Local Movement

Character Movement

Base Movement Rate: A character’s base movement rate is based on race, and is shown in Table 1. A character’s base movement rate is then modified by the character’s Strength/Stamina and Dexterity/Balance scores. These modifiers are shown in Table 2. No character can have their movement rate reduced to less than 1 by ability score modifiers. Character class can also have an effect on the character’s base movement rate (eg. the fighter skill of “increased movement”).

Table 1 – Base Movement Rates

Race

Movement Rate

Human, Hale-Elf or Elf

12

Dwarf, Gnome or Halfling

6

 

Table 2 – Ability Score Modifiers to Base Movement Rate

Stamina Score

Modifier

Balance Score

Modifier

3

-3

3

-3

4 – 5

-2

4

-2

6 – 7

-1

5

-1

8 – 16

0

6 – 15

0

17 – 18/50

+1

16

+1

18/51 – 18/99

+2

17 – 18

+2

18/00 – 20

+3

19 – 20

+3

21 – 22

+4

21 – 22

+4

23

+5

23 – 25

+5

24

+6

 

 

25

+7

 

 

The modified base movement rate of the character is then modified further depending on the character’s level of encumbrance. To determine the character’s encumbrance category, find the character’s Strength/Stamina score on Table 3 and read across the table. The numbers on the table are the breakpoints for each category. A creature's actual movement rate is then figured by comparing the character’s current encumbrance with the character’s modified base movement on Table 4.

Table 4 – Encumbrance Category vs. Modified Base Move

Modified

EncumbranceCategory

Base Move

None

Lt.

Mod.

Hvy.

Severe

1

1

1

1

1

1

2

2

2

1

1

1

3

3

2

2

1

1

4

4

3

2

1

1

5

5

4

3

1

1

6

6

4

3

2

1

7

7

5

4

2

1

8

8

6

4

2

1

9

9

7

5

2

1

10

10

7

5

3

1

11

11

8

6

3

1

12

12

9

6

3

1

13

13

10

7

3

1

14

14

11

7

4

1

15

15

12

8

4

1

16

16

12

8

4

1

17

17

13

9

4

1

18

18

14

9

5

1

In addition to affecting how far a character can move in a combat round, encumbrance also affects how well a character can fight. Moderately encumbered characters suffer a –1 penalty to attack rolls, heavily encumbered characters suffer a –2 attack penalty and a +1 penalty to Armour Class, and severely encumbered characters suffers a –4 attack penalty and a +3 penalty to Armour Class.

Table 3 – Encumbrance Category vs. Character Strength/Stamina

Character

Encumbrance Category

Strength

Lt.

Mod.

Hvy.

Severe

Max

3

6

7

8

10

12

4–5

11

14

17

20

25

6–7

21

20

39

47

55

8–9

36

51

66

81

90

10–11

41

59

77

97

110

12–13

46

70

94

118

140

14–15

56

86

116

146

170

16

71

101

131

161

195

17

86

122

158

194

220

18

111

150

189

228

255

18/01

136

175

214

253

280

18/51

161

200

239

278

305

18/76

186

225

264

303

330

18/91

236

275

314

353

380

18/00

336

375

414

453

480

 

 

 

 

Normal dungeon walking rate: Moving at this speed allows a character to walk a distance equal to the character’s movement rate x 10 feet each round. This would be applicable inside, in a dungeon, or in a crowded city street, and represents a more cautious movement, paying attention to sights and sounds while trying to avoid traps and pitfalls. A character can move at the normal walking rate in a dungeon setting, but suffers a –1 penalty to surprise and gives a +1 bonus to others on their chance of being surprised. The character also has no chance of noticing subtle or unusual features/details, eg. traps, secret doors, clues etc.

Normal outdoor walking rate: Moving at this speed allows a character to walk a distance equal to the character’s movement rate x 10 yards. This is a brisk but not strenuous walk that can be maintained for long periods, which would normally be used outside in the wilderness or in a non-crowded city street. (A movement rate of 12 would equate to a speed of approx. 4.1 mph or 6.6 km/hr).

Jogging: Moving at this speed allows a character to double the outdoor walking rate movement rate. This rate can only be maintained for a number of rounds equal to the character’s Constitution/Fitness score. After this, the character must make a Constitution/Fitness check with a –1 cumulative penalty every round to maintain the jogging rate. Once a check fails the jogger must stop and rest for as many rounds as was spent jogging. After this the character can resume jogging again. If a character jogs in a dungeon setting, the character suffers a surprise penalty of –2 and provides opponents with a +2 surprise bonus. Pull/trip attempts on the moving character receive a +1 bonus.

