Occasionally (mostly when pursuit is a factor), it will become necessary to find out just how far and how fast creatures can travel over whatever terrain is around. Here are my ideas in that direction:
Firstly, determine the Fatigue Cost for each hour's travelling. The lists below gives Base Fatigue Costs, with modifiers for situation, terrain, etc. Creatures' Fatigue pool is equal to their Con; once that is used up, further Fatigue incurred is lost directly from Con itself, and proportionately from HP (so that when Con drops to half, HP can also be no higher than 50%).
Endurance Non-Weapon Proficiency doubles Fatigue pool. Certain pack animals and other hardy beasts should be assumed to have high Con and/or the equivalent of Endurance.
Lost Con and HP, followed by lost Fatigue, return at 10% per hour of rest, or Curing magic can be used to restore all lost Fatigue and other effects - see also Healing.
Total all that apply.
In conjunction with the above, here are some estimates for movement speed over long distances. Note that, given the above Fatigue rules, few creatures will be able to keep up speedy movement for long periods. In all cases, a successful Area Knowledge NWP check adds 25% to movement speed.
| Creature Type | Walk | Jog* | Run* |
|---|---|---|---|
| Small Bipedal | 3 | 4 | 8 |
| Bipedal | 6 | 12 | 16 |
| Large Bipedal | 6 | 12 | 16 |
| Bird | 20 | - | - |
| Draft Animal | 4 | 8 | 15 |
| Horse, Riding | 4 | 12 | 20 |
| Horse, War | 4 | 8 | 12 |
| Cart or Wagon | 4 | 8 | 12 |
| Wolf or dog | 6 | 10 | 16 |
* Creatures who are Heavily encumbered can't Run; creatures who are Severely encumbered can't Jog or Run.
Some of what follows is quite specific to Pangea, but it should be readily applicable to any campaign where travel on the water is possible.
There are three modes of movement - Sail, Sail and Row, and Emergency. The Emergency rate can only be sustained for 10 rounds at most; it represents frantic rowing with all sails unfurled, if applicable.
A NWProf modifier applies to surviving storms and gales (see Weather, below). Roll a Boating / Seamanship NWP check, with the modifier as given below, or the vessel flounders and begins to sink. 'n/a' indicates no check is necessary; the vessel will be fine.
| MPH | NWProf Modifier: | ||||
|---|---|---|---|---|---|
| Craft: | Sail | Sail+Row | Emergency | Storm | Gale |
| Canoe | 5 | - | 10 | +1 | -6 |
| Raft | 4 | 6 | 8 | -4 | -10 |
| Barge | 4 | 6 | 8 | -2 | -8 |
| Rowboat | 5 | 8 | 12 | +2 | -4 |
| Caravel | 5 | - | 8 | n/a | -3 |
| Coaster | 3 | - | 10 | +2 | -4 |
| Cog | 3 | - | 10 | n/a | -4 |
| Drakkar | 5 | 12 | 16 | n/a | -2 |
| Great Galley | 3 | 15 | 20 | n/a | -2 |
| Knarr | 6 | 10 | 15 | +3 | -1 |
Again, the following table is designed for Pangea, but should serve as a template for your own world. Pangea is of relatively temperate / northern climate, and modifiers should be applied to the roll dependant on local conditions.
Weather should be checked every 8 hours or so, and the roll biased by ±20% towards the last result, so the weather shows some consistency. Roll once for weather type, and once for wind.
If the Weather type is foggy or misty, assume Wind is Calm. If Windy or stronger, clouds will clear in 1-2 hours.