🗺 Wilderness Tracker
"Each move will constitute one day. Scale: the greatest distance across a hex is about 5 miles." — Book III
Party Status
Travel Settings
Daily Actions
Travel Log
▶ Movement Rates Reference (Book III)
| Type | Hexes/Day | Type (Flying) | Hexes/Day |
|---|---|---|---|
| Man on Foot | 3 | Dragon | 24 |
| Wagon/Cart | 4 | Griffon | 30 |
| Draft Horse | 5 | Hippogriff | 40 |
| Heavy Horse | 5 | Roc | 48 |
| Medium Horse | 8 | Pegasus | 48 |
| Light Horse | 10 | Broom | 40 |
| Raft | 10 (3 swamp) | Carpet | 30 |
| Boat | 15 | Efreet | 20 |
| Merchant Ship | 12 | Djinn/Air Elem. | 30 |
| Galley | 20 | ||
Terrain penalties: Mountains/Swamps ×⅓ · Woods/Desert ×½ · Mountain Track ×½ · Swamp/Wood Track = full · River ford ×⅓. Rest required after 6 days movement (1 full day). Large parties (>100): −1 hex; (>1000): −2 hexes.
▶ Wilderness Wandering Monster Tables
| Terrain | Clear | Woods | River | Swamp | Mtns. | Desert | City |
|---|---|---|---|---|---|---|---|
| Lost on | — | 1–2 | 1 | 1–3 | 1–2 | 1–3 | — |
| Encounter on | 6 | 5–6 | 5–6 | 4–6 | 4–6 | 5–6 | 6 |
| d8 | Clear | Woods | River | Swamp | Mtns. | Desert | City |
|---|---|---|---|---|---|---|---|
| 1 | Men | Men | Men | Men | Men | Men | Men |
| 2 | Flyer | Flyer | Flyer | Flyer | Flyer | Flyer | Undead |
| 3 | Giant | Giant | Giant | Giant | Giant | Giant | Undead |
| 4 | Lycanth. | Lycanth. | Lycanth. | Lycanth. | Lycanth. | Men | Men |
| 5 | Animals | Lycanth. | Swimmer | Swimmer | Animals | Animals | — |
| 6 | Men | Men | Swimmer | Undead | Giants | Dragon | — |
| 7 | Animals | Animals | Animals | Undead | Dragon | — | — |
| 8 | Dragon | Dragon | Dragon | Dragon | Dragon | — | — |
▶ Evasion Table (Book III)
| Party Size | Monsters ≤25% | 26–60% | Over 60% |
|---|---|---|---|
| 1–3 | 50% | 70% | 90% |
| 4–9 | 30% | 50% | 70% |
| 10–24 | 15% | 30% | 50% |
| 25+ | 05% | 20% | 35% |
Surprise by party doubles evasion. Surprise by monsters negates all evasion (except magic or woods). Woods add 25% and give 10% chance even if surprised. Faster party: ±25% to evasion.
▶ Castle Encounter Rules (Book III)
On castle hex: 50% chance occupants come out (roll 1–3 on d6).
1 hex away: 33% chance (roll 1–2 on d6).
2 hexes away: 17% chance (roll 1 on d6).
Alignment: Patriarchs always Lawful · Evil High Priests always Chaotic · All others 50% hostile (1–3 on d6) or neutral (4–6).
Fighting-Men demand jousting match or 100–600 gp toll. Magic-Users demand magic item or 1,000–4,000 gp toll. Clerics require 10% tithe of all money and jewels.
Guards: 30–180 men on walls (half crossbow light foot, half heavy foot). Castle party may include additional MU, Cleric, or Apprentices.