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<blockquote data-quote="Tazawa" data-source="post: 7548176" data-attributes="member: 11334"><p>There’s been some really good ideas so far. I thought I would build on them if you’re still interested.</p><p></p><p><strong><u>Forced March</u></strong></p><p>I would treat this as a something like a skill challenge. We know the characters can travel 20 miles in 8 hours with no penalty, so I would divide the remaining 30 miles into 3 sections of 10 miles each and require an escalating Con save to avoid exhaustion.</p><p> Mile 30: DC 10</p><p> Mile 40: DC 12</p><p> Mile 50: DC 14</p><p></p><p>There are a few ways that the characters can try to avoid exhaustion:</p><p></p><p>- If they aren’t navigating or watching for threats, they can use one of their skills to try and give themselves or another character advantage on the Con save. The DC should be the same as the Con save DC. Note that this is with disadvantage if they have a level of exhaustion.</p><p></p><p>- They can ride their mounts. Each can probably carry one medium or two small characters. The skeletal horse doesn’t need to make Con saves but the giant lizard does. Count on you players getting creative, having different characters riding the mounts at different times. They may have to leave the lizard behind if it gets tired.</p><p></p><p>- With a Nature or Herbalism check they can find a stimulant in the temple’s gardens. There should be fewer doses available than there are characters. I would make it give advantage on Con checks and saves for 24 hours but also give disadvantage on Wis checks and saves for the same amount of time.</p><p></p><p>There’s still a good chance that at least one of the characters will get two levels of exhaustion, halving their speed. If this happens, the last 10 miles will take 8 hours instead of 4 hours and make the difference between arriving 4 hours before the foes or at the same time.</p><p></p><p><strong><u>Warning the Settlement</u></strong></p><p>The animal messenger spell or the animal companion could be used to warn the settlement. I don’t know if an archaeopteryx can fly faster than the foes, but I would let them do a Nature check to find a bird or flying dinosaur that is for the spell. If the settlement is warned in advance, they can prepare their defences.</p><p></p><p><strong><u>Travel by River</u></strong></p><p>Travel by river is probably faster and they would be traveling with the current (even if it is sluggish), but it doesn’t sound like they have boats. One of the characters can swim and the giant lizard might be able to. I would let them try to build a crude raft they can paddle and pole along if they wanted to. It would take about four hours and require some number of appropriate skill checks.</p><p></p><p>I would let them travel 3 hexes in the first 8 hours without making a Con save. After that, one DC 10 Con save to get to Mile 40 and a DC 12 Con save at Mile 50 after hiking the last 10 miles through the jungle.</p><p></p><p>This route could get them to the settlement faster than hiking, but they may have to leave some mounts and equipment behind.</p></blockquote><p></p>
[QUOTE="Tazawa, post: 7548176, member: 11334"] There’s been some really good ideas so far. I thought I would build on them if you’re still interested. [B][U]Forced March[/U][/B] I would treat this as a something like a skill challenge. We know the characters can travel 20 miles in 8 hours with no penalty, so I would divide the remaining 30 miles into 3 sections of 10 miles each and require an escalating Con save to avoid exhaustion. Mile 30: DC 10 Mile 40: DC 12 Mile 50: DC 14 There are a few ways that the characters can try to avoid exhaustion: - If they aren’t navigating or watching for threats, they can use one of their skills to try and give themselves or another character advantage on the Con save. The DC should be the same as the Con save DC. Note that this is with disadvantage if they have a level of exhaustion. - They can ride their mounts. Each can probably carry one medium or two small characters. The skeletal horse doesn’t need to make Con saves but the giant lizard does. Count on you players getting creative, having different characters riding the mounts at different times. They may have to leave the lizard behind if it gets tired. - With a Nature or Herbalism check they can find a stimulant in the temple’s gardens. There should be fewer doses available than there are characters. I would make it give advantage on Con checks and saves for 24 hours but also give disadvantage on Wis checks and saves for the same amount of time. There’s still a good chance that at least one of the characters will get two levels of exhaustion, halving their speed. If this happens, the last 10 miles will take 8 hours instead of 4 hours and make the difference between arriving 4 hours before the foes or at the same time. [B][U]Warning the Settlement[/U][/B] The animal messenger spell or the animal companion could be used to warn the settlement. I don’t know if an archaeopteryx can fly faster than the foes, but I would let them do a Nature check to find a bird or flying dinosaur that is for the spell. If the settlement is warned in advance, they can prepare their defences. [B][U]Travel by River[/U][/B] Travel by river is probably faster and they would be traveling with the current (even if it is sluggish), but it doesn’t sound like they have boats. One of the characters can swim and the giant lizard might be able to. I would let them try to build a crude raft they can paddle and pole along if they wanted to. It would take about four hours and require some number of appropriate skill checks. I would let them travel 3 hexes in the first 8 hours without making a Con save. After that, one DC 10 Con save to get to Mile 40 and a DC 12 Con save at Mile 50 after hiking the last 10 miles through the jungle. This route could get them to the settlement faster than hiking, but they may have to leave some mounts and equipment behind. [/QUOTE]
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