Overland Rounds
Time overland will be measured in days, with 3 actions (◆◆◆) available to each PC in the Party, each representing about 8 hours of activity.
◆) Travel
◆) Camp
◆) Rest
Travel
Travel is based on the party's movement speed, measured by the slowest character.
15 feet = 12 miles per day
20 feet = 16 miles per day
25 feet = 20 miles per day
NPCs
Querulous Quartet @ 25 feet each
Garaag @ 25 feet
Jono and Yiluva Brushpaw @ 25 feet (each)
Restnav and Restnov Brushpaw @ 20 feet (each)
Rokvel Hardbrow @ 20 feet
Jystolo @ 20 feet
This base speed may be modified by Difficult Terrain.
At least one character must Sense Direction as their Exploration Activity to keep on pace - more than one may Aid. In most terrain, this is a Trained DC (15).
CS = The party travels one speed category higher than their base speed
S = The party travels at their base speed
F = The party travels one speed category lower than their base speed
CF = The party travels two speed categories lower than their base speed, and risks becoming Hopelessly Lost
If the entire Survivor party is Fatigued (and cannot take Exploration Activities), GM will roll a flat check.
Camp
Several actions will help the party set a proper camp, keeping Survivors sufficiently sheltered and fed. Each activity represents about 4 hours of activity. A character may attempt 8 hours worth of activity (typically by rolling twice), but risks becoming Fatigued.
Downtime
Set Camp
Subsist (for 16 people)
Downtime
Using the Downtime rules, PCs may use this time to pursue their own interests
Set Camp
In which one PC directs the Survivors to set up and take down camp. If that player is at least Trained in Survival, there is no need to roll in Fair Weather and Terrain which is not Difficult Terrain. An Untrained PC may attempt an Untrained DC (10) to succeed in these conditions.
Failure and Critical Failure impact the base speed of the party the following day, leading to one or two shifts in speed category (see Travel). There is no additional benefit for Critical Success.
Subsist
With no rations, and Constan deceased, Survivors struggle daily with hunger. A PC may use the Subsist activity to attempt to feed the group. Failure to provide at least 1 day's worth of rations for everyone (so, 8 rations for 16 survivors) may lead to Fatigue - an extra dangerous condition as it prevents someone afflicted from performing any Exploration Activities during Travel. NPCs who are not fully fed may also slow the party's speed category (see Travel) by one shift, or more for prolonged hunger.
If the Survivors are fully fed on a given day (16 full rations divided 16 ways), they immediately recover, and do not risk Fatigue (or slowing) the following day.
If the Survivors are half fed on a given day (8 full rations divided 16 ways), they must roll a Fortitude save to stave of Fatigue. NPCs slow the party by one speed category.
If Survivors are partially fed on a given day (4 full rations divided 16 ways), they must roll a Fortitude save to stave of Fatigue with a -2 penalty. NPCs slow the party by one speed category.
Any less and the entire Survivor party is automatically Fatigued the following day.
The base DC for this Fortitude save is 10, +1 per day of Travel elapsed with less-than-full rations, which resets if the party becomes fully fed.
Note: "Rations" in the Core Rulebook, if discovered, count as 1 week's worth for one person, thus, proportionately, 1 day's worth for 7 people.
Rest
Each day, Survivors need 8 hours of sleep to be fully rested. If, by dire circumstance, a Survivor becomes Fatigued by both insufficient Rest and insufficient food (or any two sources of Fatigue), that character will also be considered Encumbered. If either condition (Fatigued or Encumbered) would be applied by a third source to character who is already both Fatigued and Encumbered, they will be unable to travel, and must either have their underlying conditions remedied or be left behind...