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<blockquote data-quote="LordEntrails" data-source="post: 7547802" data-attributes="member: 6804070"><p>I'd go with the stimulant route, maybe even giving advantage on the checks and maybe a bonus for the guide? Though I think I would give a movement bonus for the guide, rather than a bonus on the check.</p><p></p><p>For multi-day travel, I setup a different forced march set of rules for an adventure I wrote for the Guild. Not really the situation you are in, but here they are if they help at all.</p><p></p><p>It is likely that the party will be travelling a great deal in a short time period with limited chances for both short and long rests. The first opportunity for a long rest is probably not until the night of day 4 (either after reaching Melion or if trapped in Palisade). </p><p>The following rules should be used to deter-mine the effects of multi-day travel with limited rests. </p><p>Characters can travel an equivalent distance of 8 hours of fast paced travel (typically 32 miles) without needing a long rest before risking exhaustion. Each short rest restores an equivalent distance of 1 hour of fast paced travel (typically 4 miles) before again risking exhaustion.</p><p></p><p>For each hour of at risk travel, the character must make a Constitution save with a DC 10 + 1 for each hour of at risk travel plus an additional 1 for each 12 hour block of time over 36 hours since the character last completed a long rest. A failed save results in the character gaining 1 level of exhaustion.</p><p></p><p>At-Risk Travel DC *</p><p>1 hour 11 + 1 per Block**</p><p>2 12 + 1 per Block**</p><p>3 13 + 1 per Block**</p><p>5 15 + 1 per Block**</p><p>8 18 + 1 per Block**</p><p>10 20 + 1 per Block**</p><p>* Assuming no short rests</p><p>** Where a Block is 12 hours without a long rest after 36 hours or more since a long rest</p><p></p><p>For example, assume a character in the time-line as outlined above last completed a long rest on the morning of day minus one (because the long rest is interrupted at time = 0). If this character leaves Palisade at noon on day 3, they have traveled about 27 miles since their last long rest. If they have not taken any short rests since their travel has begun, once they travel 5 more miles, their travel is now at risk of resulting in exhaustion. The first hour of at risk travel that this character travels, the constitution saving throw they must make is a DC 19. (DC 10 + 0 + 9 since it has been 9 twelve-hour blocks since they last had a long rest. If they then take a short rest, they can again travel for one hour before again risking exhausting travel. If they do not take a short rest, they continue to travel at risk of exhausting travel, but now the DC is 20 (10 + 1+ 9).</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7547802, member: 6804070"] I'd go with the stimulant route, maybe even giving advantage on the checks and maybe a bonus for the guide? Though I think I would give a movement bonus for the guide, rather than a bonus on the check. For multi-day travel, I setup a different forced march set of rules for an adventure I wrote for the Guild. Not really the situation you are in, but here they are if they help at all. It is likely that the party will be travelling a great deal in a short time period with limited chances for both short and long rests. The first opportunity for a long rest is probably not until the night of day 4 (either after reaching Melion or if trapped in Palisade). The following rules should be used to deter-mine the effects of multi-day travel with limited rests. Characters can travel an equivalent distance of 8 hours of fast paced travel (typically 32 miles) without needing a long rest before risking exhaustion. Each short rest restores an equivalent distance of 1 hour of fast paced travel (typically 4 miles) before again risking exhaustion. For each hour of at risk travel, the character must make a Constitution save with a DC 10 + 1 for each hour of at risk travel plus an additional 1 for each 12 hour block of time over 36 hours since the character last completed a long rest. A failed save results in the character gaining 1 level of exhaustion. At-Risk Travel DC * 1 hour 11 + 1 per Block** 2 12 + 1 per Block** 3 13 + 1 per Block** 5 15 + 1 per Block** 8 18 + 1 per Block** 10 20 + 1 per Block** * Assuming no short rests ** Where a Block is 12 hours without a long rest after 36 hours or more since a long rest For example, assume a character in the time-line as outlined above last completed a long rest on the morning of day minus one (because the long rest is interrupted at time = 0). If this character leaves Palisade at noon on day 3, they have traveled about 27 miles since their last long rest. If they have not taken any short rests since their travel has begun, once they travel 5 more miles, their travel is now at risk of resulting in exhaustion. The first hour of at risk travel that this character travels, the constitution saving throw they must make is a DC 19. (DC 10 + 0 + 9 since it has been 9 twelve-hour blocks since they last had a long rest. If they then take a short rest, they can again travel for one hour before again risking exhausting travel. If they do not take a short rest, they continue to travel at risk of exhausting travel, but now the DC is 20 (10 + 1+ 9). [/QUOTE]
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