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 (Fast → Normal, Normal → Slow) 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.