Outdoor Movement

"...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


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The Adventure
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DMG

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