Running: Moving at this speed allows a character to triple the outdoor walking rate movement rate. The character can move at this rate for one round, but at the end of this round the character must make a Constitution/Fitness check to maintain the run. After this, the character must make a Constitution/Fitness check with a –1 cumulative penalty every round to maintain the running rate. If the check fails the character cannot run any further and must rest for one turn before being able to move. If a character runs in a dungeon setting, the character suffers a surprise penalty of –3 and provides opponents with a +3 surprise bonus, the character loses any AC bonus from dexterity, and suffers a +1 penalty to AC in addition. If the character runs at an opponent with a spear set to receive the oncoming runner, damage may also be increased. Pull/trip attempts on the moving character receive a +2 bonus. Running cannot be achieved if obstacles are in the way (eg. lots of corners, many people etc.) and the character is treated as if jogging.

Sprinting: Moving at this speed allows a character to quadruple the outdoor walking rate movement rate. The character can move at this rate only if the character successfully makes a Strength/Stamina check with a –4 penalty. If the check is failed the best the character can achieve is the running rate. At the end of the first round of sprinting the character must make a Constitution/Fitness check with a –2 penalty to maintain the sprint. After this, the character must make a Constitution/Fitness check with a –2 cumulative penalty every round to maintain the sprinting rate. If the check fails the character cannot sprint any further and must rest for two turns before being able to move. If a character sprints in a dungeon setting, the character suffers a surprise penalty of –4 and provides opponents with a +4 surprise bonus, the character loses any AC bonus from dexterity, and suffers a +3 penalty to AC in addition. If the character sprints at an opponent with a spear set to receive the oncoming runner, damage may also be increased. Pull/trip attempts on the moving character receive a +4 bonus. Sprinting cannot be achieved if obstacles are in the way (eg. lots of corners, many people etc.) and the character is treated as if jogging.

Running Proficiency: A character with this proficiency can add a third of their normal walking speed to his/her speed when jogging, running or sprinting, eg. a character with a movement rate of 12 would walk outdoors at a rate of 120 yards per round, would jog at 280 yards per round (120 x 2 + 40), run at 400 yards per round (120 x 3 + 40) and sprint at 520 yards per round (120 x 4 + 30). Furthermore, the character can also sprint for one round before needing to make the normal Strength/Stamina check (ie. they will always be able to sprint for at least one round).

Endurance: A character with this proficiency can undertake jogging, running or sprinting maneuvers twice as long as other characters, ie: can maintain a jogging rate for a number of rounds equal to twice the character’s Constitution/Fitness score before needing to make Constitution/Fitness checks to maintain the jog – and then only needs to make these checks every second round thereafter; can maintain a run for two rounds being needing to make Constitution/Fitness check to maintain the run – and then only needs to make these checks every second round thereafter; if the character can initiate a sprint by successfully making a Strength/Stamina check, subsequent maintenance of the sprinting rate only needs to be checked every second round thereafter.

Chases: In addition to movement rate differences, the two parties involved in a chase must make an initiative roll every round. If the fleeing party wins, the distance between the parties increases by ten times the difference in rolls (in feet or yards, whichever is appropriate). If the fleeing party loses, the gap closes the same amount. This continues until the fleeing party escapes or is captured.

Monster Strength Scores: Calculate a monster’s strength as 3½ points per size category (Tiny, Small, Man-sized, Large, Huge, Gargantuan) plus its HD.

Monster Dexterity Scores: Calculate a monster’s dexterity as its current movement rate.

Terrain Effects on Local Movement

Table 5 – Terrain Effects on Movement

Condition

Move Rate Reduced by:

Darkness

1/3*

Heavy brush or forest

2/3

Ice or slippery footing

1/3*

Rugged or rocky ground

1/2

Soft sand or snow, knee-deep

1/3

Water or snow, waist-deep

1/2

Water or snow, shoulder-deep

2/3

* Faster movement is possible.

 

Terrain, or the nature of the ground, has little effect on local movement. A character running pell-mell across a meadow can do about the same speed in the desert, or on a sandy beach. Only the most extreme terrain hinders local movement. These extreme conditions are listed given on Table 5 as reductions of movement rate. The reduction applies to all movement for a single round. When a character is in two different types of terrain during the same round, use the worst (i.e., most difficult) adjustment.

