In preparation for your trek across the desert, a few details to ensure your survival (all of this is subject to Glenn’s GM approval if he’s taking over!)
Starvation and Thirst
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration. ** The way I was running this, if you were riding, you weren’t subject to the additional water required in a hot climate.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.
In supplies at the campsite you have the following to choose from:
• 90 days of trail rations (enough for 10 people for 9 days). Each day of rations weighs 1lb.
• 90 gallons of water of in twenty 5-gallon kegs (enough for 10 people for 9 days). Each keg weighs 40lbs.
• Five 1-gallon kegs of ale and five 1-gallon kegs of wine. Each keg weighs 8lbs.
• Twenty ½-gallon waterskins/canteens. Each weights 4lbs when filled with water or 1lb empty.
• There are 20 hot weather outfits for covering your body from head to foot in light, airy cloth keeps you cooler than baring your skin to the sun. This outfit typically consists of a loose linen robe and either a turban or loose head covering and veil. The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill. The book has this “light, airy cloth” weighing 4lbs, but I disagree and think they should be 1lb (2x the weight of a patchwork cloak). These can be worn over light or medium armor and remain effective.
• 1000 feet of normal rope in 50-foot lengths (20) (10lbs each)
• 2 grappling hooks (4lbs each)
• 1 sand anchor (8lbs) – large grappling hook for use in the sand
• An area map (see attached).
• 10 masterwork backpacks (4lbs each, effective Str +1 for encumbrance)
• 10 bedrolls (5lbs each)
• 10 blankets (3lbs each)
• 10 cots (30lbs each)
• 5 bullseye lanterns (3lbs each) and 20 flasks of oil (1lb each)
• 20 candles
• 2 cooking kits (16lbs each)
• 2 crowbars (5lbs each)
• 9 days of fire wood (20lbs each)
• 1 hourglass (1 hour) (1lb)
• 10 iron spikes and 10 pitons (1lb each)
• 20 sheets of parchment and 10 sheets of paper
• 10 sacks (1/2lb each)
• 2 common shovels (8lbs each) and 2 folding shovels (10lbs each)
• 1 sledge (10lbs)
• 2 balls of twine (1/2lb each)
• 2 masterwork survival kits (5lbs each)
• 1 pavilion tent (50lbs)
• 20 torches (1lb each)
• 2 wire saws
• Artisans tools (5lbs)
• 2 climbers kits (5lbs each)
• Mapmakers kit (2lbs)