Travel Speed
- Travel Pace
- Slow
- Advantages on Perception or Survival checks
- Normal
- Disadvantage on Stealth checks
- Fast
- Disadvantage on Perception, Survival and Stealth checks
Forced March
The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of Exhaustion.
For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion
Mounts and Vehicles
Mounts
| Animal | Carrying Capacity | Cost |
| Camel | 450 lb. | 50 GP |
| Elephant | 1,320 lb. | 200 GP |
| Horse, Draft | 540 lb. | 50 GP |
| Horse, Riding | 480 lb. | 75 GP |
| Mastiff | 195 lb. | 25 GP |
| Mule | 420 lb. | 8 GP |
| Pony | 225 lb. | 30 GP |
| Warhorse | 540 lb. | 400 GP |
Drawn Vehicles
| Item | Weight | Cost |
| Carriage | 600 lb. | 100 GP |
| Cart | 200 lb. | 15 GP |
| Chariot | 100 lb. | 250 GP |
| Sled | 300 lb. | 20 GP |
| Wagon | 400 lb. | 35 GP |
Large Vehicles
| Ship | Speed | Crew | Passengers | Cargo (Tons) | AC | HP | Damage Threshold | Cost |
| Airship | 8 mph | 10 | 20 | 1 | 13 | 300 | — | 40,000 GP |
| Galley | 4 mph | 80 | — | 150 | 15 | 500 | 20 | 30,000 GP |
| Keelboat | 1 mph | 1 | 6 | 1/2 | 15 | 100 | 10 | 3,000 GP |
| Longship | 3 mph | 40 | 150 | 10 | 15 | 300 | 15 | 10,000 GP |
| Rowboat | 1½ mph | 1 | 3 | — | 11 | 50 | — | 50 GP |
| Sailing Ship | 2 mph | 20 | 20 | 100 | 15 | 300 | 15 | 10,000 GP |
| Warship | 2½ mph | 60 | 60 | 200 | 15 | 500 | 20 | 25,000 GP |
| Ships outfitted with private accommodations can carry one-fifth as many passengers. | | | | | | | | |