Darkness and Ice: The movement adjustments given for both darkness and ice assume reasonable safety for the characters. At these speeds characters will have no more than normal chances of slipping or falling. However, characters can move at faster than safe speeds under these conditions.

If characters choose to move more quickly (up to their normal movement rate), they must roll a Dexterity/Balance check each round. If the check is passed, nothing happens. If the check is failed, the character has tripped over some unseen obstacle or sprawled out from an unexpected slide.

In perfect darkness the character can't be certain that he is walking in the right direction unless he has spells or other assistance. Assuming the character is on his own, the DM can choose what happens or he can determine randomly by rolling 1d12. On a 1-4 the character maintains the desired course. On a 5-8 he veers to the right and on a 9-12 he goes to the left. The consequences of such course changes depends entirely on the DM and his map.

 


Overland Movement

A character’s overland movement rate is dependent on the movement rate of the character or the character’s mount or vehicle (modified for encumbrance), the terrain through which the character is moving, whether a road or trail is present, and other physical conditions (special terrain, weather, darkness etc.).

Character Movement

Base cross-country movement rate: Moving at this speed allows a character to walk a distance equal to twice the character’s movement rate in miles/day. This assumes 10 hours of marching including reasonable stops for rest and meals.

Force march movement rate: Forced marching allows a character to walk a distance equal to two and a half times the character’s movement rate in miles/day. At end of each day the character must successfully roll a Constitution/Fitness check to continue moving at this rate the next day. Apply a –1 penalty for each consecutive day spent force marching. Large groups such as an army use the average Constitution/Fitness of its members. Monsters roll a saving throw vs death magic in place of the Constitution/Fitness check. If the check is failed, no more force marching is possible until the character has rested half a day per day of force march, though the character can still move at his/her base cross-country rate. Regardless of success or failure of the check, each day of forced march results in a cumulative –1 penalty to attack rolls. This penalty is removed at the rate of one per half day of rest.

Running Proficiency: If the character makes a proficiency check, the character can add an additional third of his/her normal speed to the forced march movement rate, eg. a character with a movement rate of 12 would walk normally walk outdoors at a rate of 24 miles per day and force march at 30 miles per day – if the character also had the running proficiency, he/she could force march and achieve a movement rate of 38 miles per day (12 x 2.5 + 4 x 2),

Endurance: The character can undertake a forced march for twice as long as other characters. ie. the character only needs to make a Constitution/Fitness check every second day of forced marching. The character only needs to rest for a third of a day per day of force march to be able to start force marching again after a failed check. Furthermore, the character only accumulates the  –1 attack roll penalty for every two days of forced marching, and removes the attack roll penalty at a rate of 1 per third of a day of rest.

Mount Movement

Table 7 – Mount Encumberance Categories

Type of Mount

Full speed

Half speed

One-third speed

Camel

0-300

300-600

600-900

Dog, Riding

0-30

30-60

60-90

Elephant

0-500

500-1000

1000-1,500

Horse, Draft

0-300

300-600

600-900

Horse, Riding

0-170

170-340

340-510

Horse, War, Heavy

0-300

300-600

600-900

Horse, War, Light

0-230

230-460

460-690

Horse, War, Medium

0-265

265-530

530-795

Horse, War, Paladin

0-350

350-700

700-1050

Horse, Wild

0-170

170-340

340-510

Mule

0-230

230-460

460-690

Ox

0-265

265-530

530-795

Pony

0-75

75-150

150-225

Pony, War

0-100

100-200

200-300

Yak

0-265

265-530

530-795

Base Movement Rate: A mount’s base movement rate is considered a trot as shown in Table 6. However, a mount can be moved at other rates (as explained under canter, gallop and racing speed).

Table 6 – Base Movement Rates For Mounts

Type of Mount

Walk

Trot

Canter

Gallop

 

Camel

11

21

42

63

Dog, Riding

6

12

24

36

Elephant

8

15

30

45

Horse, Draft

6

12

24

36

Horse, Riding

12

24

48

72

Horse, War, Heavy

8

15

30

45

Horse, War, Medium

9

18

36

54

Horse, War, Light

12

24

48

72

Horse, War, Paladin

9

18

36

54

Horse, Wild

12

24

48

72

Mule

6

12

24

36

Ox

8

15

30

45

Pony

6

12

24

36

Pony, War

6

12

24

36

Yak

8

15

30

45

 

A mount’s normal movement rate can be affected by encumbrance, as shown in Table 7. A mount will not canter or gallop if carrying a load which will reduce its normal movement rate to one-third normal, and will not gallop when loaded with enough material to reduce its normal movement rate by half.

