************************************** TRAVEL TIMES ************************************** TIME * One round equals about 6 seconds. * One minute equals 10 rounds. * A short rest equals 1 hour. * A long rest equals 8 hours. TRAVEL PACE (8 hours moving over long distances) * Fast pace: 400 feet per minute, 4 miles per hour, 30 miles per day; -5 penalty to passive Wisdom (Perception) scores. * Normal pace: 300 feet per minute, 3 miles per hour, 24 miles per day. * Slow pace: 200 feet per minute, 2 miles per hour, 18 miles per day; able to use stealth. * Difficult Terrain: Reduce listed distances by half in dense forests, deep swamps, rubble-filled ruins, steep mountains, ice-covered ground, etc. * Forced March: Constitution saving throw DC 10 + 1 per hour after 8 hours to avoid gaining level of exhaustion. * Mounted Gallop: Double travel distance for one hour, or more if fresh mounts available every 10 miles. Waterborne Vehicles (may travel 24 hours a day)... * Galley: 4 miles per hour, 96 miles per day * Keelboat: 1 miles per hour, 24 miles per day * Longship: 3 miles per hour, 72 miles per day * Rowboat: 1.5 miles per hour, 36 miles per day * Sailing ship: 2 miles per hour, 48 miles per day * Warship: 2.5 miles per hour, 60 miles per day House Rules On Travel BY LAND * Gallop: 800 ft. per minute, 8 miles per hour (max. 1 hour) * Fast: 400 ft. per minute, 4 miles per hour, 30 miles per day * Normal: 300 ft. per minute, 3 miles per hour, 24 miles per day * Slow: 200 ft. per minute, 2 miles per hour, 18 miles per day BY LAND * Adventurer on foot ... 3 miles per hour * Pony, mule ... 4 miles per hour * Elephant, mammoth ... 4 miles per hour * Warhorse (heavy horse) ... 5 miles per hour * Riding horse (light horse) ... 6 miles per hour * Modern tank (M1 Abrams) ... 45 miles per hour * Modern automobile (varies) ... 55 miles per hour BY SEA * Keelboat (river cargo boat/yacht) ... 1 miles per hour * Rowboat ... 1.5 miles per hour * Sailing Ship ... 2 miles per hour * Warship ... 2.5 miles per hour * Longship ... 3 miles per hour * Galley ... 4 miles per hour BY AIR * Broom Of Flying ... 5 miles per hour (under 200 lbs.), 3 miles per hour (200 to 400 lbs.) * Carpet Of Flying (6 ft. x 9 ft.) ... 3 miles per hour (up to 800 lbs.), 1 miles per hour (more than 800 lbs.) * Carpet Of Flying (5 ft. x 7 ft.) ... 4 miles per hour (up to 600 lbs.), 2 miles per hour (more than 600 lbs.) * Carpet Of Flying (4 ft. x 6 ft.) ... 6 miles per hour (up to 400 lbs.), 3 miles per hour (more than 400 lbs.) * Giant Bat (small rider only) ... 6 miles per hour * Giant Vulture ... 6 miles per hour * Hippogriff ... 6 miles per hour * Carpet Of Flying (3 ft. x 5 ft.) ... 8 miles per hour (up to 200 lbs.), 4 miles per hour (more than 200 lbs.) * Dragon (adult or older) ... 8 miles per hour * Giant Eagle ... 8 miles per hour * Griffon ... 8 miles per hour * Wyvern ... 8 miles per hour * Nightmare ... 9 miles per hour * Pegasus ... 9 miles per hour * Roc ... 12 miles per hour * Modern Helicopter (Bell Jet Ranger) ... 100 miles per hour * Modern Propeller Aircraft (Cessna 172) ... 150 miles per hour * Modern Airliner (Boeing 747) ... 560 miles per hour PACE OPTIONS (for people and creatures, not magic items or ships) * Fastest Possible: Increase speed by 100% (double) for one hour, then need to rest. * Faster Than Normal: Increase speed by 50% but suffer -5 penalty to passive Wisdom (Perception) scores. * Slower Than Normal: Reduce speed by 33% but able to use Dexterity (Stealth) while travelling. FORCED MARCH Pace assumes travel up to 8 hours a day for creatures under their own power. For each additional hour of travel beyond 8 hours, make a Constitution saving throw at the end of the hour. The DC is 10 +1 for each hour past 8 hours (DC 11 after 9th hour, DC 12 after 10th hour, and so forth). On a failed saving throw, creature suffers one level of exhaustion. This rule only applies to creatures; ships may travel continously for 24 hours a day. Magic item may or may not operate for 24 hours, depending on concentration required to control the item.