Many epic tales feature trips across great expanses. A party may sail the Inner Sea or ride across the frontier of Varisia or navigate every district in Absalom.
Below are some guidelines to help you figure out how long these journeys take and what dramatic events might happen along the way.
When to Use These Rules: If it doesn’t matter how long the trip takes, skip all this. Narrate the journey, maybe do an Interlude, and get to the next scene. If you need to know how long the trip takes, or want to insert an obstacle or encounter of some sort, use the information below as a guideline.
The Basics: The mode of travel determines how many miles the group makes per day.
The rates below assume reasonable terrain and weather. Difficult conditions can drastically decrease progress (or increase it in the case of sailing with strong winds).
Transport Miles/8 Hour Day
Foot 24
Horse 30
Cart (one beast) 30
Carriage 40
Wagon (per beast) 30
Rowboat 24
Sailing Ship* 30
Steam Ship* 40
Airship (dirigible) 80
Glider 60
*Sailing ships are greatly affected by currents and winds. Strong winds or currents in the right direction allow them to travel about 60 miles per day. Poor winds or going against the current reduce them to 20 miles per day or less.
If an area is dangerous or lawless, draw a card from the Action Deck once per day (or even two or three times a day in particularly dangerous areas). A face card or higher represents an encounter, and the card suit can be used to determine the type.
Draw twice more if the card is a Joker and combine the results—such as Enemies and an Obstacle, or Strangers and Treasure.
Game Masters are highly encouraged to customize encounters based on their setting.
Spades—Enemies: Monsters, enemies, or hostile beasts bar the way. Perhaps they lie in ambush if it’s a popular path, waiting for the next band of unwary travelers.
Hearts—Strangers: The group comes upon neutral or friendly nonplayer characters such as merchants, lost travelers, a guide, or even other adventurers.
Diamonds— Treasure: Somewhere along the way is something of value—a caravan eager for trade or a forgotten ruin with treasure—and guardians to protect it!
Clubs—Obstacle: The heroes encounter an obstacle of some kind and must figure out how to circumvent it. Some examples are a flooded river, a decaying rope bridge, a dangerous whirlpool, etc. The obstacle might be defended by creatures or enemies as well.