Overland Movement Rates

The following is an abridged excerpt from the PHB, showing only the movement modes and terrain relevant for this campaign.

Overland Movement
Overland movement is measured in miles per hour or miles per day. A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see Forced March, below).

Table: Movement and Distance

Speed 15 feet 20 feet 30 feet 40 feet
One Hour (Overland)
Walk 1-1/2 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
Hustle

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. A character who takes any nonlethal damage from hustling becomes fatigued. A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity.

Forced March
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.

Evasion and Pursuit
When the speeds of the two concerned characters are equal, and the chase continues for at least a few rounds, characters make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.

Terrain
The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Table: Terrain and Overland Movement

Terrain Highway Road or Trail Trackless
Light Forest ×1 ×1 ×1/2
Hills ×1 ×3/4 ×1/2
Dense Forest ×1 ×3/4 ×1/4
Moor ×1 ×1 ×3/4
Mountains ×3/4 ×3/4 ×1/2
Plains ×1 ×1 ×3/4
Swamp ×1 ×3/4 ×1/2
Tundra, frozen ×1 ×3/4 ×3/4

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.

Table: Mounts and Vehicles

Mount/Vehicle Per Hour Per Day
Mount (carrying load)
Light horse 5 miles 40 miles
Light horse (175–525 lbs.)1 3-1/2 miles 28 miles
Heavy horse 5 miles 40 miles
Heavy horse (229–690 lbs.)1 3-1/2 miles 28 miles
Pony 4 miles 32 miles
Pony (151–450 lbs.)1 3 miles 24 miles
Cart or wagon 2 miles 16 miles

Overland Movement Rates

Wolfshead Yorunkun