The travel pace description and table on page 181-182 of the Player’s Handbook states that a normal travel day may contain 8 hours, and gives the following table:
Pace: /Hour /Day Miles in an 8-hour walking day: Fast 4 miles 30 miles --> 4x8 = 32 miles (-2 miles a day) Normal 3 miles 24 miles --> 3x8 = 24 miles (OK) Slow 2 miles 18 miles --> 2x8 = 16 miles (+2 miles a day)
Why is there an difference of 2 miles for fast and slow pace?
I’ve got a game set in the Sword Coast and Savage Frontier area of the Forgotten Realms. Is there a book or online resource that I can look at that has travel times between the various locations? For example, I have characters traveling from Waterdeep to Yartar. I’d like to know the road distance and time from Waterdeep to Red Larch, then Red Larch to Triboar, the Triboar to Yartar.
I know that travel times depend on the mode of transportation. Something with the distances is fine. I can extrapolate time from the distance based on walking, riding, etc.
I also know that the big maps have legends that can be used to get distance information. First, I don’t have those maps. I have a bunch of map images on my computer. Many of them chopped into smaller regional maps. Second, a chart of the distances is easier and faster than measuring all the time.
Say a commoner with no spells, class features, or magic items is Plane Shifted from the Material Plane to the Border Ethereal.
The DMG makes mention of "curtains" that allow travel from the Deep Etheral to the Border Ethereal, but nothing of any portals in the Ethereal plane itself.
Is there any way for this individual to return to the Material Plane?
Icewind Dale: Rime of the Frostmaiden gives travel speeds for dogsleds, snowshoes, and on foot (p. 11). On the same page, it says that dogsleds, at 1mph, are the fastest way to get around in the Dale.
However, this section says nothing about axe beaks, which p. 20 offers as a travel option. How fast would these travel?
My gut says if they are speedier than sled dogs (50 vs 40 feet per round, per MM), they might run 1.25 mph. Is this the best/proper way to calculate it? How does this reconcile with sled dogs being the fastest travel method (p. 11)? Do sled dog rest requirements (1 hour after an hour of pulling, p. 20) factor into the answer at all?
I’m running Curse of Strahd for about 5 players. The party is currently level 4 and has managed to travel all the way to Krezk from Barovia after finishing death house, at the behest of Ismark and Ireena.
I estimated travel time based on the map of Barovia provided in the module very roughly. Each hex is supposed to be 1/4 mile, and pg 28 of the module says:
Dangers abound in the land of Barovia. Check for a random encounter after every 30 minutes that the adventurers spend on the roads or in the wilderness. (Don’t check if they have already had two random encounters outdoors in the past 12 hours).
I counted roughly 70 hexes along the road from Barovia to Vallaki. This comes out to 17.5 miles, which could be covered in about 5.8 hours on foot assuming a Normal travel pace of 3 mph. At a fast pace (e.g. you were in a hurry to get the hell out of town because you stole a girl from a vampire) you’d get there in around 4.4 hours.
I went with that for the players, and they had a pretty quiet walk to Vallaki. They ran into
neither of which slowed them down since both encounters were non-combat. Per the book, I didn’t check for any additional encounters.
Anyways, by the time they got around to leaving Vallaki for Krezk the next day, I wasn’t sure if they should have been making such swift progress. I could have had Strahd or some other force arbitrarily waylay them, but I was still getting used to my big boy GM boots and didn’t want to do that. They ended up making it to Krezk that following day, where some fun stuff happened with the Abbott.
I was a little unprepared for them to make such swift progress in a single session and skip over all the hooks in Barovia and Vallaki. I did my best to keep the game going anyways, but I wasn’t sure if I was missing something either implied or outright stated in the module that should make it more difficult to walk across Strahd’s domain. I understand that Strahd himself might have made things more difficult (especially concerning Ireena), but should the overland travel itself be more arduous/take more time, given a party who sticks to traveling during the day?
It’s my first time to make a question here. I have a curious problem about algorithm, in the center of Cartesian plane (0,0) I need to go to another point (x,y) but I only can use horizontaly and verticaly steps and this steps increases one by one.
For example, I need to go to (1,1) point and steps are:
- Go to (1,0), a step of 1 unit.
- Go to (1,-2) a step of 2 units.
- Finally, go to (1,1) a step of 3 units.
Obviously, there are several ways to go to a point from center but the problem needs the minimal.
Are there a formula or an algorithm to answer this question? Thanks for read this and for your questions.
Can gods freely travel between dimensions or planes of existence? I don’t think they can, or there would be chaos. But maybe a powerful god like Bahamut or an Overgod like AO could?
We have security alerts from Azure ATP and MCAS (Microsoft Cloud App Security) configured in our environment. We are getting alerts for Unfamiliar Sign ins, Impossible Travel Activity and Atypical Travel. In my understanding :
Unfamiliar Sign -in : user signs in from a location that is unusual for the user or different from where they have always signed in from.
Impossible Travel Activity (ITA) : A user signing in from different locations within a time frame that is impossible for the travel. (signing in from India and then the UK within 25 minutes, for example)
ALSO, if one of these locations is a new one, then I would also expect an Unfamiliar Sign in. (or does ITA cover that scenario?)
Atypical travel : An Impossible Travel Activity with the Unfamiliar Sign in twist.
We need to know these differences so that we can choose which ones to have in our SIEM and reduce noise.
But the differences are either very subtle or these alerts are redundant.
- Can I please get a clear explanation of these alerts,
- Are they stepping on each others toes (redundant,repetitive,overlapping)?
- Do they check if one or the other alert has been generated for the same user before generating an alert?
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