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
Pace | Distance per Minute | Distance per Hour | Distance per day | Effect |
---|
Fast | 400 feet | 4 miles | 30 miles | -5 penalty to passive Wisdom scores |
Normal | 300 feet | 3 miles | 24 miles | - |
Slow | 200 feet | 2 miles | 18 miles | Able 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 Type | Slow Speed (mph) | Normal Speed | Fast Speed | Navigation DC | Use | Weekly Revenue | Development Options | Development Cost / sq mile | Development Time / unit | Development Result | Developed Additional Weekly Revenue |
---|
Forest | 1 | 2 | 3 | 10 | Hunting / Logging | 5 gp | Clearing | 200 gp | 2 weeks | Plains | - |
Plains | 2 | 3 | 4 | 5 | Foraging | 3 gp | Irrigation | 600 gp | 4 weeks | Farmland | +20 gp |
Hills / Mountains | 0.5 | 1 | 2 | 15 | Quarrying | 2 gp | Mine Construction | 4000 gp | 8 weeks | Mine | +50 gp |
Jungle | 0.5 | 1 | 2 | 15 | Foraging | 4 gp | Clearing | 400 gp | 4 weeks | Plains | - |
Swamp / Marsh | 1 | 2 | 3 | 10 | Foraging | 2 gp | Draining | 800 gp | 6 weeks | Plains | - |
Desert | 2 | 3 | 4 | 20 | Foraging | 1 gp | Irrigation | 1200 gp | 6 weeks | Farmland | +20 gp |
Settlement | 1 | 1 | 1 | 10 | Taxation | 100 gp | - | - | - | - | - |
+ River | See vehicle stats | See vehicle stats | See vehicle stats | -10 | Trade | +10 gp | Mill Construction | 2500 gp | 4 weeks | Mill | +40 gp |
+ Road | +1 | +1 | +1 | -10 | Trade | +5 gp | - | - | - | - | - |
+ Caves | - | -1 | -1 | +10 | Mining | +5 gp | Mine Construction | 3000 gp | 6 weeks | Mine | +50 gp |
+ Coastal | - | - | - | -5 | Fishing | +2 gp | - | - | - | - | - |
+ Arctic | - | - | -1 | +5 | Foraging | -1 gp | *Irrigation, Mill Construction Impossible* | +200 gp | +1 week | - | - |
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