Mount Requirements: All animals do have some basic needs that must be provided for. However, each animal is different, so the requirements for each are listed separately:

Horses: Horses need around ten pounds of forage and fodder a day including grains such as oats - a heavy war horse can't survive the rigours of travel by grazing on grass. Horses without high enough quality food will weaken and die. Horses must also have water every day. During travel, horses must be allowed to stop and rest with regular frequency and must be unsaddled and unpacked when rested, otherwise little profit is gained from the rest. At night horses should be hobbled/tethered on a long rope so they can graze. If one or two are tied, the others will generally not wander off. Horses need not be shod, unless they walk mostly on hard-surfaced roads or rocky ground. Horseshoes should be replaced about once a month.

Ponies, Donkeys, and Mules: These animals have much the same needs as the horse, but can survive by grazing alone – well accustomed to grass, there is no need to provide separate fodder. Their hardiness is such that saving throws vs. death made for cantering or galloping movement gains a +2 bonus. They are sure-footed and can travel through rugged terrain at one less than the normal movement cost.

Camels: Camels are either suited to sandy deserts (dromedary) or rocky deserts (bactrian). Dromedary camels reduce the movement cost of sandy desert by 1 point and Bactrian camels have the same effect in rocky deserts. All camels march better by night. Dromedary camels are able to withstand a few days of cold and bactrian camels can live in freezing and mountainous deserts. Although they can manage for long periods of time without water, they must be fed every day. They do not need special fodder so long as grazing is possible. On the average they should have water at least every four days, although they can be trained to do without for longer periods, even up to several months if green grass or leaves are available for grazing. Like horses, camels should be hobbled or tethered to prevent them from wandering off.

Dogs: The types of dogs used as a mount or to pull a sled are large breeds such as St. Bernards or wolf hounds. Some are suited to cold weather and will withstand a great deal of hardship. They require at least a pound of meat a day; dried meat is acceptable. If necessary, one dog can be killed to feed the others, but this is not recommended. Beyond the needs of feeding, sled dogs tend to care for themselves fairly well, although certain animals may need to be separated to prevent fighting.

Elephants: Elephants eat a prodigious amount of fodder every day. In thickly forested areas, this can be supplied without reducing its speed. In sparsely forested plains though, an elephant grazing for itself will reduce its normal movement rate by ¼. Elephants should bathe (or be bathed) every day and will avail themselves of dust baths to keep biting flies away. Elephants can't negotiate cliffs – they can bound down steep slopes, but only at great peril to themselves and their riders. If the beast fails a saving throw vs. breath weapon, it stumbles, falls, and rolls the rest of the way down the slope. The fall may kill or severely injure the elephant. Elephants are affected only by the deepest mud, so the movement penalty for mud is ignored.

Yaks: Yaks are suited to the cold regions of high mountains. While slow, they are sturdy and unaffected by the cold. Their sure footing allows them to reduce all mountain movement rates by one. They can survive by grazing on a meagre amount of grass. Yaks also provide meat and milk for travellers. They live in cool regions and cannot survive long in warmer climates since they are prone to collapse from heat exhaustion.

Base cross-country movement rate: Moving at this speed allows a mount to move at a rate equal to two times the  mount’s base (trotting) movement rate in miles/day (assumes 10 hours of travel which includes reasonable stops for rest and meals). A movement rate of 24 for a riding horse would equate to a movement rate of 48 miles per day (the speed of a trotting riding horse would be of approx. 8.2 mph or 13.2 km/hr).

Cantering: Moving at this speed allows a mount to double its base cross-country movement rate. A canter can be safely maintained for two hours, but if the rider doesn’t want to risk hurting the mount it must be walked for an hour before its speed can again be increased. If the rider is willing to take the risk, a mount can be pushed to a canter for longer than two hours. However, a saving throw vs. death must be successfully made to avoid becoming lame or spent. For each successive day a horse is ridden at a canter, a cumulative -1 penalty is applied to the saving throw. A failed saving throw indicates that the creature is lame or spent and can't travel any farther that day. Thereafter, it can move only at its walking movement rate until it is rested for at least one day.

