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Movement while Adventuring

Movement through dangerous dungeons or wilderness areas often involves more than simply walking. Adventurers might have to climb, crawl, swim, or jump to get where they need to go.

The GM can summarize the adventurers' movement without calculating exact distances or travel times, for example:

You travel through the forest and find the dungeon entrance late in the evening of the third day.

Even in a dungeon, particularly a large dungeon or a cave network, the GM can summarize movement between encounters:

After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map, which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch.

Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the answer is in days, hours, or minutes.

The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

  • name Movement while Adventuring
  • type adventuring
  • related
    • /adventuring/time
    • /adventuring/travel-pace
    • /gameplay/movement
    • /gameplay/movement/speed