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WILDERNESS TRAVEL

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

-----


If this happens the character can only go at one rate lower than before, but must make another health roll after one half hour. If successful the character may continue at that rate for the rest of the duration. If failed the character drops to the next lower rate of travel. If any character drops below standard rate of travel then the party must carry him, leave him, or stop for rest. Standard travel only requires a roll every eight hours, pushing every three hours and all out every hour. When not on foot use the horses' health score. In the instance of a critical fumble someone has sprained a leg or ankle.

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


© 1999 J.K. Wykowski & T. Coonrod