Secret Lesson 91
Advanced Travel
Lesson 90 completed the entire:
RULES GLOSSARY
Now we begin a new major section of the course:
GAMEPLAY TOOLBOX
The Gameplay Toolbox provides additional procedures that the Game Master can use to turn the core rules into:
JOURNEYS
ENVIRONMENTAL CHALLENGES
CUSTOM BACKGROUNDS
CURSES
CONTAGIONS
FEAR
POISONS
TRAPS
and:
BALANCED COMBAT ENCOUNTERS
Our first topic is:
ADVANCED TRAVEL
Earlier in the course, you learned the basic Travel Pace rules.
Now we add the GM tools that answer questions such as:
HOW FAST CAN THE PARTY TRAVEL THROUGH A MOUNTAIN RANGE?
DOES A ROAD MAKE THE JOURNEY FASTER?
WHAT HAPPENS IF ONE CHARACTER IS MOVING TOO SLOWLY?
CAN THE PARTY KEEP TRAVELING AFTER EIGHT HOURS?
HOW DO WE TURN A MAGICAL FLY SPEED INTO MILES PER DAY?
and:
HOW DOES TERRAIN AFFECT THE JOURNEY?
The SRD 5.2.1 Gameplay Toolbox begins with exactly these rules.
PART ONE: THE BASIC TRAVEL PACE RULE
Outside combat, a group normally travels at one of three paces:
FAST
NORMAL
or:
SLOW
The basic Travel Pace table from Playing the Game is:
| Pace | Per Minute | Per Hour | Per Day |
|---|---|---|---|
| Fast | 400 feet | 4 miles | 30 miles |
| Normal | 300 feet | 3 miles | 24 miles |
| Slow | 200 feet | 2 miles | 18 miles |
These daily distances assume ordinary travel rather than combat movement.
Travel Pace is therefore not calculated by asking:
“MY SPEED IS 30 FEET, HOW MANY COMBAT ROUNDS ARE IN EIGHT HOURS?”
For ordinary characters traveling normally, use:
THE TRAVEL PACE TABLE
The Gameplay Toolbox becomes important when terrain, unusual Speed, extended travel, roads, or vehicles change that normal procedure.
PART TWO: EACH PACE HAS A TRADEOFF
Travel Pace doesn't only determine:
DISTANCE
It also affects certain Ability Checks.
FAST PACE
Fast travel gives Disadvantage on:
WISDOM (PERCEPTION)
WISDOM (SURVIVAL)
and:
DEXTERITY (STEALTH)
checks.
You are moving quickly, so noticing things, navigating the wilds, and remaining quiet become harder.
NORMAL PACE
Normal travel gives Disadvantage on:
DEXTERITY (STEALTH)
checks.
But it does not impose the Fast pace penalties on:
WISDOM (PERCEPTION)
or:
WISDOM (SURVIVAL)
SLOW PACE
Slow travel grants Advantage on:
WISDOM (PERCEPTION)
and:
WISDOM (SURVIVAL)
checks.
It doesn't itself grant Advantage on:
STEALTH
The benefit specifically concerns:
PERCEPTION
and:
SURVIVAL
QUICK TABLE
| Pace | Perception | Survival | Stealth |
|---|---|---|---|
| Fast | Disadvantage | Disadvantage | Disadvantage |
| Normal | Normal | Normal | Disadvantage |
| Slow | Advantage | Advantage | Normal |
This means pace is a:
STRATEGIC DECISION
Do you want:
SPEED?
AWARENESS?
BETTER SURVIVAL CHECKS?
A party racing against time might choose:
FAST
A party exploring dangerous ruins in the wilderness might prefer:
SLOW
PART THREE: TERRAIN LIMITS YOUR MAXIMUM PACE
The Gameplay Toolbox adds an important rule:
THE PREDOMINANT TERRAIN OF EACH JOURNEY STAGE DETERMINES THE GROUP'S MAXIMUM TRAVEL PACE
This means you don't always get to choose:
FAST
just because you want to.
Some terrain physically restricts how quickly the group can travel.
COMPLETE TRAVEL TERRAIN TABLE
| Terrain | Maximum Pace | Encounter Distance | Foraging DC | Navigation DC | Search DC |
|---|---|---|---|---|---|
| Arctic | Fast, with appropriate equipment | 6d6 × 10 feet | 20 | 10 | 10 |
| Coastal | Normal | 2d10 × 10 feet | 10 | 5 | 15 |
| Desert | Normal | 6d6 × 10 feet | 20 | 10 | 10 |
| Forest | Normal | 2d8 × 10 feet | 10 | 15 | 15 |
| Grassland | Fast | 6d6 × 10 feet | 15 | 5 | 15 |
| Hill | Normal | 2d10 × 10 feet | 15 | 10 | 15 |
| Mountain | Slow | 4d10 × 10 feet | 20 | 15 | 20 |
| Swamp | Slow | 2d8 × 10 feet | 10 | 15 | 20 |
| Underdark | Normal | 2d6 × 10 feet | 20 | 10 | 20 |
| Urban | Normal | 2d6 × 10 feet | 20 | 15 | 15 |
| Waterborne | Special | 6d6 × 10 feet | 15 | 10 | 15 |
For Arctic terrain, appropriate equipment such as:
SKIS
is necessary to maintain the listed:
FAST MAXIMUM PACE
For waterborne travel, the rate depends on:
THE VEHICLE
rather than the normal terrain pace.
