Professional Documents
Culture Documents
Overland Travel
The following information is a summary of the standard B/X rules for wilderness travel, for
convenience.
Travel on Foot
● A character’s movement rate indicates how many miles he or she can move in a day
of overland travel.
● If the optional encumbrance rules are in use, a character’s movement rate is
determined by the amount of weight he or she is carrying.
● If the optional encumbrance rules are not being used, characters on foot have a
movement rate of 120’ (40’).
Beasts of Burden
● An animal’s movement rate (determined by its encumbrance) indicates how many
miles it can move in a day of overland travel.
● Beasts of burden have two levels of encumbrance: unencumbered (full movement
rate) and encumbered (half movement rate).
● If a character is riding an animal, the weight of the character and his or her gear
counts towards the animal’s load.
Vehicles
Normal Animals Extra Animals
Normal Travel
Miles per Day
240’ 48 72 32 48 16 32 24
(80’)
120’ 24 36 16 24 8 16 12
(40’)
90’ (30’) 18 27 12 18 6 12 9
60’ (20’) 12 18 8 12 4 8 6
45’ (15’) 9 14 6 9 3 6 5
30’ (10’) 6 9 4 6 2 4 3
* Only major roads marked on the campaign map give this advantage.
Forced March
Miles per Day
240’ 72 108 48 72 24 48 36
(80’)
120’ 36 54 24 36 12 24 18
(40’)
90’ (30’) 27 41 18 27 9 18 14
60’ (20’) 18 27 12 18 6 12 9
45’ (15’) 14 21 9 14 5 9 8
30’ (10’) 9 14 6 9 3 6 5
* Only major roads marked on the campaign map give this advantage.
Exploration Procedure
● A party may wish to travel from one location to another. In this case, its daily
movement rate in miles simply indicates how far it gets.
● Sometimes, a party wishes to engage in other activities (e.g. exploring, hunting,
foraging, fishing), in addition to (or instead of) travelling. To simplify time tracking,
each of these activities is noted as consuming a certain number of miles from the
party’s daily movement rate.
● The referee may rule that other activities (e.g. exploring a dungeon, staying in a
town, consulting an NPC, etc.) also consume miles of daily movement. As a rough
guideline, one mile of movement is consumed per hour spent.
● Forced marches are only possible as the sole activity for a day. (i.e. no miles of
movement may be consumed for other activities.)
Travelling
On roads (minor or major roads marked on the campaign map):
● Open features of hexes travelled through may be encountered.
Off-road:
● Open features of hexes travelled through may be encountered.
● There is also a 2-in-6 chance of getting lost (see pXXX). An experienced
woodsman decreases this chance to 1-in-6. In swamp the chance is 3-in-6 and in
clear terrain the chance is 1-in-6.
Hex Dimensions
● Travelling from one flat side of a hex to the opposite side is 6 miles.
● Travelling from the centre of a hex to the edge is 3 miles.
● Travelling from one corner of a hex to the opposite corner is 7 miles.
Exploring
Rather than simply travelling across a hex as quickly as possible, characters may wish to
spend more time exploring inside the hex, searching for interesting features.
● Exploring a hex consumes 8 miles of movement.
● All open features of the hex are discovered.
● One obscure feature of the hex is discovered. If a hex has multiple obscure
features, it will take multiple passes of exploration to discover them all.
Interaction with discovered features is assumed to occur as part of the exploration. If the
party spends an extended time (several hours or longer) interacting with a feature, the
referee may rule that they consume additional miles of movement.
Foraging
While finding plants and fungi in the wilds of Dolmenwood is a trivial matter, locating
specimens that can be identified as suitable for consumption is far from guaranteed.
● Foraging while travelling: There is a basic 1-in-6 chance of success.
● Foraging as a sole activity: Per 4 miles of movement consumed, there is a 2-in-6
chance of success.
● An experienced woodsman increases the chance of success by 2-in-6.
● If successful, food sufficient for 1d6 people for one day has been acquired.
● The referee may consult the lists of edible plants and fungi. under Ecology, pXXX,
for examples of what might be foraged.
● Some hexes also note specimens which are automatically found when foraging.
Hunting
● Per 8 miles of movement consumed, there is a 1-in-6 chance of tracking down
animals which are suitable for eating.
● An experienced hunter increases the chance of success to 3-in-6.
● The referee may consult the list of animals under Ecology, pXXX, to determine what
is encountered while hunting.
● If animals are successfully tracked down, the referee should run the encounter
according to the normal rules for combat.
● If animals are successfully killed, food sufficient for 2d6 people for one day has
been acquired.
Fishing
● Per 8 miles of movement consumed, there is a 1-in-6 chance of catching fish
which are suitable for eating.
● An experienced angler increases the chance of success to 3-in-6.
● If fish are caught, food sufficient for 1d6 people for one day has been acquired. The
referee may consult the list of fish under Ecology, pXXX, to determine what is
caught.