House Rules: Exploration & Movement

Table: Travel Time (1 hex)

Land Speed Plain or Tundra Hill Arctic, Desert, Forest, or Marsh Cavern, Mountain
15 feet 8 hours 12 hours 16 hours 32 hours
20 feet 6 hours 9 hours 12 hours 24 hours
30 feet 4 hours 6 hours 8 hours 16 hours
40 feet 4 hours 5 hours 7 hours 13 hours
50 feet 3 hours 4 hours 5 hours 10 hours
60 feet 2 hours 3 hours 4 hours 8 hours

Table: Exploration Time (1 hex)

Party Speed Plain, Hill, or Tundra Arctic, Desert, Forest, or Marsh Cavern, Mountain
15 feet 3 days 4 days 6 days
20 feet 2 days 3 days 5 days
30 feet 1 day 2 days 4 days
40 feet 1 day 1 day 4 days
50 feet 1 day 1 day 3 days
60 feet 1/2 day 1 day 2 days

Overland Movement

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 burn damage. A character who takes any burn damage from a forced march becomes fatigued. Eliminating the burn 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 the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

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