Rules

Enchanted Realms Rulebook

 
 Basic Game Rules 
  
 

Traveling

Using the normal hours in the day, the distance one can travel can be calculated. This is easily found for daily travel because that distance is listed for the species and all the creatures in the bestiary. However, as with anything, there are a few twists to consider. For example, if only traveling half a day, a little over half the daily distance can be traversed. Also, a group could choose to travel at a heftier pace than average to gain a little extra distance as well. All of these options have offsets.

MovementFirst Half Day (4 Hours)Each Hour AfterDaily
30 feetSlow8 miles1 mile12
Normal9 miles1¼ miles14
Fast10 miles1½ miles16
35 feetSlow9 miles1¼ miles14
Normal10 miles1½ miles16
Fast12 miles2 miles20
40 feetSlow10 miles1½ miles16
Normal12 miles2 miles20
Fast13 miles2¼ miles22
45 feetSlow12 miles2 miles20
Normal13 miles2¼ miles22
Fast14 miles2½ miles24
50 feetSlow13 miles2¼ miles22
Normal14 miles2½ miles24
Fast15 miles2¾ miles26
60 feetSlow15 miles2¾ miles26
Normal16 miles3 miles28
Fast17 miles3¼ miles30
70 feetSlow17 miles3¼ miles30
Normal18 miles3½ miles32
Fast19 miles3¾ miles34
80 feetSlow19 miles3¾ miles34
Normal20 miles4 miles36
Fast21 miles4¼ miles38
100 feetSlow23 miles4¾ miles42
Normal24 miles5 miles44
Fast25 miles5¼ miles46

The first thing a group must choose is what pace: fast, normal or slow. For a fast pace, a greater distance can be covered; however, things get missed. Conversely, a slow clip yields a short distance, but more things are noticed more often and certan activities can be performed simultaneously.

Examining each method, the following summaries can be determined: At a slow clip, the party is moving carefully and quietly. Everyone will have their Awareness checks’ TM lowered by 3 points. Further, if half or more of the party makes an Awareness check against a potential encounter while the opposing side fails by half its numbers, then the PCs will perceive the threat before the opposing side can, allowing avoidance or perhaps setting an ambush. However, if the PCs directly initiate combat and the range is close enough to matter, then all those on the opposing side who failed will be at surprise for the first round.

When traveling at a normal (or slow) pace, the party can forage. Use daily or weekly foraging rules from survival or other applicable skills. Those with a hunting skill could roll the odds here as well. But foraging food or hunting are performed at disadvantage when traveling at a normal pace, but are normal rolls if traveling slow. Finally, any navigation checks for avoiding getting lost have no adjustments at a normal clip but gain a +4 bonus to the roll if moving slow.

At a fast pace, however, foraging and hunting are not possible. Further, all Awareness checks become 3 points higher for the TM. This penalty is used for calculating surprise if it happens. Finally, navigation checks to avoid becoming lost suffer a -4 penalty when traveling at a fast clip.

Finally, the party will move at the base movement of the slowest creature. However, a 5-ft movement factor could be considered between the differences within the party for the calculation of base movement. In other words, if the humans of the group moved at a slow pace, while the dwarves moved at a fast pace, then the party’s movement figured as a normal 35. Obviously this means individuals can have a pace different from others within the group.