PART FOUR: MAXIMUM PACE DOES NOT MEAN REQUIRED PACE
Suppose the party enters:
A FOREST
Forest maximum:
NORMAL
Can the party choose:
FAST?
NO
Can they choose:
NORMAL?
YES
Can they choose:
SLOW?
YES
The terrain establishes:
THE FASTEST ALLOWED PACE
not the only possible pace.
EXAMPLE: MOUNTAINS
Mountain maximum:
SLOW
Therefore:
FAST IS NOT AVAILABLE
NORMAL IS NOT AVAILABLE
SLOW IS AVAILABLE
The terrain itself limits the group.
EXAMPLE: GRASSLAND
Grassland maximum:
FAST
Therefore the party can choose:
FAST
NORMAL
or:
SLOW
PART FIVE: JOURNEYS CAN HAVE MULTIPLE STAGES
The SRD refers to the:
PREDOMINANT TERRAIN DURING ANY JOURNEY STAGE
This means a long journey can logically be divided into different terrain stages.
EXAMPLE
The heroes travel from a city to a mountain fortress.
The route includes:
-
Urban streets
-
Grassland
-
Forest
-
Mountains
The GM doesn't need to assign:
ONE TERRAIN TYPE TO THE ENTIRE JOURNEY
Instead, each stage can have its own:
MAXIMUM PACE
ENCOUNTER DISTANCE
FORAGING DC
NAVIGATION DC
and:
SEARCH DC
STAGE 1: URBAN
Maximum:
NORMAL
STAGE 2: GRASSLAND
Maximum:
FAST
STAGE 3: FOREST
Maximum:
NORMAL
STAGE 4: MOUNTAIN
Maximum:
SLOW
The group might therefore move quickly across open grassland and then slow dramatically once the ascent begins.
PART SIX: THE EXTRA TERRAIN TABLE COLUMNS
The Travel Terrain table also provides:
ENCOUNTER DISTANCE
FORAGING DC
NAVIGATION DC
and:
SEARCH DC
These values are useful GM reference points.
It is important not to invent additional universal procedures that the Travel Pace subsection itself doesn't establish.
The table gives:
THE VALUES
A particular exploration situation determines:
WHETHER THE GM ACTUALLY CALLS FOR THE RELEVANT CHECK OR USES THE VALUE
This follows a principle we have used throughout the course:
DO NOT ROLL JUST BECAUSE A NUMBER EXISTS
The GM first determines whether the situation requires:
A CHECK
PART SEVEN: ENCOUNTER DISTANCE
The table gives a terrain based:
ENCOUNTER DISTANCE
This number can help the GM establish the approximate starting separation when an encounter occurs.
For example:
FOREST
Encounter Distance:
2D8 × 10 FEET
Suppose the GM rolls:
2d8: 9
9 × 10 =
90 FEET
The terrain table therefore supplies:
90 FEET
as the encounter distance result.
MOUNTAIN
Encounter Distance:
4D10 × 10 FEET
Roll:
4d10: 23
23 × 10 =
230 FEET
IMPORTANT
The table provides the distance formula.
It doesn't say that absolutely every encounter in that terrain must begin at that exact distance regardless of:
WALLS
VISIBILITY
STORY CIRCUMSTANCES
CREATURE POSITIONING
or other specific effects.
Use the table as the SRD's terrain travel reference rather than turning it into a rule that overrides every more specific situation.
PART EIGHT: FORAGING DIFFICULTY
The table also shows how difficult different environments are for:
FORAGING
Examples:
COASTAL: DC 10
FOREST: DC 10
SWAMP: DC 10
GRASSLAND: DC 15
MOUNTAIN: DC 20
DESERT: DC 20
ARCTIC: DC 20
This immediately tells a GM something useful:
FINDING RESOURCES IS MUCH HARDER IN SOME TERRAIN THAN OTHERS
A lush forest and a frozen wilderness are mechanically very different travel environments.
PART NINE: NAVIGATION DIFFICULTY
The table also gives:
NAVIGATION DC
Examples:
COASTAL: DC 5
GRASSLAND: DC 5
DESERT: DC 10
HILL: DC 10
FOREST: DC 15
MOUNTAIN: DC 15
SWAMP: DC 15
URBAN: DC 15
Again, the table provides the:
DC
The exact circumstance determines whether the GM requires a navigation check.
