Now that our heroes are going to be getting down to the real wilderness adventure, I’ve started taking a closer look at how much ground they’ll be able to cover.
They’re lucky enough to be heading out towards the end of summer, so there’s no shortage of daylight. At this time of year in Nordlond, they have about 14 hours to work with. For now, at least. If they take more than a couple of weeks to finish their quest, they’ll start to see the days getting shorter.
This group has two outdoorsy types with points in Survival, Blixa and Slingshot, so according to GURPS Dungeon Fantasy 16: Wilderness Adventures (page 23), they should be able to travel for 12 hours a day. Without at least one of the two, that would drop steeply as they lose time to disorganization.
However, Blaadao is not the most vigorous elf, and has Extra Sleep 1. Ordinarily, given the “one hour adventuring day” of most campaigns, I wouldn’t even allow it. But in this campaign, I’ve declared an intention to have more adventures outdoors. This is where he earns those two points. Either the group hangs around every morning, burning daylight and not getting closer to their goal, or they start out the day with their wizard short on sleep.
I’m curious to hear which strategy they choose…