Travel Rules: Difference between revisions

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(Created page with "By foot, the party can clear 2 hexes a day, 3 if they rush. If the party has a cart or wagon and a draft animal (Hoses or Oxen) they cover 3, 4 if they rush (i.e.. Leaving Ro...")
 
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By foot, the party can clear 2 hexes a day, 3 if they rush.
By foot the party can clear 2 hexes a day, 3 if they rush.


If the party has a cart or wagon and a draft animal (Hoses or Oxen) they cover 3, 4 if they rush (i.e.. Leaving Rox at dawn, arrive in Rytlock at dusk.
If the party has a cart or wagon and a draft animal (Hoses or Oxen) they cover 3, 4 if they rush (i.e.. Leaving Rox at dawn, arrive in Rytlock at dusk.
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Every day of travel incurs 3 [[Random Events]] rolls per day, 4 if rushing.
Every day of travel incurs 3 [[Random Events]] rolls per day, 4 if rushing.
If the party sticks to a road, they roll 1 fewer Random Events and clear 1 additional Hex.
Some places are inherently harder to move through, mainly the woodlands that dot Tyria. If the party is moving through these locales, they move 1 fewer hexes per day.

Latest revision as of 22:43, 22 January 2022

By foot the party can clear 2 hexes a day, 3 if they rush.

If the party has a cart or wagon and a draft animal (Hoses or Oxen) they cover 3, 4 if they rush (i.e.. Leaving Rox at dawn, arrive in Rytlock at dusk.

If each party member has their own riding horse, they cover 4, 6 in a rush.


Every day of travel incurs 3 Random Events rolls per day, 4 if rushing.

If the party sticks to a road, they roll 1 fewer Random Events and clear 1 additional Hex.

Some places are inherently harder to move through, mainly the woodlands that dot Tyria. If the party is moving through these locales, they move 1 fewer hexes per day.