PART TEN: SEARCH DIFFICULTY
The final terrain column gives:
SEARCH DC
Examples:
ARCTIC: DC 10
DESERT: DC 10
FOREST: DC 15
GRASSLAND: DC 15
MOUNTAIN: DC 20
SWAMP: DC 20
UNDERDARK: DC 20
This provides the GM with terrain appropriate difficulty values when the travel situation calls for:
SEARCHING
PART ELEVEN: GOOD ROADS
A:
GOOD ROAD
increases the group's maximum travel pace by:
ONE STEP
The steps are:
SLOW
to:
NORMAL
to:
FAST
EXAMPLE 1: MOUNTAIN ROAD
Mountain terrain maximum:
SLOW
Good road:
PLUS ONE STEP
New maximum:
NORMAL
This doesn't mean the party is required to move Normal.
It means Normal is now:
AVAILABLE
EXAMPLE 2: FOREST ROAD
Forest maximum:
NORMAL
Good road:
PLUS ONE STEP
New maximum:
FAST
EXAMPLE 3: GRASSLAND
Grassland already permits:
FAST
There is no fourth ordinary travel pace beyond:
FAST
So the road doesn't create a new pace such as:
SUPER FAST
The pace system still contains only:
SLOW, NORMAL, FAST
PART TWELVE: TERRAIN AND ROADS TOGETHER
This is an important GM procedure.
Suppose the party must cross:
MOUNTAINS
Normal mountain maximum:
SLOW
But an ancient imperial road crosses the range.
Good Road:
Slow becomes:
NORMAL
Now compare daily distances from the normal Travel Pace table.
Slow day:
18 MILES
Normal day:
24 MILES
The road has effectively allowed:
6 ADDITIONAL MILES OF ORDINARY DAILY TRAVEL
provided no other rule reduces the pace.
PART THIRTEEN: SLOWER TRAVELERS
A group must travel at:
SLOW PACE
if any member of the group has a Speed reduced to:
HALF OR LESS OF NORMAL
This is a group rule.
One slow traveler can determine:
THE PACE OF THE WHOLE PARTY
EXAMPLE
A character's normal Speed:
30 FEET
Current Speed:
15 FEET
15 is exactly:
HALF
Therefore:
THE GROUP MUST TRAVEL AT SLOW PACE
IMPORTANT
The rule says:
HALF OR LESS
So:
Speed 16 from normal 30:
NOT YET HALF OR LESS
Speed 15:
YES
Speed 10:
YES
PART FOURTEEN: EXHAUSTION CAN CREATE A SLOWER TRAVELER
Recall the SRD 5.2.1 Exhaustion condition.
Each Exhaustion level reduces Speed by:
5 FEET
and imposes:
MINUS 2 TO D20 TESTS PER LEVEL
At Exhaustion 6:
DEATH
Suppose a character normally has:
SPEED 30
At Exhaustion 1:
Speed:
30 minus 5 =
25
At Exhaustion 2:
20
At Exhaustion 3:
15
Now Speed has reached:
HALF OF NORMAL
Therefore the Slower Travelers rule can force:
THE ENTIRE GROUP TO SLOW PACE
Travel fatigue can therefore create a feedback loop:
LONGER TRAVEL
can cause:
EXHAUSTION
which can reduce:
SPEED
which can eventually force:
SLOW TRAVEL
This is one reason pushing a journey too hard can become strategically costly.
PART FIFTEEN: EXTENDED TRAVEL
Characters can normally travel for:
8 HOURS PER DAY
They may travel longer.
But every additional hour creates:
A CONSTITUTION SAVING THROW
Failure:
GAIN 1 EXHAUSTION LEVEL
Success:
NO EXHAUSTION FROM THAT CHECK
THE DC
The formula is:
DC 10 + 1 FOR EACH HOUR PAST 8
So:
| Total Hours Traveled | Extra Hour | Constitution Save DC |
|---|---|---|
| 8 | None | None |
| 9 | First extra hour | 11 |
| 10 | Second extra hour | 12 |
| 11 | Third extra hour | 13 |
| 12 | Fourth extra hour | 14 |
| 13 | Fifth extra hour | 15 |
| 14 | Sixth extra hour | 16 |
IMPORTANT
The saving throw occurs:
AT THE END OF EACH ADDITIONAL HOUR
It isn't one single save at the end of the entire forced march.
PART SIXTEEN: EVERY CHARACTER SAVES INDIVIDUALLY
The rule says:
EACH CHARACTER
must make the Constitution Saving Throw.
So the party doesn't make:
ONE GROUP SAVE
EXAMPLE
Four adventurers travel for:
10 HOURS
At the end of hour 9:
DC 11 CONSTITUTION SAVE EACH
At the end of hour 10:
DC 12 CONSTITUTION SAVE EACH
One character might succeed both times.
Another might fail once.
