
Hobit of Bree |
Hi folks,
For above-ground long-distance travel, the spell nature's paths can be really handy for a party moving through forest etc.
Is there any spell or fairly cheap item (few 1000) that would help a whole party moving on a road or underground for long distances?

MrCharisma |

A SKALD has the Song of Marching as a performance ...
At 3rd level, a skald can use raging song to inspire his allies to move faster without suffering from fatigue. By expending 1 round of raging song, the skald invigorates allies within 60 feet, who may hustle for the next hour; this movement counts as a walk (not a hustle) for the purpose of accruing nonlethal damage and fatigue. The skald must continue to perform the song for the remainder of the hour, otherwise its effects end, but only 1 round of raging song is expended for that hour.
I always thought this should have been on the base bard as well. This is one of the main things musicians do in real armies.
(IS there a way for bards to get this?)

Meirril |
Hi folks,
For above-ground long-distance travel, the spell nature's paths can be really handy for a party moving through forest etc.Is there any spell or fairly cheap item (few 1000) that would help a whole party moving on a road or underground for long distances?
Try a mount. For less than 200gp each a mount raises adventurers from a base speed of 20/30 to 40. For most parties that doubles their rate of travel. Just make sure you buy enough pack animals to keep any of them from becoming encumbered.

Dasrak |

Wouldn't it be cheaper to get some skeletal horses and just not have to worry about them starving, or getting tired?
A hustling mount takes actual hit point damage, and the amount of hit point damage grows cumulatively for each successive hour. Being undead will prevent them from becoming fatigued, but it won't prevent the damage. You can always heal the damage, but you can do that with living horses too so you aren't really getting anything out of using undead ones if you're going to do that. And stabling skeleton horses is really annoying in most cities, so even if you can get the fast zombie template (which gets a speed increase) it's usually not worth the hassle.

LordKailas |

A bloody skeleton horse has fast healing 1, so you can hustle it continuously without having to worry about it dying. I completely agree that there are issues with trying to walk around town with undead creatures mounts or otherwise. Primarily because by the RAW creating undead is an evil act.
It's like walking around with a decapitated human head hanging off of your belt or wearing a necklace of freshly severed fingers. Townsfolk are going to come to certain conclusions about such "ruffians" and will hope that those adventurers they sent off for post haste will deal with these people as well.

Dasrak |

A bloody skeleton horse has fast healing 1, so you can hustle it continuously without having to worry about it dying.
Because hustle damage grows increasingly severe, there will come a point at which the damage is so high the skeletal horse is instantly knocked from full to dead. Presuming your non-undead player characters are sleeping for 8 hours then a bloody skeleton created in an aura of desecration has just enough HP to avoid this problem, but if you're riding through the night then the bloody skeleton horses won't make it and you'll need to find a higher-HD corpse to raise as a mount.
It could be assumed that this also applies to mounts pulling a carriage, though it’s not certain.
Presumably, although frustratingly there's no overland move speed listed for carriages anywhere. In the CRB the closest thing listed are wagons, which are listed as 2 miles per hour (which is slower than walking speed, so this clearly isn't in reference to a carriage). The Ultimate Combat vehicles section lists the tactical speed of a carriage, which is presumably its "run" speed, but doesn't list what its walk or hustle speed.

Cevah |

For 160 gp, get four 4th level castings of Mount. This will give you four horses that will last 8 hours for your party. These go at 50' as opposed to your 30' (o 20'). [Total of 40 miles as opposed to 24 miles (16 miles) on foot.] [Add 12 gp for 4 power components (Spirit of Wine) for an additional hour of travel.] Alternately, you can get ponies that go 40' (32 miles per day). The wand of Mount at 750 gp will need 16 uses to provide four horses for eight hours each. [Effectively 240 gp worth of spell usage.]
For 720 gp, get a 12th level casting of Wind Walk. This lets four party members to travel at 60 miles per hour for 12 hours. [For a total a total 720 miles.] [Add 2 gp for a power component (Magnesium) for an additional hour of travel.]
If you only have one slowpoke, try the Boots of Striding and Springing for 5,500 gp.
/cevah