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.
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. |
Find topic in: Basics, Epic, Rules of the Game |
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