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This thread is in relation to Curse of the Crimson throne and may contain spoilers for anyone currently playing in the game. If your a dm of this adventure or already finished it please feel free to read, otherwise, GET LOST!!!!
This topic concerns overland movement and environmental effects.
Now coming out of korvosa heading west along the Jeggard river seems to be going downstream, which i can add the speed of the current to their miles per day. If i go with average of 3 extra mph. And the base speed of the barge is .5 of a mile per hour i get 3.5 miles per hour or 84 miles per day if they rowed for a solid day with no stops.
But i kinda doubt they can do that.
Also the route they need to take via Palins cove ( which I'd like more info on if they wanna stop there but cant find any ) goes north which is most certainly not downstream as the Storval Platue is obviously the high point in the region and water should flow down from it, right?
So I'm curious as to what endurance checks i need to make to see how long they can row and how far they can go per day. The adventure itself doesn't give me any statistics on this. And as a dm I've never really used overland movement before but its going to be a big part of this adventure as they head into the cinderlands.
Here is the text from the overland movement
Rafts, barges, keelboats, and rowboats are most often
used on lakes and rivers. If going downstream, add the
speed of the current (typically 3 miles per hour) to the
speed of the vehicle. In addition to 10 hours of being
rowed, the vehicle can also float an additional 14 hours,
if someone can guide it, adding an additional 42 miles to
the daily distance traveled. These vehicles can’t be rowed
against any significant current, but they can be pulled
upstream by draft animals on the shores.
Now that was my 1st question here is my second. The info in the adventure says the Cinderlands are not a true desert and have a few different environments but all of them are lacking in water and have plenty of wind and heat to go around. Looking at the Weather effects on page 444 of the core rule book referencing Heat dangers.
It says temperatures of and over 90 F require dc saves of 15 plus 1 per hour of continuous checks made and every failed save does 1d4 non-lethal dmg to that character. Also any character who took NL dmg from heat is fatigued by heat stroke.
Now what is the consistant temperature in the cinderlands? It says its hot and hot winds all the time, or for the majority of the time. But would shoanti constantly suffer heat dmg all day or are their certain areas where they migrate to because of the temperature?

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Its a lot simpler than i first thought. All it takes is measuring distances on the map then reading the maximum travel rules that relate to their mounts/vehicle and then later for walking if they don't get mounts. They took a day to get to Palin's cove and it will take the better part of another day to get to Harse.