Terrain, Challenges, & Zones Terrain Ease on its own does not automatically call for other challenges to face the party, such as Climbing or Falling. In specific situations, such a challenge might indeed provide some kind of shortcut or other benefit in mountainous areas, and might even be necessary to proceed at all. Climbing might be used to bypass a TE0 area of stark volcanic mountain peaks, but TE0 could just as easily be a deep swamp where an amphibious character could take a shortcut. No such challenge is mandated by TE; for example, swampy tundra in TE1 provides few opportunities for climbing, swimming, or really anything but miserable slogging.
Similarly, TE does not directly affect combat rules, or determine when a zone receives the Easy Terrain or Rough Terrain traits. TE describes the general experience of a lengthy trip, not the precise content of every single zone. You might encounter a clearing in a dense forest, after all, or a dry section of a swamp. A lower TE might indeed have a greater number of Rough Terrain, Confining Environment, or High Clutter zones, or it might just be a mountainous maze of normal zones separated by cliffs or chasms.
Character Travel Speed Travel speed is given in miles per hour, and refers to how quickly a character can make general progress along a route on the map. It does not mean that the character always travels at exactly X mph (lunch breaks are necessary, after all), nor is it used in combat. However, a character's travel speed is derived from their SPD stat, as well as the Terrain Ease of their route that hour:| Terrain
Ease |
TE5 |
TE4 |
TE3 |
TE2 |
TE1 |
TE0 |
| Character
travel speed (in mph) |
1/3 SPD |
1/3 SPD |
1/4 SPD |
1/8 SPD |
1/16 SPD |
1/50 SPD |
These rules apply to all characters, including pack animals and mounts; simply consider the mount's SPD instead of the rider's.
Travel of any
meaningful distance is impossible if a character has 4 or more degrees
of encumbrance.
| Terrain
Ease |
TE5 |
TE4 |
TE3 |
TE2 |
TE1 |
TE0 |
| Character
hurried travel speed (in mph) |
2/3 SPD |
2/3 SPD |
1/2 SPD |
1/4 SPD |
1/8 SPD |
1/25 SPD |
Travel With Mobility Injuries If a character has a 1st-degree Mobility Injury, consider only 50% of their bSPD for the purposes of travel rules. For a 2nd-degree Mobility Injury, consider only 25%. 3rd-degree Mobility Injuries prohibit travel.
Strong fellow travelers without a Mobility Injury can help an injured character along by accepting 25% of the injured characters weight (including their inventory weight) as extra carried weight. This reduces the effect of a Mobility Injury on travel by 1 degree. Only one character at a time may assist. Of course, if a character can be carried in their entirety by someone else (or by a mount or vehicle), their injuries will be fully irrelevant.
Travel With Flying SPD & Soaring Flight A character with a flying SPD may travel at at a mph speed equal to 1.5 times the value of their flying SPD stat. However, most sources of flying SPD are impractical for long travel, due to high fatigue or charge costs.
Some creatures have listed rules for soaring flight, which allows them to use a lesser speed for travel in exchange for a greatly reduced cost, as the creature makes use of thermals and wind layers to remain aloft. The exact speed varies with the creature. Soaring flight cannot be practically used in combat or bad weather.
Soaring flight is additionally affected by terrain, but not according to Terrain Ease. After obtaining the creature's normal soaring flight travel speed, increase that speed by 25% when flying over mountains, desert, plains, oceans, or large lakes. Reduce it to 75% when flying over forests or swamps.
For any type of flight, follow the rules above for Mobility Injury (or Wing Injury, if appropriate), as well as excessive travel, unless different rules are stated in the creature's description. Flying characters cannot hurry travel.