TRAVELING SPEED RULES


Vorrengarde Basic: Travel Ruleset

(DM MAY CHOOSE TO DO AS HE PLEASES AND ONLY USE THE CORE TRAVELING RULES, THE REST IS FOR A MORE HARDCORE GAME)


Core Travel Formula

Each travel mode uses a Speed Rating measured in miles per hour (mph) and is influenced by terrain, weather, load, and stamina.
All travel distances are tracked per mile for precision in encounters, exhaustion, and resource checks.

Travel ModeBase Speed (mph)Miles per HourMiles per Day (8 hrs)Notes
Walking (unarmored)3324Base for commoners or travelers on foot.
Walking (armored)2216Reduced due to weight; Constitution checks apply every 5 miles.
Running (short bursts)66Usable only for up to 2 miles before exhaustion check.
Horseback (standard)6648Must rest the horse after 20 miles or risk injury (Con check).
Warhorse / Trained Mount8864High endurance; requires feed or suffers -1 mph per 10 miles after 40.
Wagon / Caravan4432Speed reduced by poor terrain or lack of road (-50%).
Canoe / Rowboat2216Requires constant effort; Strength checks every 10 miles.
Sailboat (fair wind)7756Wind-based; speed halves in poor wind, doubles in storms.
Merchant Ship5540Reliable over long distances; consumes 1 food unit per crew per 10 miles.
Airship / Blimp101080Affected by ley currents; 1-in-20 chance per 50 miles of turbulence.
Flying Beast (medium)121296Must rest every 40 miles; requires special feed.
Flying Beast (large)1515120Risk of detection; visibility range doubled for encounters.
Mechanical Transport / Pre-Severing Machine2020160Requires Pyrexium or fuel; 1 unit per 10 miles.

Terrain Modifiers

Each terrain type modifies travel per mile. Apply multipliers or penalties directly to the travel distance covered per mile of effort.

Terrain TypeModifierNotes
Flat / Roadx1.0Normal pace
Grasslands / Plainsx0.9Slight fatigue over time
Forestx0.7Obstructed paths, visibility reduced
Hillsx0.8Fatigue increases every 10 miles
Mountainsx0.5Steep climbs, Dex & Con checks every 5 miles
Desertx0.6Con check every 3 miles; water loss doubles
Swampx0.5Speed halved; exhaustion roll every 2 miles
Snow / Icex0.5Con save every 4 miles for frost exhaustion
Rain / Storm Conditionsx0.75Applies to all ground and sea travel
Sea (Calm)x1.0Normal sailing
Sea (Rough)x0.5Speed halved; encounter chance doubled
Underground / Cavex0.4Extreme slow pace; hazard checks per mile

Stamina & Exhaustion Rules

Every 10 miles traveled, roll a Constitution Check for each creature, mount, or crew member.

ResultEffect
SuccessContinue travel normally.
Fail by 1–3Fatigued: -1 to all rolls until 1-hour rest.
Fail by 4–6Exhausted: -2 to all rolls; cannot continue more than 5 miles.
Fail by 7+Collapse: Must rest or risk 1d4 HP loss per mile forced.

Rest restores stamina at 1 level per hour of full rest.

Food or water shortages impose disadvantage on all travel-related checks.


Encounter Checks (Per Mile)

Roll 1d6 per x miles of travel through unpatrolled or dangerous regions.

RollResult
1–2encounter (animal, weather, obstacle)
3–4Random wondering location encounter
5-6Random event (merchant, lost traveler, ruins)
6+ when dm chooses to roll a larger dieNo event

Certain regions (Fiendlands, Deep Forests, or Ley Fractures) modify this:

Fiendlands: roll every 1 mile.

Forest or Swamp: roll every 1 mile.

Safe Roads or Town Regions: roll every 6 miles.


Resource Consumption (Per Mile)

Travel TypeResource TypeRate per MileNotes
WalkingFood1 unit per 10 milesBasic rations
HorsebackFeed1 unit per 5 milesWater also required
Wagon / CaravanFeed + Supplies1 unit per 4 milesIncludes driver
Canoe / BoatStamina1 Stamina per 5 milesExhaustion applies
Sailing ShipCrew Rations1 per 10 milesCrew size determines total
Flying BeastSpecial Feed1 per 3 milesExpensive upkeep
AirshipFuel / Pyrexium1 per 10 milesLey storms increase consumption
Machine TransportFuel1 per 10 milesRequired or vehicle stops

Navigation and Getting Lost

Roll a Wisdom or Intelligence Check every 10 miles when traveling off-road or through uncertain terrain.

ResultOutcome
SuccessStay on course.
Fail by 1–3Lose 1d4 miles of progress.
Fail by 4–6Become lost; must roll again after 5 miles to reorient.
Fail by 7+Enter dangerous terrain or hostile encounter area.

Using a map, guide, or compass grants +2 or +4 or more to navigation rolls depending on quality.


Rest and Recovery

ConditionTime RequiredEffect
Short Rest1 hourRemoves 1 fatigue level
Full Rest8 hoursRemoves all fatigue, restores stamina
Poor Rest (storm, danger, poor sleep)8 hoursRemoves only 1 fatigue level
Camp Bonus (shelter, bedroll, food)+2 to next day’s stamina checks

Travel Complications Table (Optional)

Roll 1d20 every 20 miles in dangerous terrain.

RollEvent
1Lost supplies or equipment
2Injured animal or broken wheel
3Storm, reduce speed by 50% for 5 miles
4Sudden encounter (bandits, beasts)
5Find resource (fresh water, herbs)
6Crew argument, morale drops
7Strange sound or ley pulse (roll random effect)
8Trail splits; must choose direction
9Map error; off-course 2 miles
10–20Uneventful passage

IX. Example of Use

A party of four adventurers walks 30 miles through forest terrain:

Base speed: 3 mph × 8 hrs = 24 miles/day.

Forest modifier: x0.7 → 16.8 miles/day.

Encounter checks every 1 miles (forest region).

Each member consumes 3 food units total.



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