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 Mode | Base Speed (mph) | Miles per Hour | Miles per Day (8 hrs) | Notes |
|---|---|---|---|---|
| Walking (unarmored) | 3 | 3 | 24 | Base for commoners or travelers on foot. |
| Walking (armored) | 2 | 2 | 16 | Reduced due to weight; Constitution checks apply every 5 miles. |
| Running (short bursts) | 6 | 6 | — | Usable only for up to 2 miles before exhaustion check. |
| Horseback (standard) | 6 | 6 | 48 | Must rest the horse after 20 miles or risk injury (Con check). |
| Warhorse / Trained Mount | 8 | 8 | 64 | High endurance; requires feed or suffers -1 mph per 10 miles after 40. |
| Wagon / Caravan | 4 | 4 | 32 | Speed reduced by poor terrain or lack of road (-50%). |
| Canoe / Rowboat | 2 | 2 | 16 | Requires constant effort; Strength checks every 10 miles. |
| Sailboat (fair wind) | 7 | 7 | 56 | Wind-based; speed halves in poor wind, doubles in storms. |
| Merchant Ship | 5 | 5 | 40 | Reliable over long distances; consumes 1 food unit per crew per 10 miles. |
| Airship / Blimp | 10 | 10 | 80 | Affected by ley currents; 1-in-20 chance per 50 miles of turbulence. |
| Flying Beast (medium) | 12 | 12 | 96 | Must rest every 40 miles; requires special feed. |
| Flying Beast (large) | 15 | 15 | 120 | Risk of detection; visibility range doubled for encounters. |
| Mechanical Transport / Pre-Severing Machine | 20 | 20 | 160 | Requires 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 Type | Modifier | Notes |
|---|---|---|
| Flat / Road | x1.0 | Normal pace |
| Grasslands / Plains | x0.9 | Slight fatigue over time |
| Forest | x0.7 | Obstructed paths, visibility reduced |
| Hills | x0.8 | Fatigue increases every 10 miles |
| Mountains | x0.5 | Steep climbs, Dex & Con checks every 5 miles |
| Desert | x0.6 | Con check every 3 miles; water loss doubles |
| Swamp | x0.5 | Speed halved; exhaustion roll every 2 miles |
| Snow / Ice | x0.5 | Con save every 4 miles for frost exhaustion |
| Rain / Storm Conditions | x0.75 | Applies to all ground and sea travel |
| Sea (Calm) | x1.0 | Normal sailing |
| Sea (Rough) | x0.5 | Speed halved; encounter chance doubled |
| Underground / Cave | x0.4 | Extreme slow pace; hazard checks per mile |
Stamina & Exhaustion Rules
Every 10 miles traveled, roll a Constitution Check for each creature, mount, or crew member.
| Result | Effect |
|---|---|
| Success | Continue travel normally. |
| Fail by 1–3 | Fatigued: -1 to all rolls until 1-hour rest. |
| Fail by 4–6 | Exhausted: -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.
| Roll | Result |
|---|---|
| 1–2 | encounter (animal, weather, obstacle) |
| 3–4 | Random wondering location encounter |
| 5-6 | Random event (merchant, lost traveler, ruins) |
| 6+ when dm chooses to roll a larger die | No 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 Type | Resource Type | Rate per Mile | Notes |
|---|---|---|---|
| Walking | Food | 1 unit per 10 miles | Basic rations |
| Horseback | Feed | 1 unit per 5 miles | Water also required |
| Wagon / Caravan | Feed + Supplies | 1 unit per 4 miles | Includes driver |
| Canoe / Boat | Stamina | 1 Stamina per 5 miles | Exhaustion applies |
| Sailing Ship | Crew Rations | 1 per 10 miles | Crew size determines total |
| Flying Beast | Special Feed | 1 per 3 miles | Expensive upkeep |
| Airship | Fuel / Pyrexium | 1 per 10 miles | Ley storms increase consumption |
| Machine Transport | Fuel | 1 per 10 miles | Required or vehicle stops |
Navigation and Getting Lost
Roll a Wisdom or Intelligence Check every 10 miles when traveling off-road or through uncertain terrain.
| Result | Outcome |
|---|---|
| Success | Stay on course. |
| Fail by 1–3 | Lose 1d4 miles of progress. |
| Fail by 4–6 | Become 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
| Condition | Time Required | Effect |
|---|---|---|
| Short Rest | 1 hour | Removes 1 fatigue level |
| Full Rest | 8 hours | Removes all fatigue, restores stamina |
| Poor Rest (storm, danger, poor sleep) | 8 hours | Removes 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.
| Roll | Event |
|---|---|
| 1 | Lost supplies or equipment |
| 2 | Injured animal or broken wheel |
| 3 | Storm, reduce speed by 50% for 5 miles |
| 4 | Sudden encounter (bandits, beasts) |
| 5 | Find resource (fresh water, herbs) |
| 6 | Crew argument, morale drops |
| 7 | Strange sound or ley pulse (roll random effect) |
| 8 | Trail splits; must choose direction |
| 9 | Map error; off-course 2 miles |
| 10–20 | Uneventful 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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