“Where” is the 5e multiverse is Eberron? For the purposes of “spelljammer/wildspace” travel?


“Where” is the 5e multiverse is Eberron? For the purposes of “spelljammer/wildspace” travel?

The reason I ask is “physically” transporting items from one setting to the other (other being any: Dragon Lance, Dark Sun, Forgotten Realms, GreyHawk, etc.)

Like a Eberron “arcane” focus, or “double-bladed scimitar” to lets say, Krynn in Dragon Lance or Toril in Forgotten Realms?

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What is a horse’s travel pace?

I have been looking at long distance travel via mounts versus travelling on foot, so that I can more effectively build and describe the world, as well as manage random encounters and such. I am having trouble figuring out a certain part of the PHB description of mounted travel:

For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.

(Emphasis mine.)

I have already extrapolated the normal travel pace of a creature to be its walking speed divided by 10 rounded up in miles per hour, as this leads to 3 miles/hour for the player characters with exceptions of permanent speed increases as well as with Flying mounts as described in the DMG Page 119:

A creature that serves as a flying mount must rest 1 hour for every 3 hours it flies, and it can’t fly for more than 9 hours per day. Thus, characters mounted on griffons (which have a flying speed of 80 feet) can travel at 8 miles per hour, covering 72 miles over 9 hours with two 1-hour-long rests over the course of the day.

(Emphasis mine.)

So looking at either a Riding Horse or a Warhorse, each of which has a walking speed of 60 ft., I would double the travel pace distances covered by a creature with 30 ft. speed. However, the part mentioning acquiring fresh mounts every 8 to 10 miles confuses me, as a horse could move 16 miles per hour during a gallop. Unless the phrase “twice the usual distance for a fast pace” does not refer to the fast pace of a horse, but of typical medium creatures like many PCs, and it doesn’t say one way or the other.

So how does that work, exactly? Does a galloping horse travel at twice its own fast pace, or can it only travel at twice the fast pace of a typical medium humanoid? Furthermore, if the correct answer is the latter, since galloping would be akin to the horse’s fast traveling pace, does that mean galloping effectively replaces a fast travel pace by horseback?

Does the level 6 Barbarian Elk Totem affect travel via land vehicle?

I am looking at the level Elk Totems ability for my next level of Barbarian. Currently most of our travel time has been on foot, but our Noble Half-Elf Ranger wants to get herself a horse drawn carriage. Would the travel pace of the carriage be doubled? Since both mounted and foot travel is covered by this ability it would make sense that land vehicles should be as well. Water and magic vehicles would not be affected.

Sword Coast Adventurer’s Guide, pg. 122:

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to 10 companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

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Is it possible to translate in-place after inapposite travel?

When a creature travels via inapposite means (inapposite gate, harness, directly from the strange, etc), will end up out of context when the laws of the destination recursion differ, and will begin weakening (and possibly dying).

If this happens to a quickened individual, who has the ability to initiate translations between recursions, is it possible for that individual to initiate a translation to the recursion it is currently in to adapt to its context, without travelling?

As a concrete example, assume an player character with the Abides in Stone focus (that is, an actual golem) crashes through a one-way inapposite gate to Earth, which lacks the Magic law to allow a golem to function, which means that character would die within several days. Could this character now translate itself into the Earth context (meaning swapping the focus and becoming human, if not already so) without changing recursion? Or would they need to travel (by translation or inapposite) to another recursion, then translate to Earth from there to get back into context?

How many “8 hour” travel periods in one day? One or Two?

Follow up on how far can a horse can travel in a day.

So a “day” is 24 hours and a long rest 8 hours. By my math, thats 2 periods of travel:

Like travel 8 hours (12-8), then long rest 8 hours (sleep? 8-4), then a 2nd 8 hours (4-12) of travel

Given that RAW a horse can go 34 miles in 8 hours: 7 hours at fast pace for 28 miles, then 1 hour of gallop for 6 miles, total 34 before it needs to rest.

Would this let the total travel distance DOUBLE (to 60 or 68 respectfully), if the party was 100% focused on traveling for 24 hours straight, assuming they used my example method above?

Can a horse really travel this far per day?

Special Travel Pace (DMG p. 242–243):

In 1 hour, you can move a number of miles equal to your speed divided by 10 […]

  • For a fast pace, increase the rate of travel by one-third.

  • For a slow pace, multiply the rate by two-thirds.

Variant encumbrance (pn PHB pg 176) says up to str × 5 doesn’t slow speed & :

For each size category above Medium, double the creature’s carrying capacity and the amount it can push, drag, or lift. For a Tiny creature, halve these weights.

So a Riding horse has a Strength of 16, is large so that’s up to 160 pounds (16 × 5 = 80 then 80 × 2 = 160), not slowed. it has a move of 60ft or 6 miles an hour at normal pace, or increased by one-third at a fast pace (6 × 1.33 = 7.98) 7.98 or lets just say 8 for ease.

You can travel 8 hours a day without exhaustion. Plus you can gallop (inside that 8 hour limit) at double normal pace (6 × 2 = 12) for 1 hour. Makes most sense to go fast for 7 hours (7 × 8 = 56), then gallop the last hour (1 × 12= 12). For a total of (56 + 12 = 68) 68 miles a day. (A 5th the width of Florida! To do the math this horse could cross the WHOLE USA in under 31 days)

Is this right?

How to create travel speed for homebrew vehicles

I’m working on a campaign where a giant forest covers the land where oceans should usually be. My party is going to have a vessel akin to a ship that will let them travel across this massive forest.

I have some ideas on how these ships could work:

  • Long spindly mechanical arms with very large malleable disks at the end that would be used to distribute the weight of the ship. The ship would move using the arms that would “walk” atop the canopy. With the assistance of some spells that can make the ship lighter, it could travel across the top of the canopy of the forest without tearing down thousands of trees. Heavy rainfall could make the joints of the arms rust and make the normal travel speed slower.
  • It might have a giant keel that skims the top of the canopy. It would be akin to a sailboat; using sails and wind to move. Control Wind and Control Weather would greatly increase the speed of the vessel. Turtling would be more likely because there isn’t any water keeping the vessel buoyant so that’d be a big issue.
  • It could be akin to a hot air balloon with gas heated balloons on different sections of the skip keeping it raised above the canopy. Strong wind and storms could damage the balloons and slow travel time.

Magical flying ships are going to exist in this world but they’re a new technology and my party will most likely be unable to obtain safe passage on one for quite a while. Hand wavy magic can also fix the issue of traveling on top of a forest canopy on a ship-like form of transportation with no buoyancy to keep the ship afloat.

I have never homebrewed a form of transportation or vehicle before and I have no idea how travel speed on a vessel of this sort would work because it’s technically not a boat and more akin to a walking/floating cargo ship.

There are no strong currents or hurricanes or whirlpools that will affect travel time but those complications are replaced with strong winds, tornadoes, and thunderstorms. Fallen trees or uneven levels of vegetation would affect travel time as well as other various things. Vessels like these aren’t affected in the same way as ships are so I’m unsure of the speed of these vehicles.

To sum all of this up into a sentence: How do I make accurate travel speed for a homebrewed form of transportation?