Another might fail twice.
Therefore members of the same party can accumulate:
DIFFERENT EXHAUSTION LEVELS
PART SEVENTEEN: EXTENDED TRAVEL EXAMPLE
The party has traveled:
8 HOURS
but learns that an army will attack a village tomorrow morning.
They decide to continue for:
4 MORE HOURS
Total:
12 HOURS
Each character makes:
HOUR 9: DC 11
HOUR 10: DC 12
HOUR 11: DC 13
HOUR 12: DC 14
Suppose one hero fails the:
DC 11
and:
DC 14
saves.
They gain:
EXHAUSTION 2
SRD 5.2.1 Exhaustion 2 means:
MINUS 4 TO D20 TESTS
and:
MINUS 10 FEET TO SPEED
If their normal Speed was:
30
current Speed:
20
They haven't yet reached half Speed, so Slower Travelers hasn't yet forced the party to Slow pace.
But another failed extended travel save could change that.
PART EIGHTEEN: TRAVEL PACE AND EXTENDED HOURS ARE DIFFERENT RULES
Do not confuse:
HOW FAST YOU TRAVEL
with:
HOW LONG YOU TRAVEL
Fast, Normal, and Slow are:
PACES
Eight hours is the normal:
DAILY TRAVEL DURATION
The party can therefore travel:
FAST FOR 8 HOURS
NORMAL FOR 8 HOURS
or:
SLOW FOR 8 HOURS
without invoking Extended Travel.
Extended Travel begins when the group exceeds:
8 HOURS
regardless of whether the chosen pace was:
FAST
NORMAL
or:
SLOW
The extended travel rule itself doesn't say:
“SLOW PACE LETS YOU TRAVEL FOREVER WITHOUT SAVES”
PART NINETEEN: SPECIAL MOVEMENT
Sometimes the party has access to a Speed much greater than ordinary walking.
The SRD gives examples such as:
WIND WALK
and:
CARPET OF FLYING
For sustained high Speed, convert the Speed into overland travel rates.
The formulas are:
MILES PER HOUR = SPEED DIVIDED BY 10
Then:
NORMAL DAILY MILES = MILES PER HOUR × HOURS TRAVELED
normally using:
8 HOURS
Then:
FAST PACE = NORMAL DAILY MILES × 1⅓
round down.
And:
SLOW PACE = NORMAL DAILY MILES × ⅔
round down.
PART TWENTY: SPECIAL MOVEMENT EXAMPLE, SPEED 60
Suppose magical movement gives the party:
SPEED 60
STEP 1: MILES PER HOUR
60 divided by 10 =
6 MILES PER HOUR
STEP 2: NORMAL DAY
6 × 8 =
48 MILES
STEP 3: FAST PACE
48 × 1⅓ =
64 MILES
STEP 4: SLOW PACE
48 × ⅔ =
32 MILES
So sustained Speed 60 produces:
| Pace | Distance in 8 Hours |
|---|---|
| Fast | 64 miles |
| Normal | 48 miles |
| Slow | 32 miles |
This is a special movement calculation.
Do not replace the ordinary Travel Pace table for normal adventurers with:
SPEED DIVIDED BY 10
The Gameplay Toolbox introduces that formula specifically for parties capable of traveling at:
HIGH SPEED FOR AN EXTENDED TIME
PART TWENTY ONE: SPECIAL MOVEMENT EXAMPLE, SPEED 80
Speed:
80
Miles per hour:
80 divided by 10 =
8
Normal 8 hour day:
8 × 8 =
64 MILES
Fast:
64 × 1⅓ =
85⅓
Round down:
85 MILES
Slow:
64 × ⅔ =
42⅔
Round down:
42 MILES
This example demonstrates why:
ROUND DOWN
matters.
PART TWENTY TWO: CARPET OF FLYING EXAMPLE
The SRD's Carpet of Flying can have different Fly Speeds depending on its size:
80 FEET
60 FEET
40 FEET
or:
30 FEET
and its Fly Speed can be halved if overloaded beyond normal capacity.
Suppose the party uses a Carpet with:
FLY SPEED 80
The special travel formula gives:
80 divided by 10 =
8 MILES PER HOUR
Normal 8 hour travel:
64 MILES
Because it is flying, another special travel rule now becomes important.
PART TWENTY THREE: FLYING CAN IGNORE TERRAIN PACE LIMITS
If the characters are:
FLYING
or if their special movement lets them ignore:
DIFFICULT TERRAIN
they can travel at:
FAST PACE
regardless of the terrain.
This is a major exception.
EXAMPLE
Terrain:
MOUNTAIN
Normal maximum pace:
SLOW
But the party is flying using sustained magical travel.
The special rule says flying characters may use:
FAST PACE
regardless of the terrain.
So they don't have to crawl through mountain passes at:
SLOW PACE
They can travel over the terrain.
