Terrain Effects on Movement
Terrain |
Movement |
Trail / road* |
1 1/2 |
Clear / city / grassland |
1 |
Forest / muddy ground / snow |
2/3 |
Hill / desert / broken terrain |
2/3 |
Mountain / swamp / jungle |
1/2 |
Ice / glacier |
1/2 |
- Unpaved roads allow travelers to ignore every terrain modifier except muddy ground/snow
- Paved roads allow travelers to ignore every terrain modifier except snow
Traveling Rates by Terrain
Travel Mode |
Trail |
Clear |
Hills |
Mountains |
Desert |
Foot, no enc |
36 |
24 |
16 |
12 |
16 |
Foot. It enc |
24 |
12 |
8 |
6 |
8 |
Foot, hvy enc |
12 |
8 |
6 |
4 |
6 |
Camel |
48 |
32 |
24 |
16 |
32 |
Elephant |
36 |
24 |
12 |
8 |
8 |
Riding horse |
72 |
48 |
36 |
24 |
16 |
Donkey or mule |
36 |
24 |
16 |
12 |
16 |
War horse |
36 |
24 |
16 |
12 |
8 |
Draft horse |
24 |
16 |
12 |
8 |
8 |
Ox |
16 |
12 |
10 |
8 |
6 |
Chance of Encounter
Dungeon and City
Roll 1d6 every two turns when traveling and roll 1d12 once during the night. On a 1 an encounter occurs
Wilderness
Determine the type of terrain the party is in and roll:
Terrain Type |
Result for Encounter |
Clear, grasslands, inhabited or settled |
1 |
Forest, river, hills, barren lands, desert, ocean or arial |
1-2 |
Swamp, jungle, or mountains |
1-3 |
Game Day Checklist
- Daybreak: Party prepares for travel, studies spells, selects travel direction.
- Getting Lost: DM rolls ld6 to see if party becomes lost. If so, see the “Land Travel” section in Chapter 6.
- Daytime wandering Monsters: The DM makes a ld6 roll for wandering monsters for the daytime hours. See the Chance of Encounter Table for determining rolls.
- Encounter Results: Based on the DM’s die roll, the party does the following:
- a. If no wandering monsters arc encountered, party concludes movement and daylight period ends. Skip to Step 6.
- b. If wandering monsters are encountered, the DM goes to the Encounter Checklist, below. If the characters want to evade or pursue encountered monsters, the DM goes to the “Eva· sion and Pursuit” section later in this chapter.
- Resume Travel: After the encounter, the party may resume travel. If they are lost, the DM may (at his option) recheck the direction of travel.
- Nightfall: The party finds a place to stop and rest.
- Nighttime Wandering Monsters: The DM makes a ldl2 roll for wandering monsters for the nighttime hours. See the Chance of Encounter Table for determining rolls. If an encounter is indicated. the DM chooses the watch during which it occurs; two or three PC guards can be posted during the night, each taking an equal amount of time guarding the party while on watch. Continue with one of the following steps:
- a. If an encounter occurs, the DM uses the Encounter Checklist, below.
- b. If no encounter occurs, the DM proceeds to Step 9. 8. Resume Rest: Once any nighttime encounter is over, the party returns to rest.
- Night’s End: Return to Step 1 above.
Wilderness Encounters Table
1d8 |
Clear,Grasslands |
1 |
Human |
2 |
Flyer |
3 |
Humanoid |
4 |
Animal |
5 |
Animal |
6 |
Unusual |
7 |
Dragon |
8 |
Insect |
1d8 |
Woods |
1 |
Human |
2 |
Flyer |
3 |
Humanoid |
4 |
Insect |
5 |
Unusual |
6 |
Animal |
7 |
Animal |
8 |
Dragon |
1d8 |
River |
1 |
Human |
2 |
Flyer |
3 |
Humanoid |
4 |
Insect |
5 |
Swimmer |
6 |
Swimmer |
7 |
Animal |
8 |
Dragon |





