Time to cross 1 hex
Trackless | ||
Party speed | Plains | All other terrains |
15 feet | 11 hours | 16 hours |
20 feet | 8 hours | 12 hours |
30 feet | 5 hours | 8 hours |
40 feet | 4 hours | 6 hours |
50 feet | 3 hours | 5 hours |
Roads | ||
Party speed | Plains or Forest | Hills, Swamp or Desert |
15 feet | 8 hours | 11 hours |
20 feet | 6 hours | 8 hours |
30 feet | 4 hours | 5 hours |
40 feet | 3 hours | 4 hours |
50 feet | 2 hours | 3 hours |
Time to explore 1 hex
Party speed | Plains | Forest or Hill | All other terrains |
15 feet | 3 days | 4 days | 5 days |
20 feet | 2 days | 3 days | 4 days |
30 feet | 1 day | 2 days | 3 days |
40 feet | 1 day | 1 day | 2 days |
50 feet | 1 day | 1 day | 1 day |
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.
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.
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.
Hampered Movement:
Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Terrain for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Terrain for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
Starvation and Thirst
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage. Characters that take an amount of nonlethal damage equal to their total hit points begin to take lethal damage instead.
Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.
[...]
Trudne tereny "domyślne" są już wliczone w góry, bagna itd. Jednakże, gdy jest ciemno (co najmniej dim light), gdy pada deszcz lub śnieg, dystans możliwej do przebycia trasy spada za każdym razem dwukrotnie.
[...]
Podsumowując, konkretnie wasza ekipa, zakładając, że dysponuje crodlami dla nie-półgigantów barbarzyńców:
1. Podróżujecie dziennie od 20.00 do 00.00 oraz od 4.00 do 8.00. Pozwala to zredukować poziom gorąca o 2 stopnie.
2. Dziennie przebywacie po drogach 30 mil, lub po bezdrożach 20 mil.
[...]
Podsumowując, konkretnie wasza ekipa, zakładając, że dysponuje crodlami dla nie-półgigantów barbarzyńców:
1. Podróżujecie dziennie od 20.00 do 00.00 oraz od 4.00 do 8.00. Pozwala to zredukować poziom gorąca o 2 stopnie.
2. Dziennie przebywacie po drogach 30 mil, lub po bezdrożach 20 mil.