Travel

Every character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. This number assumes short bursts of energetic movement in the midst of a life- threatening situation.

The following rules determine how far a character or monster can move in a minute, an hour, or a day.

Travel Pace Right is Imperial, Left is Metric (Imperial / Metric) Pace Per Minute Per Hour Per Day 10 548ft / 167m 6m / 10km 50m / 80km 9 492ft / 150m 6m / 9km 45m / 72km 8 436ft / 133m 5m / 8km 40m / 64km 7 384ft / 117m 4m / 7km 35m / 56km 6 328ft / 100m 4m / 6km 30m / 48km 5 272ft / 83m 3m / 5km 25m / 40km 4 220ft / 67m 2m / 4km 20m / 32km 3 164ft / 50m 2m / 3km 15m / 24km 2 108ft / 33m 1m / 2km 10m / 16km 1 56ft / 17m 1m / 1km 5m / 8km A party’s normal Pace is 5, which means the party moves 83m per minute, 5km per hour and 40km per day. Different conditions and actions can change the party’s Pace. When a party’s Pace is increased or decreased by 1, one would respectively add or subtract 17m per minute, 1km per hour and 8km per day (see the appendix for an expended table, with imperial measurements).

Travel Conditions UNFIT FOR TRAVEL If children, the elderly, or NPC’S otherwise unfit for travel are traveling with the party, incur a -1 penalty to Pace. ENCUMBERED If someone in the party is carrying more than their Heavy cappacity, a -1 penalty to Pace is incured. If someone in the party is carrying more than their Max cappacity, a -2 penalty to Pace is incured. DIFFICULT TERRIAN Moving through terrain that is deemed difficult (such as a thick forest, deep swamp or steep mountain) incurs a -2 penalty to Pace.

Travel Actions HASTY If the party decides it, they may gain a +1 to Pace and receive a -5 penalty to passive Wisdom (Perception). STAY HIDDEN If the party decides if, they can roll stealth to be hidden during travel, this incurs a -1 to Pace. HORSEBACK If the party has enough horses for all its constituents to be on horseback, then they may gain a +2 to Pace. FORCED MARCH Travel Pace assumes that the party travels for 8 hours in a day. A party can decide to push beyond that limit. For each additional hour of travel beyond 8 hours each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of Exhaustion (see Appendix A).