It is so hard to find rules.. in search here.. unless I'm missing something. I have a character who would like to BE a guide, and make maps, and guide parties, and another who uses that as an excuse to map the world so he can play with the 'mortals'. what are the rules for maps and guides. and where are they.
There are no rules for maps, and as for guides, the only such rules are found in Tomb of Annihilation where you can hire an NPC guide to help you through the jungle
PHB - Chapter 8: under Activity While Traveling, under 'Other Activities', you'll see a small rule on creating maps while traveling. If they're doing this, they can't spot threats (their passive wisdom basically doesn't work).
XGE - Chapter 2: under Cartographer's tools. Proficiency basically negates the rule above as it allows you to do other activities while drawing a map.
Acquisitions Inc - Chapter 2: There's 3 pages worth of rules for a Cartographer.
And there is the "becoming lost" in the DMG.. where it says if you have an accurate map of the region.. Your navigator has Advantage on rolls to avoid becoming lost.
You know it says that if you have a path, you don't need to roll.. Which I think is where Guides can come in; you DON'T have a path if you don't Know a path. So you may hire a guide so that the party doesn't have to roll if the location is ON the path.
You know it says that if you have a path, you don't need to roll.. Which I think is where Guides can come in; you DON'T have a path if you don't Know a path. So you may hire a guide so that the party doesn't have to roll if the location is ON the path.
This is probably referring to a PHYSICAL path.
If you are on the path, you can't get lost because you are still following the path (or road).
You don't need a guide to lead you along the path - you might only need someone in the town to say, "follow that path" and that will get you to your destination without getting lost.
That depends, yes it would be talking about a; donkey pack trail, cart path or wagon road. But the question of do you take the right fork, where do you NOT drink the water, and is that right fork a hunting trail or donkey pack trail..
There is such a thing as a journey stick, on it you look at the pattern of notches and carving that tells you what turns to take and such.. But if those are guild secrets.. The fact is Most physical paths.. are not a single line from point a-b. And you don't necessarily know if the instruction for keeping to The Path were even accurate.
Rollback Post to RevisionRollBack
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
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It is so hard to find rules.. in search here.. unless I'm missing something.
I have a character who would like to BE a guide, and make maps, and guide parties, and another who uses that as an excuse to map the world so he can play with the 'mortals'.
what are the rules for maps and guides. and where are they.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
There are no rules for maps, and as for guides, the only such rules are found in Tomb of Annihilation where you can hire an NPC guide to help you through the jungle
Find my D&D Beyond articles here
PHB - Chapter 8: under Activity While Traveling, under 'Other Activities', you'll see a small rule on creating maps while traveling. If they're doing this, they can't spot threats (their passive wisdom basically doesn't work).
XGE - Chapter 2: under Cartographer's tools. Proficiency basically negates the rule above as it allows you to do other activities while drawing a map.
Acquisitions Inc - Chapter 2: There's 3 pages worth of rules for a Cartographer.
Guide to the Five Factions (PWYW)
Deck of Decks
And there is the "becoming lost" in the DMG.. where it says if you have an accurate map of the region.. Your navigator has Advantage on rolls to avoid becoming lost.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
You know it says that if you have a path, you don't need to roll..
Which I think is where Guides can come in; you DON'T have a path if you don't Know a path.
So you may hire a guide so that the party doesn't have to roll if the location is ON the path.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
This is probably referring to a PHYSICAL path.
If you are on the path, you can't get lost because you are still following the path (or road).
You don't need a guide to lead you along the path - you might only need someone in the town to say, "follow that path" and that will get you to your destination without getting lost.
That depends, yes it would be talking about a; donkey pack trail, cart path or wagon road.
But the question of do you take the right fork, where do you NOT drink the water, and is that right fork a hunting trail or donkey pack trail..
There is such a thing as a journey stick, on it you look at the pattern of notches and carving that tells you what turns to take and such..
But if those are guild secrets.. The fact is Most physical paths.. are not a single line from point a-b. And you don't necessarily know if the instruction for keeping to The Path were even accurate.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound