Questions Regarding Movement Speed and Time


Rules Questions


Hey all,

First-time DM trying to host a game for first-time players using the Temple of Modren adventure from Heroes of Thornwall. I've been trying to read up on it and get a feel before running it, but I've come across problems in how PF deals with out-of-combat movement and time.

There's a component in one of the dungeon's rooms covering the floor, and it isn't activated unless the PC's move "faster than 20 feet/turn". If it is activated, it induces sleep for 1 hour.

1. There's no enemies in this particular room, so how do I go about this section? Do I set the scene on the game mat and have the players move their miniatures like normal combat?

2. If the component is inducing sleep for 1 hour, how do I measure that in-game? Do the players simply tell me that they wait an in-game hour until they wake up?

Any help would be greatly appreciated.


1) ask them (ideally at several times in advance) how they are moving? Cautiously (half speed) normally? Or hustling? Make notes every time and add a little "uh-huh" for effect.

2) ask all the players what they are doing - some may want to wait with their slept allies, some may want to press on. If all are sleeping then unless it is likely bad guys will stumble across them then just mark an hour has passed - including any duration of active spells.


Does the sleep effect work like the spell? If so anyone who is awake can wake someone else with a standard action.

As for the movement, I'd ask them are they moving at normal speed or another speed. I typically have all the tokens moving at once while out of combat since combat turns don't really exist until combat starts.


Note that they're presumably taking double moves since they're not in combat, so even if they go at half speed anyone with a base speed > 20' will set it off... unless I misunderstand "faster than 20 feet/turn".


Thanks for all of the quick replies!

Never thought about asking them about how they'd like to move, I'll keep that in mind. The adventure makes no mention of the enemies wandering around, so I'm assuming they'll just wait the sleep effect out if set off. According to the book, it's a "sleep mold (poison)" that stays in the air for 1d4 rounds once activated.

The double moves are a good point as well. The players are unfamiliar with turns and what they can do in one, so I'll most likely use this as a teaching opportunity.


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Fuzzy-Wuzzy wrote:
Note that they're presumably taking double moves since they're not in combat, so even if they go at half speed anyone with a base speed > 20' will set it off... unless I misunderstand "faster than 20 feet/turn".

Only if the character is hustling. A character walking normally only moves once each turn.

I generally assume that outside of combat or some other hurried or physically demanding (i.e., really need a double move) situation that characters are moving normally rather than hustling. Particularly since long-term hustling is damaging. It's not a bad idea to establish this ahead of time, though.


blahpers wrote:
Fuzzy-Wuzzy wrote:
Note that they're presumably taking double moves since they're not in combat, so even if they go at half speed anyone with a base speed > 20' will set it off... unless I misunderstand "faster than 20 feet/turn".

Only if the character is hustling. A character walking normally only moves once each turn.

I generally assume that outside of combat or some other hurried or physically demanding (i.e., really need a double move) situation that characters are moving normally rather than hustling. Particularly since long-term hustling is damaging. It's not a bad idea to establish this ahead of time, though.

All true. I have brought shame upon the spirits of my ancestors.


Personally, I'd rework that trap completely.

As you note, figuring out 20' per turn when not in combat is tricky, and it is tough to get that sort of information from the players without revealing a lot.

Secondly, sleep for 1 hour is either meaningless (nothing happens and/or their is a means for non-asleep characters to wake up other characters) or a death sentence (wandering monsters come in and kill everyone while they are asleep) or effectively splitting the party (some characters awake, maybe fighting wandering monsters, the other characters asleep with bored players.) None of these options strike me as particularly fun.

I'd have the trigger instead of moving speed be something more like time in the room (if they stay in the room, searching etc it activiates, if they move on quickly it doesn't) and rather than sleep I'd go for the sickened condition or something similar.


Fuzzy-Wuzzy wrote:
blahpers wrote:
Fuzzy-Wuzzy wrote:
Note that they're presumably taking double moves since they're not in combat, so even if they go at half speed anyone with a base speed > 20' will set it off... unless I misunderstand "faster than 20 feet/turn".

Only if the character is hustling. A character walking normally only moves once each turn.

I generally assume that outside of combat or some other hurried or physically demanding (i.e., really need a double move) situation that characters are moving normally rather than hustling. Particularly since long-term hustling is damaging. It's not a bad idea to establish this ahead of time, though.

All true. I have brought shame upon the spirits of my ancestors.

Nah. It's a rule that doesn't directly come up very often. : )

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