Overland Actions

The Overland Round represents 12 hours in the game world. It is assumed that the group rests and performs a number of trivial tasks for the remaining 12 hours.

It is modeled on the Combat Round. Thus, the Overland Round consists of one Swift Action, one Move Equivalent Action and one Standard Action. Just like with the Combat Round, a Standard Action may be exchanged for an additional Move Action. Alternatively, a Full-Day Action may be taken in exchange for Move and Standard Overland Actions. If the group does not move during their Overland Round, party members may make a 1-mile trek, which is the overland equivalent to the 5-foot step.

Example Overland Actions are as follows:

Swift Overland Actions
• Search for protected shelter / camp site.
• set up camp / set out for travel.
• Travel 1 mile and back, or patrol around the camp.
• Gather wood for an all-night bonfire.
• Prepare meals.
• Groom animals.
• Cast a spell with a casting time of up to 1 hour.
• Any other task requiring about 1 hour to complete.

Move Equivalent Overland Actions
• Travel up to half the Overland distance indicated in Movement Section of the rules.
• Protect against severe weather (as per Survival skill; +2 if moving, +4 if stationary).
• Erase traces of camp / activity.
• Dig grave / trench (up to 5 ft. deep, 10 ft. long).
• Set or check and empty Traps and Snares for food.
• Gather information (as per Influence / Diplomacy skill description).
• Taking 20 on a Perception check to search an area of 50’ x 50’
• Attempt a Profession skill check, requiring steady work but low concentration.

Standard Overland Actions
• Travel up to half the Overland distance indicated in Movement Section of the rules.
• Administer/receive day-long care (Heal skill; 2 hp/level or 2 ability score points)
• Camouflage or fortify camp or shelter.
• Forage for food (as per Knowledge Nature / Survival skill).
• Take 20 on a Perception check to search an area of 75’ x 75’.
• Attempt a Profession skill check, requiring steady work and high concentration.

Full Day Actions
• Administer/receive 24hr care (Heal skill; 4 hp/level or 4 ability score points)
• Force-march (attempt to travel > standard maximum distance, requires FORT saves).
• Attempt any Move or Standard Action but with a +2 circumstance bonus.
• Cast a spell requiring more than 8 hours of uninterrupted activity.
• Take 20 on a Perception check to search an area of 150’ x 150’.

Overland Actions

Wolfshead Yorunkun