TRAVEL RULES
TRAVEL RULES
Movement & Distance
Overland Travel Speed (per day):
On Foot: 2 miles/hour (avg. 16 miles/day with rest).
Mounted (Horse, Beast): 4 miles/hour (avg. 32 miles/day).
Cart/Wagon: 3 miles/hour (avg. 24 miles/day).
Difficult Terrain: Half speed (mountains, swamps, thick woods).
Roads & Highways: +50% distance.
Dungeon Travel Speed:
Normal Exploration: 120 ft per 10 minutes (mapping, cautious movement).
Fast Exploration: 180 ft per 10 minutes, but -2 to Perception/Survival rolls.
Stealthy Exploration: 60 ft per 10 minutes, with +2 to Stealth rolls.
Encounters
Overland: Roll once per hour of travel.
Dungeon: Roll every 20 minutes.
Towns/Cities: Roll varies by race and setting (determined by DM).
Survival & Fatigue
Travel Time Limit:
Up to 8 hours/day of normal travel without penalty.
Each additional 2 hours requires a Constitution Check (DC 12).
Failure = 1 level of Fatigue (-1 to all rolls).
Food & Water:
Must consume 1 ration & 1 water unit/day.
Missing a day: Constitution Save (DC 10 + days missed) or suffer Fatigue.
Navigation
Navigation Check:
Roll Survival or Int check once per day of travel.
Success = stay on course.
Failure = roll for Lost Table (hours/days wasted, wrong direction, or encounter).
Guides/Maps:
A skilled guide grants advantage.
A proper map gives +2 bonus.
Resting
Short Rest: 1 hour, restores minor abilities/spells.
Long Rest: 8 hours, required to remove Fatigue.
Unsafe Resting Locations: Roll Stealth vs Encounter Check (if failed, interrupted).
Seasonal Modifiers
Winter: Travel speed halved, food requirements doubled.
Summer: Water requirements doubled.
Spring/Fall: Normal, but seasonal hazards (mud, storms) possible.
TRAVEL RULES
MOVEMENT & DISTANCE
| Mode of Travel | Speed (per hour) | Avg. Distance per Day | Modifiers |
|---|---|---|---|
| On Foot | 2 miles | 16 miles | Normal |
| Mounted (Horse/Beast) | 4 miles | 32 miles | Normal |
| Cart/Wagon | 3 miles | 24 miles | Normal |
| Difficult Terrain | — | Half speed | Applies to all modes |
| Road/Highway | — | +50% distance | Applies to all modes |
| Dungeon (Normal) | — | 120 ft / 10 minutes | Careful, mapping |
| Dungeon (Fast) | — | 180 ft / 10 minutes | -2 Perception/Survival |
| Dungeon (Stealthy) | — | 60 ft / 10 minutes | +2 Stealth |
ENCOUNTERS
| Location | Frequency of Rolls |
|---|---|
| Overland | Once per hour of travel |
| Dungeon | Every 20 minutes |
| Towns/Cities | Variable, depends on race/setting |
SURVIVAL & FATIGUE
| Condition | Rule |
|---|---|
| Max Travel Time | 8 hours/day without penalty |
| Extra Travel | Each +2 hours -> CON Check or gain Fatigue |
| Fatigue Effect | -1 to all rolls per level of Fatigue |
| Food Requirement | 1 ration/day |
| Water Requirement | 1 unit/day |
| Missing Food/Water | CON Save ( - days missed) or gain Fatigue |
NAVIGATION & REST
| Action | Rule |
|---|---|
| Navigation | Roll Survival/Int once per travel day; fail |
| Guides | Advantage on Navigation rolls |
| Maps | +6 bonus on Navigation rolls |
| Short Rest | 1 hour -> restore minor abilities/spells |
| Long Rest | 8 hours -> remove Fatigue + refreshes characters |
| Unsafe Rest | Failed Encounter Check = fail |
SEASONAL MODIFIERS
| Season | Modifier |
|---|---|
| Winter | Speed halved, food doubled |
| Summer | Water doubled |
| Spring | Normal, mud/seasonal hazards possible |
| Fall | Normal, storms possible |
TRAVEL HAZARD CHART (D20)
| Roll | Hazard | Effect |
|---|---|---|
| 1 | Washed-Out Trail | Lose 1d4 hours progress |
| 2 | Mudslide | All make DEX Save or take 1d6 damage |
| 3 | Rockfall | Party takes cover or 2d6 damage (DEX) |
| 4 | Broken Bridge | Lose 1d6 hours or risk falling or (DEX Save or 2d6 damage) |
| 5 | Bandit Ambush | Roll Encounter with hostile humanoids |
| 6 | Predator Stalking | Encounter with beast |
| 7 | Poisonous Plants | CON Save or 1 level Fatigue |
| 8 | Swarm Insects | Lose 1 ration each or CON Save or Sickened |
| 9 | Quicksand/Bog | Lose 1d4 hours and 1 random item (DEX Save negates item loss) |
| 10 | Sudden Storm | Speed halved until end of day |
| 11 | Flash Flood | Lose 1d6 random supplies unless STR or DEX Save |
| 12 | Loose Cliff Edge | DEX Save or fall (2d6 damage) |
| 13 | Disease Carriers | CON Save or take -2 to all rolls for 1d3 days |
| 14 | Swamp Gas | Random spell/item misfires |
| 15 | Deep Snow | Speed halved, CON Save or 1 Fatigue |
| 16 | Desert Heat | Double water consumption |
| 17 | Freezing Cold | CON Save or 1 Fatigue |
| 18 | Lost | Party off-course; lose 1d4 hours |
| 19 | Exhaustion | Random party member gains 1 Fatigue |
| 20 | Major Encounter | Roll encounter with elite/large enemy group |

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