![]() The DC is 10 + 1 for each hour past 8 hours. They can push on beyond that limit, at the risk of exhaustion.įor each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The Travel Pace table assumes that characters travel for 8 hours in day. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully.įorced March. The table states how far the party can move in a period of time and whether the pace has any effect. ![]() ![]() While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The following rules determine how far a character or monster can move in a minute, an hour, or a day. This number assumes short bursts of energetic movement in the midst of a life-threatening situation. SpeedĮvery character and monster has a speed, which is the distance in feet that the character or monster can walk in 1 round. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over. Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes. The DM can summarize the adventurers' movement without calculating exact distances or travel times: "You travel through the forest and find the dungeon entrance late in the evening of the third day." Even in a dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope-all sorts of movement play a key role in fantasy gaming adventures. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time. Following the road from Baldur's Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. Adventurers eager to reach the lonely tower at the heart of the forest hurry across those fifteen miles in just under four hours' time.įor long journeys, a scale of days works best. In a city or wilderness, a scale of hours is often more appropriate. It takes them about a minute to creep down a long hallway, another minute to check for traps on the door at the end of the hall, and a good ten minutes to search the chamber beyond for anything interesting or valuable. In a dungeon environment, the adventurers' movement happens on a scale of minutes. The DM might use a different time scale depending on the context of the situation at hand. In situations where keeping track of the passage of time is important, the DM determines the time a task requires. ![]() Sometimes, the passage of time and the adventurers’ actions determine what happens, so the DM might use a timeline or a flowchart to track their progress instead of a map. The DM’s notes, including a key to the map, describe what the adventurers find as they enter each new area. Typically, the DM uses a map as an outline of the adventure, tracking the characters’ progress as they explore dungeon corridors or wilderness regions.
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