Welcome to Outland
A Guide to Outland
Races of Outland
Classes of Outland
Character Creation
Societies of Outland
Geography of Outland
Creatures of Outland
Magic of Outland

"...and when they returned, and the Mists parted, they realized that their hearts had never left Outland at all."
     - Last line of a Children's Fairy Tale


Overland Movement Rates

The map of Outland shows several different types of terrain. Each terrain type is examined here, along with the travel rates PCs can move at while crossing the various terrain types. There are three types of travel listed: Average, Hurried, and Fastest. Unless otherwise stated, PCs are assumed to be traveling at Average speed.

Hurried speed allows the PCs to travel faster (obviously), but does tend to tire them out. For every day (or part) spent traveling at Hurried speed, the PCs suffer a cumulative -1 penalty to Strength and Constitution scores (this rate of travel tires people out). If on horseback and traveling at Hurried speed, the horses must save vs. breath weapon each day (with a cumulative -1 penalty for each previous day spent traveling at this speed). Failure indicates that the horse is exhausted, and cannot be ridden for a period of time equal to 12 hours per day of traveling at this speed.

Fastest speed indicates that the PCs are pushing themselves (or their mounts) to the limits of endurance in order to cover ground as fast as possible. For each day the PCs spend traveling at Fastest speed, they suffer a cumulative -2 penalty to both Strength and Constitution. Furthermore, at the beginning of each day after the first, the PCs must pass a Constitution check, or be too tired to move at more than a slow walk (half Normal Speed) for a period of time equal to one day for every day spent traveling at Fastest speed. If the PCs are pushing their mounts to run at Fastest speed, the horses must pass a successful save vs. breath weapon each day (with a cumulative -3 penalty for each previous day spent traveling at this speed). Failure indicates that the mount falls over and dies (this occurs at a random point during the day).

The following table lists the various terrain types to be found in Overland, and the number of hexes (as per the Overland map) the characters can cover in one day. The numbers in brackets are to be used if the entire party is on horseback.

Table 1: Overland Movement Rates
Terrain Type Normal Hurried Fastest
Road through Fields 1.5 (2) 2 (2.5) 3 (5)
Grass/Farmland 1 (1.25) 1.5 (2) 2 (3)
Low Hills .75 (1) 1 (1.25) 1.25 (1.5)
Light Forest .75 (.9) 1 (1.2) 1.25 (1.4)
Heavy Forest .5 (.75) .75 (1) 1 (1.25)
Mountains .25 (.3) .5 (.5) .75 (.5)
Swamp .25 (.25) .3 (.3) .5 (.5)

Should the PCs be traveling on a road which runs through that terrain type (for hills, forest, and mountain only), increase the travel rate by 50% (i.e. multiply by 1.5). Thus, while traveling through light forest, the characters can cover .9 hexes per day. However, if they are traveling a road which runs through a light forest, the movement rate is 1.35 hexes per day (always round to the nearest 100th). If their is a road traveling through swampland or grassland/farmland, then the normal Road movement rate is used.

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