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 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).
|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|
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.
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.
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.
|Terrain||Highway||Road or Trail||Trackless|
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/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|