During most adventuring travel is not as simple as going from point a to point b. Out in the wilderness everything
appears the same, wooded glen after wooded glen, plains stretching to the horizon, and endless deserts. Hills,
mountains, and rivers also proceed to slow even the most determined adventuring party.
The following chart displays movement rates for groups of people traveling with various means. Normal movement
rates apply to any easily traveled area including plains, roads, or very small hills. Even then inclement weather
such as rain or strong winds could easily drop the terrain to rugged, very rugged, or stop travel all together.
Rugged terrain also includes lightly forested areas, medium sized hills, and muddy dirt roads during and after
rain. Very rugged terrain includes very tall hills, mountains, deep forests, swamps and marshes.
Listed in the chart are three subjective rates of travel. They refer to the determination of the party
traveling.
Most of the time the party will go a standard speed. If there is an emergency or they have a time limit they may
choose to push themselves or attempt to go all out. In each case after a specific amount of time a health roll
must be successful or the character will be too tired to continue at that rate.
Travel Rates |
Normal |
Rugged |
Very Rugged |
|
On Foot |
Standard |
2 mph |
1.5 mph |
1 mph |
Pushing |
3 mph |
2.25 mph |
1.5 mph |
|
All Out |
4 mph |
3 mph |
2 mph |
|
Horse |
Standard |
3 mph |
2.5 mph |
----- |
Pushing |
4 mph |
3.25 mph |
1 mph |
|
All Out |
5 mph |
4 mph |
----- |
|
Wagon |
Standard |
2.5 mph |
2 mph |
----- |
Pushing |
3.5 mph |
2.5 mph |
----- |
|
All Out |
4.5 mph |
3 mph |
----- |
While traveling along through the wilderness there is a good chance to become lost. Unless the party is traveling in an area well known to one member of the party, following a river, a road or a series of obvious landmarks roll an orienteering check every two hours. If this orienteering check fails, the party has become lost and deviates 45 degrees from their chosen direction. The following list describes what bonuses or penalties may apply to the roll.
Well populated area + 25 Semi-populated area + 10 Dense Forest - 25 Light Forest - 5 Mountains - 25 Large Hills - 10 Small Hills - 5 Desert - 10 Swamp - 25 Full Moon - 5 Half Moon - 10 No Moon / Total Darkness - 25 Fog / Smoke - 10
While traveling inland there is always the opportunity to delay and gather food. The party can forage for plants,
leave snares to catch small game, hunt large game, use dogs or falcons to acquire food, or fish. Each attempt requires
three hours of constant hunting. During this time the party cannot be traveling with their companion, although
she can attempt to catch up later. Foraging for plants uses the Foraging skill. Leaving snares to catch small game
uses the Set Snares skill. Hunting for large game is based on the missile skill used to bring down the beast. Other
skills including camouflage and stealth will grant a modifier depending upon their level. Fishing with rods or
nets uses the Fishing skill, but spears and tridents uses the appropriate weapon skill plus a modifier for stealth.
Using dogs or falcons to assist in catching game uses the animal's hunting skill.
Plentiful game / plants + 25 Some game / plants No Mod Scarce game / plants - 25 No game / barren - 75 Unknown terrain (plants) - 10 Small Hunting Party - 5 Large Hunting Party - 10 Improvised Snares - 10 Standard Snares No Mod Good Snares + 10
Camouflage 01 - 20 - 5 Camouflage 21 - 50 No Mod Camouflage 51 - 75 + 10 Camouflage 76+ + 25 Stealth 01 - 20 - 5 Stealth 21 - 50 No Mod Stealth 51 - 75 + 10 Stealth 76+ + 25
While traveling overland there is also the possibility of encountering residents and other travelers. Every four
hours of travel roll on one of the following tables depending upon the civilization of the area. At night add a
bonus of +30 when using the table.
Civilization Encounter Table 01 - 20 Peasants working in local fields. 21 - 35 Traveling Peasants 36 - 60 No Encounter 61 - 70 Traveling Merchants 71 - 80 Guards / Soldiers 81 - 90 No Encounter 91 - 95 Brigand / Bandits 96 - 98 Non-sentient Monster 99 Sentient Monster 100 Adventuring Party 101 - 120 Brigands / Bandits 121 - 127 Non-sentient Monster 128 - 130 Sentient Monster Outskirts Encounter Table 01 - 15 Traveling Peasants 16 - 25 Traveling Merchants 26 - 30 Guards / Soldiers 31 - 70 No Encounter 71 - 80 Brigands / Bandits 81 - 90 Non-sentient Monster 91 - 95 No Encounter 96 - 99 Sentient Monster 100 Adventuring Party 101 - 110 Brigands / Bandits 111 - 120 No Encounter 121 - 130 Non-sentient Monster Wilderness Encounter Table 01 - 05 Traveling Peasants 06 - 15 Traveling Merchants 16 - 20 Non-sentient Monster 21 - 80 No Encounter 81 - 90 Non-sentient Monster 91 - 95 Brigands / Bandits 96 - 99 Sentient Monster 100 Adventuring Party 101 - 120 No Encounter 121 - 125 Brigands / Bandits 126 - 130 Non-sentient Monster
Travel by boat, sailing ship, or barge tends to be easier and faster than walking. Oar propelled and horse pulled
barges follow land travel rates and does require health rolls after eight, three, and one hour periods. Sailing
vessels only require a health check after 12 - 14 hours simply to determine if the crewmember can remain awake.
In order to simplify, there are only three "terrain types" for water vessels: downstream, upstream, and
ocean. If the vessel is designed for ocean use and is traveling in mild waves consider the terrain type upstream.
Sailing vessels require a sailing roll once every week of travel. Each experienced crewman can add a bonus of 1/10th
his or her sailing skill.
Travel Rates |
Down stream |
Up Stream |
Rough Ocean |
|
Oar & Paddle |
Standard |
2 mph |
1.25 mph |
----- |
Pushing |
3 mph |
1.5 mph |
0.5 mph |
|
All Out |
4 mph |
2 mph |
0.75 mph |
|
Horse Drawn |
Standard |
2.5 mph |
2 mph |
----- |
Pushing |
3.5 mph |
2.5 mph |
----- |
|
All Out |
4.5 mph |
3 mph |
----- |
|
Sailing |
Poor Wind |
4 mph |
3 mph |
1 mph |
Standard |
6 mph |
4 mph |
2 mph |
|
Good Wind |
8 mph |
6 mph |
3 mph |