bydemons and monstrosities