OVERLAND TRAVEL
"The open road awaits us."

THE OVERLAND ROUND
In this exploration system, a typical adventuring day is modeled on the combat round called the Overland Round.
The Overland Round consists of any number of Free Overland Actions, 1 Swift Overland Action, 1 Move Overland Action and 1 Standard Overland Action (or an additional Move Action). Just like the combat round, a Standard Overland Action may be exchanged for an additional Move Overland Action. Alternatively, the group may select to perform a Full-Day Action if they forfeit their Move and Standard Overland Actions. If the group does not move during their Overland Round, they may make a 1-mile trek, which is the overland equivalent to the 5-foot step.
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Overland Actions are broken-down as follow:
FREE ACTIONS
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Cast a spell with a casting time of 10 minutes or less.
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Groom animals.
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Prepare meals.
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Prepare daily spells.
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Set or break camp.
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Travel 1 mile (the overland "5-foot step", also know as the 1-mile trek).
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Any other mundane task requiring less than 1 hour or that can easily be performed while doing something else.
SWIFT ACTIONS
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Gather wood for a bonfire.
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Cast a spell with a casting time of 1 hour.
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Find protected shelter / camp site.
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Record a 0-level or 1st level spell in a wizard's spellbook.
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Study a new spell.
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Any other task requiring about 1 hour to complete.
MOVE ACTIONS
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Travel for half the day.
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Check snares / traps.
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Dig grave / trench (up to 5 ft. deep, 10 ft. long).
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Make a Survival check to erase traces of camp / activity.
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Gather Information (as per Diplomacy skill description; urban action).
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Protect against severe weather (as per Survival skill description; +2 if moving, +4 if stationery).
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Record up to 4 levels worth of spells in a Wizard's spellbook.
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Any other task requiring steady work but low concentration.
STANDARD ACTIONS
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Administer/receive long-term care (as per Heal skill description; 2 hp/level or 2 ability score points)
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Attempt a Craft skill check.
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Camouflage or fortify camp or shelter.
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Forage for food (as Survival skill description).
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Hunt for magical/medicinal herbs
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Set snares and traps.
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Any other task requiring steady work and high concentration.
FULL-DAY ACTIONS
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Administer/receive long-term care (as per Heal skill description; 4 hp/level or 4 ability score points)
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Attempt a Forced march (attempting to travel more than the total distance indicated on the Overland Movement Table, with appropriate fortitude saves).
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Attempt a Move or Standard Overland Action with a +2 circumstance bonus.
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Attempt a Profession skill check.
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Cast a spell requiring more than 8 hours of uninterrupted activity.
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Make progress on crafting a magic item.
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Make progress toward Retraining.
​The Overland Round assumes that the group routinely performs a multitude of trivial tasks and rest for a total period of about 12 hours. In other words, each Overland Round represents 12 hours in the game world even though a full day consists of 24 hours. This rest time includes the preparation of meals, setting-up camp, building a fire, taking turns during watch etc. Groups that are free of those chores—characters staying at the town’s inn for example—may perform 1 extra move action. Creatures that are completely free of such sustenance (mainly constructs and undead creatures) effectively obtain a free 'surprise round' for each day passed.