"...Beorn had warned them
that that way was now often used by the goblins,
while the forest-road
itself,
he had heard,
was overgrown and disused
at the eastern end and led to impassable marshes where the paths had long
been lost."
- The Hobbit
|
|
|
|
|
|
|
|
|
|
As the scale of maps will
differ from campaign to campaign,
general
movement rates are given,
and you can adapt them to the scale of your
campaign maps accordingly.
Some variation in movement rate is justifiable,
but the distances shown
should neither be increased or decreased
substantially.
MOVEMENT AFOOT
IN MILES/DAY
Terrain Is
Burden | Normal | Rugged | Very Rugged |
light | 30 | 20 | 10 |
average | 20 | 10 | 5 |
heavy | 10 | 5 | 2 |
MOVEMENT MOUNTED IN MILES/DAY
Terrain Is
Mount | Normal | Rugged | Very Rugged |
light | 60 | 25 | 5 |
medium | 40 | 20 | 5 |
heavy | 30 | 15 | 5 |
draft | 30 | 15 | 5 |
cart * | 25 | 15 | - |
wagon * | 25 | 10 | - |
* Road, track or open terrain only.
Light burden assumes
an average man travelling with no more than 25
pounds of additional weight
in food, weapons, and other equipment.
Average burden assumes
an average man travelling with from 26 to 60
pounds of gear of all sorts.
Heavy burden assumes an average man with more than 60 pounds of gear but less than 90 pounds.
Adjust all weight assumptions by strength and race factors.
Normal terrain assumes
basically open ground, scrub, typical desert, light forest, low hills,
small watercourses, etc.
With respect to vehicular
movement it assumes roadways through such terrain or smooth fields (steppes,
plains, etc.).
Rugged terrain assumes
rough ground, snow, forests, steep hills, large water courses, etc.
With respect to vehicular
movement it assumes either roadways through such terrain or tracks/paths
through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forests, marshy ground, bogs, bluffs, mountains, and broad watercourses.
Note: You must determine
for yourself which terrain areas are impassable to mounted movement or
any normal travel.
Generally
large swamps and high mountains fall into this category.
MOVEMENT AFLOAT,
OARED
OR SCULLED IN MILES/DAY
-
Vessel Types | Lake | Marsh | River* | Sea | Stream |
raft | 15 | 5 | 15 | - | 10 |
boat, small | 30 | 15 | 35 | - | 25 |
barge | 20 | 5 | 20 | - | - |
galley, small | 40 | 5 | 40 | 30 | - |
galley, large | 30 | - | 30 | 30 | - |
merchant, small | 10 | - | 15 | 20 | - |
merchant, large | 10 | - | 10 | 15 | - |
warship | 10 | - | 10 | 20 | - |
MOVEMENT AFLOAT, SAILED IN MILES/DAY
Vessel Types | Lake | Marsh | River* | Sea | Stream |
raft | 30 | 10 | 30 | - | 15 |
boat, small | 80 | 20 | 60 | - | 40 |
barge | 50 | 10 | 40 | - | - |
galley, small | 70-80 | - | 60 | 50 | - |
galley, large | 50-60 | - | 50 | 50 | - |
merchant, small | 50-60 | - | 50 | 50 | - |
merchant, large | 25-35 | - | 35 | 35 | - |
warship | 40-50 | - | 40 | 50 | - |
* See below for effects of current on movement.
Lake
assumes a large body of water, at least two to three miles broad and
several times as long, minimum.
Geshtai (goddess of lakes)
Marsh assumes a shallow
body of water overgrown with aquatic vegetation
but with considerable open
channels; this does not include a bog but
does include swamps.
River
assumes a body of {water} at least three
times as wide as the vessel
afloat
upon it is long (that is, the smallest river is at least 40' wide) and
navigable
to the vessel considered, usually because of familiarity and/or piloting.
For
current effect, subtract its speed times eight (C x 8) from movement
when moving upriver,
adding
this same factor to movement for downriver traffic unless navigational
hazards disallow --
in
which case adjust to a multiplier of two or four times current accordingly.
Enki
(god of rivers)
Geshtai
(goddess of rivers)
Sea
(and ocean) movement assumes generally favorable conditions.
It is not possible to herein
chart ocean currents, prevailing winds, calms, or storms, for these factors
are peculiar to each milieu. Currents will move vessels along their route
at their speed.
Prevailing winds will add
or subtract from movement somewhat (10% to 30%) depending on direction
of travel as compared to winds. Calms will slow sailed movement to virtually
nil.
Storms will have a likelihood
of destroying vessels according to the strength of the storm and the type
and size of the vessel.
To simulate these effects
during long voyages,
reduce the movement rates
shown by a variable of 5% to 20% (d4, 1 = 5%, 2 = 10%. etc.).
Manannan
mac Lir (god of sea)
Shan
Hai Ching (god of sea)
Poseidon
(god of sea)
Susanowo
(god of seas)
Aegir
(god of the sea)
Habbakuk
(god of the sea)
Zeboim
(goddess of the sea)
Procan
(god of seas)
Xerbo
(god of sea)
Stream assumes a body of water under 40' width.
The effects of currents are the same as for river movement.
Eldath
(goddess of streams)
For description of vessel types, see WATERBORNE ADVENTURES.
Quote:
Originally Posted by Nagora
...
One Imperial gallon = 10 Imperial pounds weight.
1 acre = 1 chain x 1 furlong.
1 US gallon is eight pounds
weight, so the Imperial gallon is 25% larger, or the US gallon is 80% the
volume of an Imperial one
The measure for an acre you give is per side of a square acre.
BTW, a section is one-quarter of a square mile, 160 acres.
Cheerio,
Gary