OVERLAND MOVEMENT

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).
Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can't run or charge and takes a penalty of -2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run: A character can't run for an extended period of time.
Attempts to run and rest in cycles effectively work out to a hustle.
Terrain: The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.
Waterborne Movement: See Table: Mounts and Vehicles for speeds for water vehicles.
Table: Movement and Distance
------- Speed -------
15 feet
20 feet
30 feet
40 feet
One Round (Tactical)1
Walk
15 ft.
20 ft.
30 ft.
40 ft.
Hustle
30 ft.
40 ft.
60 ft.
80 ft.
Run (x3)
45 ft.
60 ft.
90 ft.
120 ft.
Run (x4)
60 ft.
80 ft.
120 ft.
160 ft.
One Minute (Local)
Walk
150 ft.
200 ft.
300 ft.
400 ft.
Hustle
300 ft.
400 ft.
600 ft.
800 ft.
Run (x3)
450 ft.
600 ft.
900 ft.
1,200 ft.
Run (x4)
600 ft.
800 ft.
1,200 ft.
1,600 ft.
One Hour (Overland)
Walk
1-1/2 miles
2 miles
3 miles
4 miles
Hustle
3 miles
4 miles
6 miles
8 miles
Run
-
-
-
-
One Day (Overland)
Walk
12 miles
16 miles
24 miles
32 miles
Hustle
-
-
-
-
Run
-
-
-
-
1 Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.
Table: Hampered Movement
Condition
Additional Movement Cost
Difficult terrain
x2
Obstacle1
x2
Poor visibility
x2
Impassable
-
1 May require a skill check
Table: Terrain and Overland Movement
Terrain
Highway
Road or Trail
Trackless
Desert, sandy
x1
x1/2
x1/2
Forest
x1
x1
x1/2
Hills
x1
x3/4
x1/2
Jungle
x1
x3/4
x1/4
Moor
x1
x1
x3/4
Mountains
x3/4
x3/4
x1/2
Plains
x1
x1
x3/4
Swamp
x1
x3/4
x1/2
Tundra, frozen
x1
x3/4
x3/4
Table: Mounts and Vehicles
Mount/Vehicle Per Hour Per Day
Mount (carrying load)
Light horse or light warhorse 6 miles 48 miles
Light horse (151-450 lb.)1 4 miles 32 miles
Light warhorse (231-690 lb.)1 4 miles 32 miles
Heavy horse or heavy warhorse 5 miles 40 miles
Heavy horse (201-600 lb.)1 3-1/2 miles 28 miles
Heavy warhorse (301-900 lb.)1 3-1/2 miles 28 miles
Pony or warpony 4 miles 32 miles
Pony (76-225 lb.)1 3 miles 24 miles
Warpony (101-300 lb.)1 3 miles 24 miles
Donkey or mule 3 miles 24 miles
Donkey (51-150 lb.)1 2 miles 16 miles
Mule (231-690 lb.)1 2 miles 16 miles
Dog, riding 4 miles 32 miles
Dog, riding (101-300 lb.)1 3 miles 24 miles
Cart or wagon 2 miles 16 miles
Ship
Raft or barge (poled or towed)2 1/2 mile 5 miles
Keelboat (rowed)2 1 mile 10 miles
Rowboat (rowed)2 1-1/2 miles 15 miles
Sailing ship (sailed) 2 miles 48 miles
Warship (sailed and rowed) 2-1/2 miles 60 miles
Longship (sailed and rowed) 3 miles 72 miles
Galley (rowed and sailed) 4 miles 96 miles
1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity, above, for more information.
2 Rafts, barges, keelboats, and rowboats are used on lakes and rivers.
If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
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