Atlantean Trilogy Archive
A candlelit table with an open tome, bone and crystal dice, scrolls and miniatures on a painted map, sharks circling a sunken city beyond.

Movement

Rule, Travel

Base daily travel rates by land and water, cargo limits, and a wind table for sailing craft.

From the book

Overland, a character on foot covers about 20 miles a day on a road or flat land, 10 in rugged country and 5 in very rugged terrain. A light horse manages 40, 35, 15 and 5 miles, a heavy horse 30, 25, 10 and 5, and a wagon 25 on roads, 15 on flatland and 5 in rugged country, with no figure given for very rugged ground. These rates assume an average load: traveling unencumbered adds 50%, while a heavy load cuts movement by half, except for wagons.

On water a raft makes 10 miles a day, a barge 20, a canoe 25, a small sailing ship 100, and a large sailing ship, warship or galley 75.

Loads are capped too: a man can carry 10 lbs. per point of STR, a light horse 500 lbs., a heavy horse 750, and a wagon 1,000 per beast pulling it; a raft carries 5 lbs. per square foot, a canoe 600, a barge 20,000, a small sailing ship 10,000, a large one 30,000, a warship 6,000 and a galley 4,000.

For sailing craft, roll d6 for the wind. On 1 it is calm and sails give no movement; 2 brings unfavorable winds and half speed; 3-4 favorable winds and normal speed; 5 strong favorable winds and +50%; and 6 a storm lasting d4 x d12 hours that drives the ship in a random direction, rolled on d8, for as long as it rages.

At a glance

On foot
20 road / 20 flatland / 10 rugged / 5 very rugged miles per day
Light horse
40 / 35 / 15 / 5
Heavy horse
30 / 25 / 10 / 5
Wagon
25 / 15 / 5 / -
Encumbrance
Unencumbered +50%; heavily encumbered -50% (except wagons)
Water (miles/day)
Raft 10; barge 20; canoe 25; sm. sail 100; lg. sail 75; warship 75; galley 75
Cargo limits (lbs.)
Men 10 x STR; light horse 500; heavy horse 750; wagon 1000 per beast; raft 5 per sq. ft.; barge 20,000; canoe 600; sm. sail 10,000; lg. sail 30,000; warship 6,000; galley 4,000
Wind (d6)
1 calm (no sail movement); 2 unfavorable (1/2); 3-4 favorable (normal); 5 strong favorable (+50%); 6 storm (d4 x d12 hours, blown in random d8 direction)