Overland Travel

“All journeys have secret destinations of which the traveler is unaware”

-The Seer
(Elf Oracle 18)

The rules for overland travel, much like Mounted Combat, are incomplete and ambiguous. For this campaign its important we have clear rules for travel. The The Echo makes the normal methods of high level travel difficult (Teleportation). In addition the campaign also has a set time table with specific events occurring at timed intervals making expeditious travel important for the thrifty player.

Also, the rules for sleep deprivation do not even exist. So Ill be making some up! Because my house ruling for Sleep Deprivation combines with hustling and forced march I will be including the rules here.

Overland Movement Rules (Link)

*Red Text are changes I’ve made to the official rules, Blue text is my comment

Hustle

A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. You may only hustle during the first 8 hours of travel each day.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue. Simple enough – clever players can “heal off” the damage and hustle for a long time. The added bit is to simplify expidited travel. Hustling combined with Forced March is too book keeping intensive and would slow down the game.

Forced March

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard. Similar to Hustle, the fatigue disappears when then non-lethal damage is healed. Pretty simple and easy.

Mounted Movement

A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march , but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches. Characters suffer the normal penalties for Hustling and Forced Marches even when mounted, including when traveling on mounts immune to fatigue (such as Broomsticks, Flying Carpets, and Golems). I changed this one a decent bit; Mounts are entitled to a constitution check for forced march just like the riders. The added text isn’t an addition to the normal rules, but a rule clarification. It’s important to note that mounts suffer lethal damage and do not lose the fatigued condition when the damage is healed. The clever use of fatigue removal/immunity could provide for extremely fast mounted travel.

Fatigued Condition (Link)

A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. If you are fatigued you become exhausted. Such as a second hustle without healing or failing another Forced March check.

Exhausted Condition (Link)

An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Same stuff as fatigued for the most part, but remember you now move at half speed. Pretty important for traveling. If the rider is exhausted the movement portion of course is moot, but will still diminish combat potential.

Added House Rules

Sleep Requirements

A Full Nights Rest is typically 8 hours. As a house rule, players will require 30 minutes less sleep per Constitution Modifier (Rounded up to the nearest Hour – Sorry makes it easier). A player with a +6 Con mod therefor would only require 5 hours of sleep/rest in order to obtain all the benefits normally gained from 8 hours – including natural healing, ability damage reduction, regaining class resources, removing fatigue, being rested enough to prepare spells, etc. The effects of endurance apply. This does not stack with effects such as Ring of Sustenance

Sleep Deprivation

The rules for sleep deprivation will be the same as a Forced March. For each hour of sleep a PC goes without, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage plus 1d6 per extra hour. A character who takes any nonlethal damage from sleep deprivation becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. If a PC is exhausted and fails this constitution check he falls unconscious (into a deep sleep). Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).

If a player passes all Constitution checks related to sleep deprivation they receive all normal benefits for a full nights rest. Failing any of these checks negates the normal benefits the player would have received.

Special: A fatigued character takes a -2 penalty to his constitution check. An exhausted character takes a -6 penalty to his constitution check.

Stacking Effects

The effects of Hustling, Forced March, and Sleep Deprivation stack – just seems appropriate. For instance, if you Hustle for two hours (1 damage then 2 damage) then spend an hour in a forced march it would be a DC 14 Con check vrs 3d6 non-lethal (as if your 3rd hour on a forced march). If later that night you attempted to sleep 1 hour less than normal it would be a DC 16 Con check vrs 4d6 non-lethal. This stacking resets after a full night of rest without any sleep deprivation.

Overland Travel

Echoes of the Rising JosephZ JosephZ