Time and Movement

How long things take and how far you can go.


Time Segments

Segment Duration Use
Round 6 seconds Combat actions
Turn 10 minutes Dungeon exploration
Watch 6 hours Wilderness travel, marching, or rest (4 watches = 1 day)
Day 24 hours Downtime, recovery, overland travel

Movement

Speed Per Round Per Turn (dungeon) Per Watch (wilderness)
Slow 15 ft 45 yards 4.5 miles
Normal 30 ft 90 yards 9 miles
Fast 45 ft 135 yards 13.5 miles
  • Slow: Cautious, sneaking, or encumbered.
  • Normal: Average traveling pace.
  • Fast: Urgent or reckless movement.

Dash: In combat, you can use your action to Dash—move again at your full Speed. See Combat Actions.

Turn speed (dungeon) = 3× base speed in yards. Assumes cautious exploration — watching footing, checking for danger, mapping.

Watch speed (wilderness) = distance covered in 6 hours of marching with gear. Two watches is the safe daily maximum—pushing beyond risks Fatigue. See Wilderness Exploration for terrain modifiers and forced march rules.


Light Sources

Source Duration Radius
Torch 6 Turns (1 hour) 30 ft bright, 30 ft dim
Lantern 6 hours (1 flask of oil) 30 ft bright, 30 ft dim
Candle 1 hour 5 ft bright, 5 ft dim

Darkvision: See 30 ft in dim light as if bright, darkness as dim. No color, no fine detail.

No light: Effectively blind. Setback on all rolls. Movement halved.


Ranges

Range Distance Use
Close Within 5 ft Melee striking distance, whisper
Near Within 30 ft All ranged weapons, normal voice
Far 30–120 ft Powerful ranged weapons, shout
Very Far Beyond 120 ft Out of striking range, often out of sight

Climbing, Swimming, Crawling

Movement is reduced by one step (FastNormal, NormalSlow) unless the creature has a climbing or swimming speed.

  • Slippery or difficult surfaces: STR check, DC set by conditions.
  • Rough water: STR check to make progress. Failure = 1 Fatigue and no forward movement that round.

Jumping

Long Jump: 10 + STR feet (with 10 ft run-up). Standing long jump = half that.

High Jump: 3 + STR feet (with 10 ft run-up). Standing high jump = half that.

Remember: STR is your ability value (−4 to +4), not a traditional ability score.

Difficult landings or obstacles may require a STR or DEX check.


Falling

Take 1d6 cumulative damage for every 10 ft fallen. Land Prone.

  • 10 ft = 1d6
  • 20 ft = 1d6 + 2d6 = 3d6
  • 30 ft = 1d6 + 2d6 + 3d6 = 6d6

Suffocation

A creature can hold its breath for 1 + CON minutes (minimum 30 seconds).

When out of breath, survive for CON rounds (minimum 1). At the start of the next turn after that, drop to 0 HP and begin dying. Cannot be stabilized until breathing again.

CON is your ability value (−4 to +4). A character with CON +2 holds their breath for 3 minutes.