1 Hex = 12 miles (center to center/side to side) = 7 mile sides = 124 square miles
A watch is the basic unit for tracking time. A watch is equal to 4 hours.
Determine Time Within a Watch: To randomly generate a particular time within a watch, use 1d8 to determine the half hour and 1d30 to determine the exact minute (if necessary).
SPEED AND DISTANCE
|1 Hour (Walk)|
|1 Hour (Hustle)|
|1 Watch (4 Hours)|
|1 March (8 Hours)|
Consult the table for movement per hour, per watch (4 hours), or per day (8 hours).
Hustle: A character can hustle for 1 hour. Hustling for a second hour between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue.
Mounts: Mounts carrying riders at a hustle suffer lethal damage instead of nonlethal damage.
March: A character can march at walking speed for 8 hours between sleep cycles.
Forced March: For each hour of marching beyond 8 hours, a character must make a Constitution check (DC 10, +2 per extra hour). If the check fails, the characters 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.
Mounts: Mounts carrying riders in a forced march automatically fail their Constitution checks and suffer lethal damage instead of nonlethal damage.
MODES OF TRAVEL
Normal: No modifiers.
Hustling: Characters are assumed to be moving quickly in any watch during which they hustle. Navigation DCs increase by +4 while hustling.
Tip: For each hour that characters hustle during a watch, you can simply add their movement per hour to their total movement for that watch.
Cautiously: While moving cautiously, characters are purposely being careful. Movement is made at 3/4 normal speed. The chance for any non-exploratory encounter is halved. (If a non-exploratory encounter is generated, there is a 50% chance it doesn’t actually happen.) Navigation DCs are reduced by -4 while moving cautiously.
Exploring: While exploring, characters are assumed to be trying out side trails, examining objects of interest, and so forth. Movement is made at 1/2 normal speed. The chance for encounters is doubled.
Note: It is possible to move cautiously while exploring. Apply all rules for both modes of travel (including both movement modifiers).
Foraging: While foraging, characters move at 1/2 normal speed but can make a Survival check once per day. On a successful check, the character has gathered enough food and water for one day. They can provide food or water for one additional character for every 2 points by which the check result exceeds the DC. The DC is determined by the terrain type.
The type of terrain modifies the speed at which the character can travel.
- Highway: A highway is a straight, major, paved road.
- Road: A road is a dirt track or similar causeway.
- Trail: A trail is like a road, but allows only single-file travel. A trail in poor repair requires a DC 12 navigation check to follow.
- Trackless: Trackless terrain is a wild area with no paths. +2 to Navigation DCs.
|Cold or hot climate|
|Poor visibility (fog, darkness)|
|Snow cover, heavy|
Poor visibility also increases the DC of navigation checks by +4 and forage checks by +2.
OPTIONAL RULE: ACTUAL DISTANCE TRAVELED
The distance cited on the tables is the average distance traveled. The actual distance traveled is 50% to 150% (2d6+3 times 10%) of that distance.
Characters can ascertain the actual distance traveled with a successful Survival check made at the Navigation DC of the terrain. On a failure, they assume the average value of the distance traveled.
Note: The purpose of this rule is to make accurate mapping more difficult. (You could actually adapt a similar rule to dungeon exploration in order to make accurate mapping of the dungeon environment more difficult, although the resolution time involved might be prohibitive.) Take 10 is an option, so experienced explorers will never have any problem accurately gauging how far they’ve traveled.
Movement on the wilderness hex grid is abstracted. In order to determine if a party has left a hex, you must keep track of their progress within the hex.
Starting in a Hex: If a character starts movement within a hex, it requires 6 miles of progress in order to exit any face of the hex.
Optional Rule: You can choose to bias a starting position. For example, you might see that a river flows near the western edge of a hex. If the PCs start traveling from that river, you might decide that it only takes 2 hexes to exit through the hex’s western face and 10 hexes to exit through its eastern face.
Crossing Hex to a Far Side: It requires 12 miles of progress to exit a hex through one of the three faces on the opposite side.
Crossing Hex to a Near Side: It requires 6 miles of progress to exit a hex through one of the two nearest faces.
Back the Way We Came: If characters deliberately double back along their own trail, simply reduce their progress until they exit the hex. If they leave back through the same face through which they entered the hex for any other reason (by getting lost, for example) you can generally assume that it takes 6 miles of progress to exit the hex unless circumstances suggest some other figure.
This material is covered by the Open Game License.