Travel in Londolon | World Anvil

Travel

Overland travel usually takes place at an Adventuring timescale -- the Time Pool empties every eight hours.   While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to use Stealth. Searching an area carefully is also possible at slow pace.   Forced March. The Movement table assumes that characters travel for 8 hours in 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.   Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.   Characters in wagons, carriages, or other land vehicles choose a pace as normal. Characters in a waterborne vessel are limited to the speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day.   Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.  

Movement


PaceDistance per MinuteDistance per HourDistance per dayEffect
Fast400 feet4 miles30 miles-5 penalty to passive Wisdom scores
Normal300 feet3 miles24 miles-
Slow200 feet2 miles18 milesAble to use Stealth
 

Travel Speed and Terrain

The travel speeds given in the Travel Pace table assume relatively neutral terrain: open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground.   See the Land Use chart below for travel speed on different types of terrain.  

Land Use


Land TypeSlow Speed (mph)Normal SpeedFast SpeedNavigation DCUseWeekly RevenueDevelopment OptionsDevelopment Cost / sq mileDevelopment Time / unitDevelopment ResultDeveloped Additional Weekly Revenue
Forest12310Hunting / Logging5 gpClearing200 gp2 weeksPlains-
Plains2345Foraging3 gpIrrigation600 gp4 weeksFarmland+20 gp
Hills / Mountains0.51215Quarrying2 gpMine Construction4000 gp8 weeksMine+50 gp
Jungle0.51215Foraging4 gpClearing400 gp4 weeksPlains-
Swamp / Marsh12310Foraging2 gpDraining800 gp6 weeksPlains-
Desert23420Foraging1 gpIrrigation1200 gp6 weeksFarmland+20 gp
Settlement11110Taxation100 gp-----
+ RiverSee vehicle statsSee vehicle statsSee vehicle stats-10Trade+10 gpMill Construction2500 gp4 weeksMill+40 gp
+ Road+1+1+1-10Trade+5 gp-----
+ Caves--1-1+10Mining+5 gpMine Construction3000 gp6 weeksMine+50 gp
+ Coastal----5Fishing+2 gp-----
+ Arctic---1+5Foraging-1 gp*Irrigation, Mill Construction Impossible*+200 gp+1 week--

Comments

Please Login in order to comment!