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  • Overland Movement
  • Close Quarter Movement
  1. Of Crypts and Wilderness
  2. Mechanics

Movement

PreviousChecks and SavesNextEncumbrance

Last updated 2 years ago

There are two types of movement: overland, which is used in exploration of wilderness, and close quarter, which is used in delving into points of interest.

Overland Movement

Overland movement is for exploration and long distances, and requires a hex map. Each hex on such a wilderness map represent a type of terrain; either flat or rough.

The hex on the wilderness map is one league wide, and each of these hexes is divided into 12 oxgangs. An oxgang covers roughly one mile of distance in any direction. To cross a hex, one must travel through four oxgangs.

[visual of hex here]

Movement rates over flat and rough terrain types are given below.

Terrain
Per Day
Per Watch
Per Hour
Per Minute

Flat

6 leagues

2 leagues

2 miles

40 yards

Rough

3 leagues

1 league

1 mile

20 yards

After travelling non-stop up to the limit per day, a character needs to encamp.

When resting in safety, treat all cards as β€˜nothing interesting.’

When travelling at night, use rough terrain limits. When moving through a hex where there is a path or a road, use flat terrain movement rates regardless of the terrain type.

Overland Movement on Mount

A mount such as a horse or a cart, travels roughly the same speed as a human would for an extended period of time, the only difference being that the beast requires rest and not your character.

You cannot travel on your mount through rough terrain as you must lead the animal through the difficult terrain.

Close Quarter Movement

Close quarter movement is for when your character delves into points of interest. There are three speeds of movement in close quarters; these are walk, which is quiet, trot, which is cautious, and run, which is hasty.

Speed
Per Punct

Walk

20 yards

Trot

30 yards

Run

40 yards

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