IMPORTANT
This rule changes:
MAXIMUM TRAVEL PACE
It doesn't automatically say the travelers are immune to every environmental danger.
A flying party might still face:
WEATHER
CREATURES
MAGICAL EFFECTS
or other hazards if the relevant rules establish them.
PART TWENTY FOUR: IGNORING DIFFICULT TERRAIN
Special movement need not be flying.
If it lets the party:
IGNORE DIFFICULT TERRAIN
the same rule permits:
FAST PACE REGARDLESS OF TERRAIN
This means magical mobility can completely change how the GM plans:
OVERLAND JOURNEYS
At low levels:
A MOUNTAIN RANGE CAN BE A MAJOR OBSTACLE
At higher levels:
SPECIAL MOVEMENT MAY TURN IT INTO A FAR SMALLER LOGISTICAL PROBLEM
That is a natural consequence of characters gaining:
MORE POWERFUL TRAVEL OPTIONS
PART TWENTY FIVE: VEHICLES
The Gameplay Toolbox gives a special rule for vehicle travel:
USE THE VEHICLE'S SPEED IN MILES PER HOUR TO DETERMINE TRAVEL RATE
and:
DON'T CHOOSE A TRAVEL PACE
This means a vehicle can come with its own:
OVERLAND SPEED
rather than requiring you to convert the passengers' personal Speed.
IMPORTANT SOURCE NOTE
Earlier in Playing the Game, the general travel section says travelers in:
WAGONS
CARRIAGES
and other land vehicles choose a pace normally, while waterborne vessels use the vessel's own speed and don't choose a pace.
The later Gameplay Toolbox vehicle paragraph states more broadly that characters traveling in a vehicle use the vehicle's speed in miles per hour and don't choose a travel pace.
For this advanced Gameplay Toolbox procedure, use:
THE TOOLBOX VEHICLE INSTRUCTION
when applying this specific module.
This keeps the distinction transparent rather than silently replacing one SRD statement with another.
PART TWENTY SIX: MOUNTS
The basic travel rules also allow mounted groups to cover:
TWICE THE NORMAL TRAVEL DISTANCE FOR 1 HOUR
After that hour, the mounts need:
A SHORT REST
or:
A LONG REST
before they can travel at that increased rate again.
EXAMPLE: NORMAL PACE
Normal pace per hour:
3 MILES
Mounted burst:
3 × 2 =
6 MILES IN THAT HOUR
Then the mount needs:
SHORT OR LONG REST
before it can repeat that doubled travel rate.
EXAMPLE: FAST PACE
Fast:
4 MILES PER HOUR
Mounted doubled hour:
8 MILES
This is a:
SHORT BURST OF TRAVEL
not a rule that automatically doubles:
THE ENTIRE DAILY DISTANCE
PART TWENTY SEVEN: WATERBORNE TRAVEL
The Travel Terrain table marks Waterborne maximum pace as:
SPECIAL
because the travel rate depends on:
THE VEHICLE
The general Travel rules also note that some ships, depending on:
THE VESSEL
and:
CREW SIZE
may be able to travel for up to:
24 HOURS PER DAY
That doesn't mean:
EVERY BOAT AUTOMATICALLY TRAVELS 24 HOURS
The SRD says:
SOME SHIPS MIGHT
depending on the vessel and crew.
PART TWENTY EIGHT: A COMPLETE ADVANCED JOURNEY
The heroes must reach a ruined fortress before an enemy army does.
The route contains:
-
Grassland
-
Forest
-
Mountains
The party initially travels on foot.
STAGE 1: GRASSLAND
Maximum pace:
FAST
They choose:
FAST
Base daily distance:
30 MILES
But their Perception, Survival, and Stealth checks suffer:
DISADVANTAGE
from Fast pace.
STAGE 2: FOREST
Maximum:
NORMAL
Fast is no longer normally available.
The party chooses:
NORMAL
Base day:
24 MILES
Stealth:
DISADVANTAGE
STAGE 3: MOUNTAINS
Maximum:
SLOW
Base day:
18 MILES
But the party discovers a:
GOOD ROAD
Good Road raises maximum pace:
Slow to:
NORMAL
Now the party may travel:
24 MILES PER DAY
instead of being restricted to 18.
THEN A CHARACTER BECOMES SLOWED
Normal Speed:
30
Current Speed:
15
The Slower Travelers rule activates.
The group must travel:
SLOW
Even though the road would otherwise allow:
NORMAL
THEN THE PARTY PUSHES PAST EIGHT HOURS
Hour 9:
DC 11 CONSTITUTION SAVE
Hour 10:
DC 12
A character fails both.
