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Vault 5e: Uncharted Journeys


“It’s not the destination, it’s the journey.”

From the award-winning team that brought you Doctors and Daleks, Adventures in Middle-earth, and Victoriana 5e comes Uncharted Journeys for 5e! Uncharted Journeys brings detailed travel rules to the 5th edition of the world’s most popular roleplaying game and provides in-depth yet simple rules for creating memorable and compelling journeys. Make travel a fun and rewarding part of your 5e game! 

Undertake perilous journeys as your intrepid party blazes new trails across strange and uncharted lands. Strike out across unforgiving tundra and forge your path through deadly jungles as you battle to reach your destination. Experience travel in 5e as never before with thousands of possible encounters. Meet strange and unforgettable characters along the road, and uncover lost and forgotten ruins. Expand your 5e experience with new character abilities.

Your journey starts here!

The Uncharted Journeys book overlaid on a background where a lone wanderer travels across snowy mountains

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 by demons and monstrosities.

  • A custom character sheet and Journey Chronicle to keep a record of all your adventures!

An open book showing an elven wanderer. The text on the page shows the rules for roles
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Reviews (0)
Discussions (5)
Customer avatar
Zachary W March 04, 2023 5:50 pm UTC
Question about weather: When calculating the Journey difficulty DC, does the GM assume the weather will be constant throughout the journey? It seems unusual to assume that a 1 month journey will have either storms or clear skies but not both. Am I misunderstanding?
Customer avatar
Cubicle 7 E March 07, 2023 10:51 am UTC
Great question Zachary! I've a response from the development team:

"In the Difficulty section on P 13 we recommend that this roll for weather and terrain represents the average weather and terrain for the duration of the Journey. When traveling on a Journey it's expected that different spells of weather will occur throughout, but this roll will determine what kind of weather events had the most impact on your Journey."
Customer avatar
Eugene W March 01, 2023 10:00 pm UTC
Was there ever an update or errata that explained how Sorcerers regain their Sorcery Points in this?
Customer avatar
Cubicle 7 E March 07, 2023 1:21 pm UTC
Hey Eugene, I've asked the development team and this is what they say:

"On Page 19 we cover how resting works on a Journey. When traveling on a Journey, the strain of the effort of traveling and the present danger on the road means that long rests aren't possible except in specific encounters.
On Page 10 we give the Sorcerer class a new, Journey Specific, feature that lets them recover spell slots at the cost of hit dice. We have not included any additional features to restore sorcery points."
Customer avatar
Camille M February 15, 2023 4:20 pm UTC
Will this pdf eventually be available in a printer-friendly version?
Customer avatar
Robert R December 28, 2022 12:52 am UTC
294 pages about journeys? And it’s almost $30 for a pdf. I’m gonna wait for some more feedback on this one. And I will keep an eye on it. I’m curious, but skeptical at this point.
Customer avatar
Ray C January 03, 2023 11:22 pm UTC
If it helps any, I did a Let's Read of it on RPGnet and some other forums:
Customer avatar
Robert R January 04, 2023 5:03 am UTC
Thanks Ray. I will take a look.
Customer avatar
David E December 15, 2022 9:42 pm UTC
This is a confusing or misleading offering. The pictures show a book, while apparently you can only buy a PDF.
Customer avatar
Michael H December 18, 2022 4:13 am UTC
There will be a book, it just has not been printed yet. According to its Kickstarter that should be delivered in April 2023.
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File Last Updated:
January 06, 2023
This title was added to our catalog on December 13, 2022.