Galloping: Moving at this speed allows a mount to triple its base cross-country movement rate. A gallop can be safely maintained for one hour, but if the rider doesn’t want to risk hurting or killing the mount it must be walked for an hour before its speed can again be increased. If the rider is willing to take the risk, a mount can be pushed to a gallop for longer than one hour. A saving throw vs. death with a –3 penalty must be made. If the save is failed then the mount will collapse and die of exhaustion. If the saving throw succeeds, the creature is merely spent and must be rested – not ridden at all – for 1 day.

Racing Speed: Moving at this speed allows a mount to quadruple its base cross-country movement rate. Racing speed can be safely maintained for only five minutes, but if the rider doesn’t want to risk killing the mount it must be walked for two hours before its speed can again be increased. If the rider is willing to take the risk, a mount can be pushed to racing speed for longer than five minutes though never longer than fifteen minutes (at which time the mount will automatically die). A saving throw vs. death with a –5 penalty must be made. If the save is failed then the mount will collapse and die of exhaustion. If the saving throw succeeds, the creature is merely spent and must be rested – not ridden at all – for 1 day. (Modern racing thoroughbreds and quarterhorses can achieve speeds of up to 40 mph or 64 km/hr under loads of 119 to 139 pounds or 54 to 63 kg over distances of one to two miles).

Exhaustion or Lameness: When a creature goes lame, exhausts itself, or is ridden too hard, there is no way of knowing just when the creature will collapse. Player characters can't be certain of travelling the full extra distance. The DM should determine where and when the creature collapses. This can be a random place or at some point the DM thinks is best for the adventure.

Quality Mounts: Some mounts are faster or have more endurance than others. These mounts of quality are sought after and extremely valuable.

Vehicle Movement

Types of Vehicles: While animals are useful for getting around in the wilderness, they are seriously limited by the size of the load they can carry. Peasants and merchants often use wagons and carts for trade. Chariots are favoured by the wealthy and in times of war, but aren’t normally used for long-distance travel. Sledges and dog sleds are handy in snow and ice-bound regions.

Carts are small two-wheeled affairs. They can be pulled by one or two animals, but no more than this. Wagons are four-wheeled and can hitch anywhere from two to twelve (or even more!). The movement rate of a horse or other animal is automatically reduced by 50% when hitched, and additional animals do not increase the speed. However, the standard load each beast can carry is tripled. The weight of the cart or wagon and driver is not considered for this, only the cargo. Each additional animal adds its tripled capacity to the total load hauled. Thus, a wagon pulled by eight draft horses could carry 7200 lbs (300 x 3 x 8), or 3.2 tons worth of cargo before encumberance starts to slow movement. Of course, travelling will be slow – only 12 miles a day on a level road.

Chariots are intended more for speed, comfort, and their usefulness in warfare, than for their ability to haul loads. Chariots can hitch one to four horses (or other creatures), but no more than this. A horse can pull its normal load (the weight of the chariot not included) at its normal movement rate. Each additional horse in the hitch either increases the cargo limit by the horse's standard load or increases the movement rate by a factor of 1. The chariot can't have more movement points than the creatures pulling it would normally have. A chariot pulled by four medium war horses could have a movement rate of 15 or pull 1060 lbs., enough for four large or armoured men. It could also have some combination of the two (movement rate of 16 and a cargo of 795 in the above example).

Dog sleds are normally pulled by seven to eleven dogs. When hitched, a sled dog's movement is reduced by 50%. However, each additional dog adds one movement factor to the sledge, up to the maximum of movement of the animal. Thus a dog sled with seven dogs would have a movement of 13. Each dog can pull 90 lbs, not including the weight of the sledge. Due to their lighter weight and the sledge design, dog sleds can cross all types of snow and ice without penalty.

Effect of Terrain: The greatest limitation on all vehicles is terrain. Wagons, carts, and chariots are restricted to level or open ground unless travelling on a road or the best trails. While a wagon can cross a mountain range by staying to the open valleys and passes, it just can't make good progress in a thick forest. Sledges and dog sleds can be used only in snow-covered or ice-coated lands. Sledges (pulled by horses or the like) are treated as carts, are effective only on hard-packed snows and ice, and can ignore the penalties for these. Deep snow causes the horse to flounder and the runners to sink, so no benefit is gained in these conditions.