They gain:
EXHAUSTION 2
Their D20 Tests suffer:
MINUS 4
and their Speed falls by:
10 FEET
This demonstrates how several advanced travel systems can interact during:
ONE JOURNEY
PART TWENTY NINE: A COMPLETE MAGICAL JOURNEY
Later in the campaign, the party gains sustained:
FLY SPEED 60
Now:
MILES PER HOUR
60 divided by 10 =
6
Normal 8 hour travel:
6 × 8 =
48 MILES
Fast:
48 × 1⅓ =
64 MILES
Because they are flying:
FAST PACE IS ALLOWED REGARDLESS OF TERRAIN
So even across mountains, they can potentially travel:
64 MILES IN 8 HOURS
under this special movement calculation.
This illustrates an important progression in fantasy adventures:
TRAVEL CHALLENGES CHANGE AS CHARACTERS BECOME MORE POWERFUL
Early adventurers may fear:
MOUNTAIN PASSES
Later adventurers may simply:
FLY ABOVE THEM
That is not the travel rules breaking.
It is the characters gaining:
NEW CAPABILITIES
PART THIRTY: WHAT THE PLAYER ACTUALLY DOES
During a normal journey, the player usually doesn't need to calculate all of this alone.
The conversation might sound like this:
GM:
“THE ROUTE CROSSES A DENSE FOREST. THE MAXIMUM PACE IS NORMAL.”
Players decide:
NORMAL
or:
SLOW
If they choose Normal:
24 MILES PER DAY
and:
DISADVANTAGE ON STEALTH
If they choose Slow:
18 MILES PER DAY
but:
ADVANTAGE ON PERCEPTION AND SURVIVAL
The GM then uses the terrain table when relevant for things such as:
NAVIGATION
FORAGING
SEARCHING
or:
ENCOUNTER DISTANCE
The core player choice remains simple:
HOW QUICKLY DO WE WANT TO TRAVEL?
PART THIRTY ONE: WHAT THE GM ACTUALLY DOES
The GM can resolve advanced travel with this procedure.
STEP 1
Identify the:
JOURNEY STAGE
STEP 2
Determine its predominant:
TERRAIN
STEP 3
Find the terrain's:
MAXIMUM PACE
STEP 4
Apply modifiers such as:
GOOD ROAD
SLOWER TRAVELER
FLYING
or:
SPECIAL MOVEMENT
STEP 5
The group selects an available:
PACE
if the procedure uses normal Travel Pace.
STEP 6
Apply that pace's:
DISTANCE
and:
CHECK MODIFIERS
STEP 7
If travel goes beyond:
8 HOURS
begin:
EXTENDED TRAVEL SAVES
STEP 8
Use terrain table reference values for:
ENCOUNTERS
FORAGING
NAVIGATION
and:
SEARCHING
when appropriate.
This turns what could seem like complicated wilderness accounting into:
A REPEATABLE GM PROCEDURE
PART THIRTY TWO: COMMON BEGINNER MISTAKES
MISTAKE 1: ASSUMING FAST PACE IS ALWAYS AVAILABLE
Terrain can establish a lower:
MAXIMUM PACE
MISTAKE 2: TREATING MAXIMUM PACE AS REQUIRED PACE
A Forest maximum of Normal still allows:
SLOW
MISTAKE 3: FORGETTING FAST PACE PENALTIES
Fast imposes Disadvantage on:
PERCEPTION
SURVIVAL
and:
STEALTH
MISTAKE 4: FORGETTING NORMAL PACE AFFECTS STEALTH
Normal pace imposes:
DISADVANTAGE ON STEALTH
MISTAKE 5: GIVING SLOW PACE ADVANTAGE ON STEALTH
Slow gives Advantage on:
PERCEPTION
and:
SURVIVAL
not Stealth.
MISTAKE 6: USING ONE TERRAIN TYPE FOR A MULTI TERRAIN JOURNEY
The GM can evaluate:
EACH JOURNEY STAGE
by its predominant terrain.
MISTAKE 7: LETTING A MOUNTAIN PARTY TRAVEL FAST NORMALLY
Mountain maximum:
SLOW
MISTAKE 8: FORGETTING GOOD ROADS
Good Road:
PLUS ONE MAXIMUM PACE STEP
MISTAKE 9: TURNING A GOOD ROAD INTO A FOURTH PACE
There are still only:
FAST
NORMAL
SLOW
MISTAKE 10: IGNORING THE SLOWEST GROUP MEMBER
If any group member's Speed is reduced to half or less of normal:
GROUP MUST MOVE SLOW
MISTAKE 11: THINKING BELOW HALF MEANS STRICTLY LESS THAN HALF
The rule says:
HALF OR LESS
Exactly half qualifies.
