Overland Movement

Exploring the Stolen Lands
The expanse of the Stolen Lands has not, in Brevoy’s recent memory, been accurately mapped, and part of the task set before the PCs is to rectify this gap. As they explore the region, they and their companions are expected to keep track of what they find in order to keep Brevoy informed of strong and weak points of defense and to determine possible sites for roads, towns, and other fortifications.

Moveme nt in the Stolen Lands
Each hex on the map of the Stolen Lands is 12 miles across (between opposite corners) with an area of roughly 125 square miles. These hexes are provided a way to help define the land and aid in tracking travel through the Stolen Lands. In Chapter 7 of the Pathfinder RPG Core Rulebook, Tables 7–6 and 7–8 list how long it takes for a person to travel through various terrains. In this Adventure Path, characters will also be taking time to fully explore hexes on the map—doing so takes much longer than simply walking through a hex. To determine how long it takes the PCs to travel through a hex or to fully explore it, determine the group’s speed (which is set by the slowest member of the group) and consult the tables above. For traveling, the amount of time it takes to cross one hex is listed.
For exploring, the amount of time listed is to fully investigate the hex. Until a kingdom spends money to create trails and roads, all of the Stolen Lands are considered to be trackless. In some hexes, more than one terrain is present in a hex. In such cases, calculate that hex’s effect on travel as if it were a hex of the dominant terrain type.

Traveling (Time to cross 1 hex)

Party Speed Plains All Other Terrains Plains with road All Other Terrains with road
15 feet 11 hour 16 hours 9 hours 12 hours
20 feet 8 hours 12 hours 6 hours 9 hours
30 feet 5 hours 8 hours 4 hours 6 hours
40 feet 4 hours 6 hours 3 hours 5 hours
50 feet 3 hours 5 hours 2 hours 4 hours

Exploring (Time to fully explore 1 hex)

PartySpeed Plains Forest All Other Terrains
15 feet 3 days 4 days 5 days
20 feet 2 days 3 days 4 days
30 feet 1 days 2 days 3 days
40 feet 1 days 1 days 2 days
50 feet 1 days 1 days 1 days

Forests The forests of the Stolen Lands are densely vegetated, but generally crisscrossed with game trails and numerous clearings. The trees here typically consist of oaks, beech, rushleaf, and smaller scrub.

Hills The rolling hills of the Stolen Lands are often pocked by small caves, twisting valleys, and small woodlands that crown hilltops or nestle in clefts.

Mountains: Although mountains in the Stolen Lands are relatively low in elevation (rarely rising more than 1,000 feet), they are often quite rugged and sheer, forcing travelers to follow old riverbeds, gorges, and twisting trails.

Plains The grasslands and moors of the Stolen Lands vary from relatively open plains to swaths of tall grass that grows up to 3 feet high in places. Small copses of two to six trees are not uncommon.

Swamps Swamps are a confounding mix of soggy ground, partially dry hummocks, tangled undergrowth, and deep pools of murky water. Travel in a straight line is impossible, requiring constant course adjustments.

Water A river varies from 50 to 500 feet in width. Infrequent bridges and fords that allow a river to be crossed are indicated on the map where they appear, but in most cases, travel across a river requires swimming or boating.
If the PCs wish to try swimming, all members of the group must make DC 15 Swim checks. If all members (and all mounts) make the check, then that particular river crossing doesn’t impact travel time through the hex. Otherwise, add 1 hour to the amount of time spent traveling for each failed Swim check. Lakes are calmer than rivers and may be navigated with a DC 10 Swim check, but their larger size makes swimming across them dangerous—as a general rule, if the PCs lack boats or actual swim speeds, it’s best to simply treat lakes as barriers to travel and force the travelers to circumnavigate the edges. See page 55 for a list of rivers in the Greenbelt region.

Rewards for Exploration

  • The Experience of Exploring
    This adventure path is baised on the exploration and expansion of a flegling nation. There are two bonuses that are applied to exploration.
    First, for each hex that is fully explored the party is awared 100xp to be devided amongst the party.
  • Making a Map
    Second, each time a hex is fully explored a special Know Geography or Profession Cartogropher check is made by one member of the group. The value of each check is totalled. These checks represent the creation, updating, and quality of the map. At the end of the exploration charter the group will recive a reward of gold pieces equal to the running map check total.

Overland Movement

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