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Outdoor Movement:
Order of Events for 1 Overland Square

I have placed a grid of:
20-22(vertical) x 27(horizontal)
on some of the FR0 maps.

Generally, this means 30 miles per square.
3 cm = 90 miles
1.25 inches = 90 miles + 36 miles
this shortens overland journeys a bit, which isn't that much of a bad thing

Note that FR0 has a hex system, but it is not used, as everything is done with squares in Dungeon Craft.
 
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FR0
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A system for Movement on the FR Overland Maps, easy as 1-2-3?
This is as close to the DMG as I could get : should be easier.
Does anyone have a better idea, that is as close to the DMG as they can get?

When you enter a square:
    1. Increment time
    2. Encounters (DMG.47)
    3. Bearings (Becoming Lost : DMG.49)

(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)

Compiled Table of Order of Events for 1 Overland Square
Mountains = VR (2 checks) (5, 120°) Clear = N (3 checks) (1, 60°)
Foot Hills = R (3 checks) (2, 60°) Swamp = VR (6 checks) (6, any)
Rolling Hills = N (3 checks) (2, 60°) Sea = Sea (DMG.190) (1, 60° or no chance near coast)
Volcano = VR (2 checks) (5, 120°) Lake = Lake (DMG.190) (1, 60° or no chance near coast)
Barren = R (3 check) (5, 60°) River = River (DMG.190) (no chance)
Desert = N (3 checks) (5, 60°) Cliffs = VR (2 checks) (5, 120°)
Forest = R (6 checks) (7, any) Snow = R (3 checks) (5, 60°)
Jungle = VR (6 checks) (7, any) Glacier = VR (2 checks) (5, 120°)
Plains/Grassland = N (3 checks) (1, 60°) Cities & Major Roads = N (as terrain) (no chance)
    N = Normal, R = Rugged, VR = Very Rugged

Reminder: it's always the same for each square.
Increment Time (roll for encounters) (bearings, ie. chance of getting lost, on a d10)

example:
Plains/Grassland = N (3) (1, 60°)
Plains/Grassland = Normal Terrain (3 encounter checks, divide incrementation by 3 to determine time) (1 in 10 of getting lost, check the 60° table)

so, therefore, every square has a Terrain Type and a Population density

thus, the possible combinations are :

N-D, N-P, N-W
R-D, R-P, R-W
VR-D, VR-P, VR-W

2. Encounters
Encounter Chances
relatively Dense = 1 in 20 (e.g. all the squares surrounding a city)
moderate to sparse / Patrolled = 1 in 12 (e.g. any non-city surrounding squares in a 'country', such as Cormyr or the Dalelands)
uninhabited / Wilderness = 1 in 10 (e.g. any other place, from the Jungles of Chult to Anauroch to the Great Glacier, etc.)

3. Bearings

* current square

60 (roll d8 3 times : those are the squares you cannot move into)
6 7 8
5 * 1
4 3 2

120 (roll d8 3 times : those are the squares you can move into)
6 7 8
5 * 1
4 3 2

any
6 7 8
5 * 1
4 3 2


1. Increment Time

The following is expanded from DMG.58 : it shows the time incrementation for the different terrain types.

2 = +48 hrs
5 = +44 hrs
10 = +40 hrs
15 = +36 hrs
20 = +32 hrs
25 = +30 hrs
30 = +24 hrs

30 = +24 hrs
35 = +22 hrs
40 = +20 hrs
50 = +16 hrs
60 = +12 hrs
70 = +8 hrs
80 = +4 hrs

MOVEMENT AFOOT IN MILES/DAY = Time Incrementation per Square
(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)

                                                                Terrain Is
Burden Normal Rugged Very Rugged
light = 12 or more 30 = +24 hrs 20 = +32 hrs 10 = +40 hrs
average = 9 20 = +32 hrs 10 = +40 hrs 5 = +44 hrs
heavy = 6 or less 10 = +40 hrs 5 = +44 hrs 2 = +48 hrs

MOVEMENT MOUNTED IN MILES/DAY
(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)

                                                                Terrain Is
Mount Normal Rugged Very Rugged
light 60 = +12 hrs 25 = +30 hrs 5 = +44 hrs
medium 40 = +20 hrs 20 = +32 hrs 5 = +44 hrs
heavy 30 = +24 hrs 15 = +36 hrs 5 = +44 hrs
draft 30 = +24 hrs 15 = +36 hrs 5 = +44 hrs
cart * 25 = +30 hrs 15 = +36 hrs -
wagon * 25 = +30 hrs 10 = +40 hrs -

* Road, track or open terrain only.

Light burden assumes an average man travelling with no more than 25
pounds of additional weight in food, weapons, and other equipment.
Move = 12

Average burden assumes an average man travelling with from 26 to 60
pounds of gear of all sorts.
Move = 9

Heavy burden assumes an average man with more than 60 pounds of gear but less than 90 pounds.
Move = 6 or less

Adjust all weight assumptions by strength and race factors.

Normal terrain assumes basically open ground, scrub, typical desert, light forest, low hills, small watercourses, etc.
With respect to vehicular movement it assumes roadways through such terrain or smooth fields (steppes, plains, etc.).

Rugged terrain assumes rough ground, snow, forests, steep hills, large water courses, etc.
With respect to vehicular movement it assumes either roadways through such terrain or tracks/paths through normal terrain.

Very rugged terrain assumes broken ground, deep snow and ice, heavy forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.