MISTAKE 12: MAKING ONE EXTENDED TRAVEL SAVE FOR THE PARTY
Each character:
SAVES INDIVIDUALLY
MISTAKE 13: MAKING ONE SAVE AFTER FOUR EXTRA HOURS
Save at:
END OF EACH EXTRA HOUR
MISTAKE 14: USING DC 10 FOR EVERY EXTENDED HOUR
DC increases:
BY 1 EACH HOUR AFTER EIGHT
MISTAKE 15: THINKING EXTENDED TRAVEL STARTS AFTER TEN HOURS
It begins:
AFTER EIGHT HOURS
MISTAKE 16: THINKING SLOW PACE AVOIDS EXTENDED TRAVEL SAVES
Pace and total hours are:
DIFFERENT RULES
MISTAKE 17: FORGETTING EXHAUSTION REDUCES SPEED
Each Exhaustion level:
MINUS 5 FEET SPEED
MISTAKE 18: FORGETTING EXHAUSTION CAN FORCE THE WHOLE PARTY TO SLOW
When someone's Speed reaches half or less of normal:
SLOWER TRAVELERS RULE
can activate.
MISTAKE 19: USING THE HIGH SPEED FORMULA FOR EVERY ORDINARY CHARACTER
The Special Movement formula is for a party able to maintain:
HIGH SPEED FOR EXTENDED TRAVEL
Ordinary travel uses:
THE STANDARD TRAVEL PACE TABLE
MISTAKE 20: FORGETTING TO ROUND DOWN
Fast and Slow special movement calculations can create fractions.
Default:
ROUND DOWN
MISTAKE 21: ADDING FAST PACE TO MILES PER HOUR DIRECTLY
The Toolbox formula calculates:
NORMAL DAILY DISTANCE FIRST
Then applies:
FAST × 1⅓
or:
SLOW × ⅔
MISTAKE 22: MAKING FLYING CHARACTERS OBEY THE TERRAIN MAXIMUM PACE
Sustained flying special movement can travel:
FAST REGARDLESS OF TERRAIN
MISTAKE 23: THINKING FLYING REMOVES EVERY ENVIRONMENTAL DANGER
The rule changes:
TRAVEL PACE
It doesn't declare total immunity to all travel hazards.
MISTAKE 24: USING PASSENGER WALKING SPEED FOR A VEHICLE
The Gameplay Toolbox vehicle rule uses:
VEHICLE SPEED IN MILES PER HOUR
MISTAKE 25: DOUBLING MOUNT TRAVEL FOR THE WHOLE DAY
Mounts can double the travel distance for:
ONE HOUR
then require:
SHORT OR LONG REST
before repeating that increased pace.
MISTAKE 26: ASSUMING EVERY SHIP TRAVELS 24 HOURS
The SRD says ships:
MIGHT
depending on:
VESSEL
and:
CREW SIZE
MISTAKE 27: INVENTING NEW PROCEDURES FOR EVERY TERRAIN TABLE COLUMN
Use:
THE VALUES THE SRD PROVIDES
and apply them when the relevant situation calls for them.
Do not silently create rules the SRD hasn't established.
QUICK RECAP
BASIC PACE
FAST: 30 MILES PER DAY
NORMAL: 24 MILES PER DAY
SLOW: 18 MILES PER DAY
FAST PACE
Disadvantage:
PERCEPTION
SURVIVAL
STEALTH
NORMAL PACE
Disadvantage:
STEALTH
SLOW PACE
Advantage:
PERCEPTION
SURVIVAL
TERRAIN
Predominant terrain determines:
MAXIMUM PACE
GOOD ROAD
Maximum pace:
PLUS ONE STEP
SLOWER TRAVELER
If any group member's Speed is:
HALF OR LESS OF NORMAL
group pace:
SLOW
EXTENDED TRAVEL
After:
8 HOURS
Constitution Save every additional hour.
Formula:
DC 10 + NUMBER OF HOURS PAST 8
Failure:
PLUS 1 EXHAUSTION LEVEL
SPECIAL MOVEMENT
MILES PER HOUR = SPEED DIVIDED BY 10
Normal daily:
MILES PER HOUR × HOURS TRAVELED
Fast:
NORMAL × 1⅓
Slow:
NORMAL × ⅔
Round down.
FLYING OR IGNORING DIFFICULT TERRAIN
Can use:
FAST PACE REGARDLESS OF TERRAIN
VEHICLES
Gameplay Toolbox procedure:
USE VEHICLE MILES PER HOUR
and:
DON'T CHOOSE A TRAVEL PACE
PRIME HERO CHALLENGE
A party must cross:
72 MILES
The first 24 miles are:
FOREST
The next 24 miles are:
GRASSLAND
The final 24 miles are:
MOUNTAIN
Resolve the journey.
CHALLENGE 1: FOREST
Maximum pace:
NORMAL
The party chooses Normal.
Distance per day:
24 MILES
Time for this stage:
1 DAY
Stealth:
DISADVANTAGE
CHALLENGE 2: GRASSLAND
Maximum:
FAST
The party chooses Fast.
Fast distance:
30 MILES PER DAY
Only 24 miles are required.
