Overland Travel Rules

Travelling the World on Foot

Written by Shiftrex

Forced March

The Travel Pace table assumes that characters travel for 8 hours in a day. They can push on beyond that limit, at the risk of Exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and 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.  

Travel Pace and Effects

Pace Distance Traveled per... Effect
Minute Hour Day
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception)
Normal 300 feet 3 miles 24 miles ---
Slow 200 feet 2 miles 18 miles Able to use Stealth
 

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground—all considered difficult terrain.   You move at half speed in difficult terrain— moving 1 foot in difficult terrain costs 2 feet of speed—so you can cover only half the normal distance in a minute, an hour, or a day.

Comments

Please Login in order to comment!
Powered by World Anvil