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<blockquote data-quote="CanadienneBacon" data-source="post: 6800370" data-attributes="member: 11146"><p>Holy f-ing hell, I have been crushed at work this week. It has been go-go-go non-stop since ye olde caseload expanded. And all these attorneys, they wanna yap all day long. I feel as if my ears might fall off my head if one more person wants to talk to me to day about What a Good Person Their Client Is and Why the State Should Dismiss. </p><p></p><p>So I owe a post in the IC, which I will get to either later this afternoon or in the evening. The Survival checks to find tracks on the sandstone are, regrettably, a miss (you're gonna YouTube yourself singing that song and share the link with us, right, [MENTION=6799753]lowkey13[/MENTION]?). The intent is to head what you've been promised (heh) is 8 days to the west to get to the Darklake and Sloobludop/poop/whatever. I need a couple things from the group:</p><p></p><p>1) a default marching order for when you're forced to travel single file</p><p>2) a default marching order for when you are able to travel two-abreast</p><p>3) a pace that is either slow, normal, or fast. </p><p>4) a party navigator (optional, but only one person can make the navigation Survival check at a time)</p><p>5) a party mapper (optional)</p><p></p><p>A fast pace makes it harder to spot ambushes or areas of interest (-5 to passive Perception) and prevents characters from foraging. A fast pace will reduce travel time by 1/3. A slow pace allows characters to attempt to travel stealthily enough to surprise or sneak, and enables improved foraging. A slow pace increases travel time by 1/3. A normal pace permits foraging (Survival DC 15, or sometimes DC 20 in more difficult terrain). </p><p></p><p>You'll need to appoint a navigator. I suggest someone with the best Survival score. It's a Survival check DC 10 every time the party sets out after either a short or a long rest to avoid getting lost. A fast pace merits a -5 penalty to this navigation check. A slow check enables a +5 penalty to this navigation check.</p><p></p><p>Finally a character not focused on any other task (including watching for danger, navigating, or foraging) can record the group's progress and create a map (either on parchment if you have it or in your head). The map will remove the possibility of the group becoming lost (as long as you stick together).</p><p></p><p>There might be more info I need to relay, but I gotta start my work day. That's all for now.</p></blockquote><p></p>
[QUOTE="CanadienneBacon, post: 6800370, member: 11146"] Holy f-ing hell, I have been crushed at work this week. It has been go-go-go non-stop since ye olde caseload expanded. And all these attorneys, they wanna yap all day long. I feel as if my ears might fall off my head if one more person wants to talk to me to day about What a Good Person Their Client Is and Why the State Should Dismiss. So I owe a post in the IC, which I will get to either later this afternoon or in the evening. The Survival checks to find tracks on the sandstone are, regrettably, a miss (you're gonna YouTube yourself singing that song and share the link with us, right, [MENTION=6799753]lowkey13[/MENTION]?). The intent is to head what you've been promised (heh) is 8 days to the west to get to the Darklake and Sloobludop/poop/whatever. I need a couple things from the group: 1) a default marching order for when you're forced to travel single file 2) a default marching order for when you are able to travel two-abreast 3) a pace that is either slow, normal, or fast. 4) a party navigator (optional, but only one person can make the navigation Survival check at a time) 5) a party mapper (optional) A fast pace makes it harder to spot ambushes or areas of interest (-5 to passive Perception) and prevents characters from foraging. A fast pace will reduce travel time by 1/3. A slow pace allows characters to attempt to travel stealthily enough to surprise or sneak, and enables improved foraging. A slow pace increases travel time by 1/3. A normal pace permits foraging (Survival DC 15, or sometimes DC 20 in more difficult terrain). You'll need to appoint a navigator. I suggest someone with the best Survival score. It's a Survival check DC 10 every time the party sets out after either a short or a long rest to avoid getting lost. A fast pace merits a -5 penalty to this navigation check. A slow check enables a +5 penalty to this navigation check. Finally a character not focused on any other task (including watching for danger, navigating, or foraging) can record the group's progress and create a map (either on parchment if you have it or in your head). The map will remove the possibility of the group becoming lost (as long as you stick together). There might be more info I need to relay, but I gotta start my work day. That's all for now. [/QUOTE]
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