At 4 miles per hour:
24 divided by 4 =
6 HOURS
Fast pace penalties apply to:
PERCEPTION
SURVIVAL
and:
STEALTH
CHALLENGE 3: MOUNTAIN
Maximum:
SLOW
But there is a:
GOOD ROAD
Good Road increases maximum:
Slow to:
NORMAL
So the party may choose:
NORMAL
At 3 miles per hour:
24 divided by 3 =
8 HOURS
CHALLENGE 4: PUSHING FARTHER
After finishing those 8 mountain travel hours, the party decides to continue for:
2 EXTRA HOURS
Hour 9:
DC 11 CONSTITUTION SAVE
Hour 10:
DC 12 CONSTITUTION SAVE
Each character rolls:
SEPARATELY
CHALLENGE 5: EXHAUSTION
One character fails both saves.
Exhaustion:
2
D20 penalty:
MINUS 4
Speed reduction:
10 FEET
If normal Speed was 30:
CURRENT SPEED 20
This is not yet half or less of normal.
So that character hasn't yet forced the group to Slow through:
SLOWER TRAVELERS
CHALLENGE 6: ANOTHER EXHAUSTION LEVEL
The character later reaches:
EXHAUSTION 3
Speed:
30 minus 15 =
15 FEET
15 equals:
HALF NORMAL SPEED
Therefore:
THE GROUP MUST TRAVEL AT SLOW PACE
CHALLENGE 7: MAGICAL TRAVEL
Later the party gains sustained:
SPEED 60
Miles per hour:
60 divided by 10 =
6
Normal 8 hour travel:
6 × 8 =
48 MILES
Fast:
48 × 1⅓ =
64 MILES
If that movement is flying:
FAST PACE IS AVAILABLE REGARDLESS OF TERRAIN
LESSON 91: KEY TAKEAWAYS
Travel is not merely:
“WE WALK TO THE NEXT TOWN”
The SRD 5.2.1 gives the Game Master a structured way to turn journeys into meaningful gameplay.
Remember:
TRAVEL HAS FAST, NORMAL, AND SLOW PACES
FAST TRAVEL COVERS MORE DISTANCE BUT HURTS PERCEPTION, SURVIVAL, AND STEALTH
NORMAL TRAVEL HURTS STEALTH
SLOW TRAVEL HELPS PERCEPTION AND SURVIVAL
TERRAIN DETERMINES THE MAXIMUM PACE
FORESTS, DESERTS, CITIES, MOUNTAINS, SWAMPS, AND OTHER TERRAIN TYPES HAVE DIFFERENT TRAVEL VALUES
GOOD ROADS INCREASE MAXIMUM PACE BY ONE STEP
A TRAVELER AT HALF SPEED OR LESS CAN FORCE THE ENTIRE GROUP TO SLOW PACE
EIGHT HOURS IS THE NORMAL DAILY TRAVEL PERIOD
EACH ADDITIONAL HOUR REQUIRES ITS OWN CONSTITUTION SAVING THROW
THE EXTENDED TRAVEL DC STARTS AT 11 FOR HOUR NINE AND INCREASES BY ONE EACH HOUR
FAILURE CAUSES ONE EXHAUSTION LEVEL
EXHAUSTION CAN REDUCE SPEED ENOUGH TO SLOW THE ENTIRE PARTY
SUSTAINED HIGH SPEED MOVEMENT HAS ITS OWN CONVERSION FORMULA
SPEED DIVIDED BY TEN GIVES MILES PER HOUR FOR THAT SPECIAL TRAVEL PROCEDURE
FAST SPECIAL TRAVEL MULTIPLIES NORMAL DAILY DISTANCE BY 1⅓
SLOW SPECIAL TRAVEL MULTIPLIES IT BY ⅔
FRACTIONS ROUND DOWN
FLYING OR IGNORING DIFFICULT TERRAIN CAN ALLOW FAST PACE REGARDLESS OF TERRAIN
VEHICLES CAN USE THEIR OWN MILES PER HOUR TRAVEL RATE
and:
A GOOD GM CAN USE TERRAIN TO MAKE THE JOURNEY ITSELF PART OF THE ADVENTURE
The destination matters.
But in a role playing game:
THE ROAD TO THE DESTINATION CAN MATTER JUST AS MUCH
NEXT LESSON
LESSON 92: CREATING A CUSTOM BACKGROUND
The next lesson continues the Gameplay Toolbox with:
CREATING A BACKGROUND
You already learned the four SRD backgrounds:
ACOLYTE
CRIMINAL
SAGE
and:
SOLDIER
Now you will learn how the Game Master can construct new backgrounds tailored to:
A CAMPAIGN
A WORLD
or:
A SPECIFIC CHARACTER CONCEPT
We will build a custom background step by step by choosing:
THREE ABILITIES
AN ORIGIN FEAT
TWO SKILL PROFICIENCIES
ONE TOOL PROFICIENCY
and:
STARTING EQUIPMENT
while keeping the result fully inside the framework established by:
SRD 5.2.1
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.