World:Hobbes FR Campaign/Campaign Info/The World

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Map of Faerûn

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faerun.jpg

Traveling the Land

The following sections detail traveling in the world of Faerûn.

Distances

Location The Camp The Crossroads Tsar Bards Gate
The Camp -- 12.5 miles 15 miles 200 miles
The Crossroads 12.5 miles -- 9.5 miles 212.5 miles
Tsar 15 miles 9.5 miles -- 215 miles
Bards Gate 200 miles 212.5 miles 215 miles --

Overland Travel

Characters covering long distance cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time.

Walk

A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear the character out (see Forced March).

Hustle

A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. Taking nonlethal damage from hustling causes fatigue.

Run

A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.

Speed 15 Feet 20 Feet 30 Feet 40 Feet
One Hour (Overland)
Walk 1.5 miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles

Terrain

The terrain through which a character travels affects the distance he can cover in an hour or a day.

Terrain Highway Road or Trail Trackless
Desert, sandy x 1 x 1/2 x 1/2
Forest x 1 x 1 x 1/2
Hills x 1 x 3/4 x 1/2
Jungle x 1 x 3/4 x 1/4
Moor x 1 x 1 x 3/4
Mountains x 3/4 x 3/4 x 1/2
Plains x 1 x 1 x 3/4
Swamp x 1 x 3/4 x 1/2
Tundra, frozen x 1 x 3/4 x 3/4

Forced March

In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Mounted Movement

A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

Mount (carrying load)

or Vehicle

Per Hour Per Day
Light horse 6 miles 48 miles
Light horse

(175-525 lbs)

4 miles 32 miles
Heavy horse 5 miles 40 miles
Heavy horse

(229-690 lbs)

3.5 miles 28 miles
Pony 4 miles 32 miles
Pony

(151-450 lbs)

3 miles 24 miles
Dog, riding 4 miles 32 miles
Dog, riding

(101-300 lbs)

3 miles 24 miles
Tiger, riding 4 miles 32 miles
Tiger, riding

(117-350 lbs)

3 miles 24 miles
Cart or wagon 2 miles 16 miles

Waterborne Travel

Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Ship Per Hour Per Day
Raft or barge

(poled or towed)

1/2 mile 5 miles
Keelboat

(rowed)

1 mile 10 miles
Rowboat

(rowed)

1-1/2 miles 15 miles
Sailing ship

(sailed)

2 miles 48 miles
Warship

(sailed and rowed)

2-1/2 miles 60 miles
Longship

(sailed and rowed)

3 miles 72 miles
Galley

(rowed and sailed)

4 miles 96 miles