Table for Determining Encounter Times (Numbers are 'rounded' off for tabletop play) (Simple division can be used for a compter)
 / 2 (2 checks)  / 3 (3 checks)  / 6 (6 checks)
2 = +48 hrs 24, 48 16, 32, 48 8, 16, 24, 36, 42, 48
5 = +44 hrs 22, 44 15, 30, 44 8, 16, 24, 36, 42, 44
10 = +40 hrs 20, 40 13, 26, 40 7, 14, 21, 28, 35, 40
15 = +36 hrs 18, 36 12, 24, 36 6, 12, 18, 24, 30, 36
20 = +32 hrs 16, 32 11, 22, 32 6, 12, 18, 24, 30, 32
25 = +30 hrs 15, 30 10, 20, 30 5, 10, 15, 20, 25, 30
30 = +24 hrs 12, 24 8, 16, 24 4, 8, 12, 16, 20, 24
30 = +24 hrs 12, 24 8, 16, 24 4, 8, 12, 16, 20, 24
35 = +22 hrs 11, 22 7, 14, 22 4, 8, 12, 16, 20, 22
40 = +20 hrs 10, 20 7, 14, 20 4, 8, 12, 16, 18, 20
50 = +16 hrs 8, 16 5, 10, 16 3, 6, 9, 12, 15, 16
60 = +12 hrs 6, 12 4, 8, 12 2, 4, 6, 8, 10, 12
70 = +8 hrs 4, 8 3, 6, 8 1, 2, 3, 4, 5, 6, 8
80 = +4 hrs 2, 4 1, 3, 4 0.30, 1, 1.30, 2, 2.30, 4

References : DMG.47, DMG.49, DMG.58, DMG.173

Note: You must determine for yourself which terrain areas are impassable to mounted movement or any normal travel.
    Generally large swamps and high mountains fall into this category.

MOVEMENT AFLOAT, OARED OR SCULLED IN MILES/DAY
(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)
 
Vessel Types Lake Marsh River* Sea Stream
raft 15 = +36 hrs 5 = +44 hrs 15 = +36 hrs - 10 = +40 hrs
boat, small 30 = +24 hrs 15 = +36 hrs 35 = +22 hrs - 25 = +30 hrs
barge 20 = +32 hrs 5 = +44 hrs 20 = +32 hrs - -
galley, small 40 = +16 hrs 5 = +44 hrs 40 = +20 hrs 30 = +24 hrs -
galley, large 30 = +24 hrs - 30 = +24 hrs 30 = +24 hrs -
merchant, small 10 = +40 hrs - 15 = +36 hrs 20 = +32 hrs -
merchant, large 10 = +40 hrs - 10 = +40 hrs 15 = +36 hrs -
warship 10 = +40 hrs - 10 = +40 hrs 20 = +32 hrs -

MOVEMENT AFLOAT, SAILED IN MILES/DAY
(1. Increment Time, THEN when 2. Encounters & 3. Bearings done, the party can move to next square)
 
Vessel Types Lake Marsh River* Sea Stream
raft 30 = +24 hrs 10 = +40 hrs 30 = +24 hrs - 15 = +36 hrs
boat, small 80 = +4 hrs 20 = +32 hrs 60 = +12 hrs - 40 = +20 hrs
barge 50 = +16 hrs 10 = +40 hrs 40 = +20 hrs - -
galley, small 70-80 = +4 hrs - 60 = +12 hrs 50 = +16 hrs -
galley, large 50-60 = +12 hrs - 50 = +16 hrs 50 = +16 hrs -
merchant, small 50-60 = +12 hrs - 50 = +16 hrs 50 = +16 hrs -
merchant, large 25-35 = +24 hrs - 35 = +22 hrs 35 = +22 hrs -
warship 40-50 = +16 hrs - 40 = +20 hrs 50 = +16 hrs -

30 = +24 hrs
35 = +22 hrs
40 = +20 hrs
50 = +16 hrs
60 = +12 hrs
70 = +8 hrs
80 = +4 hrs

* See below for effects of current on movement.

Lake assumes a large body of water, at least two to three miles broad and
several times as long, minimum.

Marsh assumes a shallow body of water overgrown with aquatic vegetation
but with considerable open channels; this does not include a bog but
does include swamps.

River assumes a body of water at least three times as wide as the vessel
afloat upon it is long (that is, the smallest river is at least 40' wide) and
navigable to the vessel considered, usually because of familiarity and/or piloting.
For current effect, subtract its speed times eight (C X 8) from movement when moving upriver,
adding this same factor to movement for downriver traffic unless navigational hazards disallow --
in which case adjust to a multiplier of two or four times current accordingly.

Sea (and ocean) movement assumes generally favorable conditions.
It is not possible to herein chart ocean currents, prevailing winds, calms, or storms, for these factors are peculiar to each milieu. Currents will move vessels along their route at their speed.
Prevailing winds will add or subtract from movement somewhat (10% to 30%) depending on direction of travel as compared to winds. Calms will slow sailed movement to virtually nil.
Storms will have a likelihood of destroying vessels according to the strength of the storm and the type and size of the vessel.
To simulate these effects during long voyages,
reduce the movement rates shown by a variable of 5% to 20% (d4, 1 = 5%, 2 = 10%. etc.).

Stream assumes a body of water under 40' width. The effects of currents are the same as for river movement.

For description of vessel types, see WATERBORNE ADVENTURES.
 
 

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