Terrain Modifiers In Overland Movement

Standard Terrain Costs: Overland movement is much more affected by terrain than local movement. Thus, a wide variety of terrain types slow or, on very rare occasions, increase the character's rate of movement. It is possible for characters to cross several different types of terrain in a single day. Table 8 lists the effects of different terrain. These are listed as points of movement spent per mile of travel through that terrain type. When a character or creature moves through the listed terrain, that number is subtracted from the total movement available to the character or creature that day.

Table 9 – Special Terrain Modifiers

Situation

Modifier

Chasm*

+3

Cliff*

+3

Duststorm, sandstorm

x3

Freezing cold**

+1

Gale-force winds

+2

Heavy fog

+1

Ice storm

+2

Mud

x2

Rain, heavy

x2

Rain, light

+1

Rain, torrential

x3

Ravine

Ridge

+1

River***

+1

Scorching heat**

+1

Snow, blizzard

x4

Snow, normal

x2

Stream***

*These assume the player characters find a route around the obstacle. Alternatively, the DM can require the characters to scale or span the obstacle, playing out this encounter.

**These extremes must be in excess of the norm expected of the character or creature. Thus, a camel is relatively unaffected by the scorching heat of a desert and a yak barely notices the cold of high mountains.

***This cost is negated by the presence of a bridge or ford.

Special Terrain Costs: The movement point costs given in Table 8 assume the best of conditions in each terrain, eg. the mountains are assumed to be free of cliffs; the woods have no high-banked streams; rains haven't turned the plains to mud; the tundra hasn't been blanketed in snow. However, poor travelling conditions do occur, which slows travel. Table 9 lists common obstacles and situations that slow movement. The modifiers are listed as either additional movement point costs or multipliers. When additional movement costs are listed, these are added to the cost of the surrounding terrain, eg. crossing a ridge in the high mountains costs nine movement points for that mile instead of eight. Multipliers increase the movement cost by the amount listed. Snow, for example, doubles the cost of crossing the plains. Indeed, severe weather or torrential rains can actually bring all travel to a halt.

Table 8 – Terrain Costs for Overland Movement

Terrain Type

Movement Cost

Barren, wasteland

2

Clear, farmland

½

Desert, rocky

2

Desert, sand

3

Forest, heavy

4

Forest, light

2

Forest, medium

3

Glacier

2

Hills, rolling

2

Hills, steep (foothills)

4

Jungle, heavy

8

Jungle, medium

6

Marsh, swamp

8

Moor

4

Mountains, high

8

Mountains, low

4

Mountains, medium

6

Untraveled plains, grassland, heath

1

Scrub, brushland

2

Tundra

3

 

Roads and Trails: The main purpose of roads and trails is to provide a clear route for wagons, carts, and other forms of heavy transport. It is impossible for such vehicles to cross any terrain that has a movement point cost greater than 1 unless they are following a road or trail. In addition, roads and trails normally go somewhere, so it is hard (but not impossible) for characters to get lost while following them.

Trails are by far the most common cleared track found in AD&D game worlds. Often little more than narrow game trails, they are the natural result of traffic moving from one point to another. Though not roads (in that they are not maintained), they tend to be fairly open pathways. Still, characters may have to see to the removal of fallen trees and stones or the clearing of brush—all things that can be accomplished by the occasional traveler. Trails normally follow the path of least resistance, avoiding difficult obstacles such as chasms, cliffs, and unfordable rivers. While this may increase the distance characters must travel, it usually results in an overall saving of time and effort. When traveling along a trail, the movement point cost is half normal for the terrain type traversed by the trail. Following a trail through the heavy forest, for example (movement cost of four), costs only 2 movement points per mile. An unencumbered man on foot would be able to march 12 miles through such terrain without exerting himself. Trails through settled farmland offer no improvement, since these areas are easy to travel through already.

Roads are costly to build and maintain, so they were very rare in the Middle Ages (the general time period of the AD&D game). Only the largest and best organized empires can undertake such ambitious construction programs. In areas of level or rolling ground, such as forests and plains, roads reduce the movement cost to one-half point per mile. In areas of mountainous ground, roads are no better than trails and reduce movement costs accordingly. A road travelling through high mountains is only four movement points per mile.